ALIAS UNALIAS The command alias can be used to set a shortcut for a command. The format is: alias <name> <command> the text in <name> is then expanded to the full <command>. For example if you set the alias: alias incinerate invoke 'pilum' you could then use the command: incinerate evil_mob or inciner evil_mob etc. to cast the spell pilum on the mobile evil_mob. Note: You cannot replace existing commands with an alias as the aliases are only checked after all legal commands have been checked. The command alias used with no arguments will list the aliases you have defined. Currently there is a limit of 5 alias. Once you have filled all 5 slots you will not be able to add any aliases. If you want to remove an alias you use the unalias command: unalias <name> where name must match an existing alias. This will free an alias slot. # MOUNT DISMOUNT MOUNTS Horses and various other mounts are available to the adventurer. To get atop your mount, you must MOUNT. To get back on the ground, DISMOUNT. # HITCH UNHITCH Usage: HITCH <item> <victim> UNHITCH <item> Use these commands to HITCH/UNHITCH pullable objects, like wagons, to monsters, animals, and people. # TETHER UNTETHER Creatures, especially mounts, that are following you, can be tethered in place to stop them from moving around with you. They can be untethered when you are ready to have them follow you around again. See also: MOUNT, DISMOUNT # WEB HOMEPAGE The official home page for Archipelago is located at: http://pubweb.acns.nwu.edu/~chayes/archipelago.html # SIZE SIZES Sizes will affect what you can and cannot wear, and what rooms you can or cannot enter. Luckily, most items can be resized to fit, just find a craftperson who can resize the item, give it the item, and voila!, it will be ready to wear. See also: REPAIR, RESIZE # STATS Strength: how physically mighty you are (how much you can lift or carry or wield) Constitution: how healthy and robust you are (how much life (hit points) you'll have and how fast you'll heal) Intelligence: how smart you are (how well you comprehend magic) Wisdom: how deep your understanding can be (will you have an added insight to magic or monsters) Focus: how well you can concentrate (important to have in invoking spells) Perception: how much you can see (can you see hidden objects and people in dim light) Dexterity: how agile you are (can your fingers pick that lock, can you kick with out falling over) Guile: how sneaky you are (generally applicable to thievery skills) Charisma: how personable you are (get better prices on goods, lead larger groups) Luck: how lucky you are (undeterminable and unknowable) # NOCON NOCONDITIONS Use this command to enable/disable the display of item conditions that are shown at the end of an item. e.g., >look self .. <worn on head> a helmet..in good condition. <worn on body> a breastplate..in poor condition. >noconditions >look self .. <worn on head> a helmet <worn on body> a breastplate # REPAIR Items that no longer perform as they should, are worn out, or broken, can be fixed at a craftsperson. Not all items can be fixed and resized by any craftsperson, you have to find the right one who can do the type of work you want done for the item. There are armors, weapons, treasures, worn, and other object types. See also: SIZES, SHOPS # DRAW SHEATHE Cool commands... 'nuff said. However, if you are really curious... When wearing a scabbard and a weapon, such as a sword, you can SHEATHE a wielded sword. This places the blade in the scabbard. If you wish to fight something or someone, DRAW your weapon. By doing so, you will instantly wield your weapon. Also, if you are jumped by an aggressive monster or person, you will automatically draw your weapon and begin to fight. Note: these two commands only work if you are wearing or carrying a scabbard. # MOTD Use this command to display the message of the day. Immortals who want to read the mortal motd (instead of their own message), type 'motd mortal'. # ABORT Abort will clear the input buffer of all pending commands. You will still be subject to any spell/command delays from the command currently being processed. See also: FLEE # DONATION There are several donation shops in the game. Martha in Lamman (1n2e1n from the fountain), Aelfric in Abernach, and Reimund in Wivernhoe. When an item is donated it randomly goes to one of these shops. There is a small chance that an item will get junked when it is donated. Money donated goes to the poor box just inside the Temple of Small Gods in Lamman. See also: DONATE # LOOK Usage: LOOK [ <keyword> | at | <dir> | in | out | at | me/self | room ] o LOOK without any options will redisplay the room, its name, description, exits, and whoever and whatever is in the room, as if you are entering it for the first time. Note: if you are using BRIEF descriptions, you will only see the room's name, exits, and any beings of objects in the room. o The <keyword> option is used to look at something/someone in the room. It can also be used to look at something specific that was mentioned in the room's description. Many rooms have secret keywords embedded into the text, and are often clues that can safe your life, hints to where a treasure is buried, or simply there to enrich your role playing adventures. o The 'at' option is not necessary, simply omitting it while looking at something will work just the same. o The <dir> option is used to look in a specific direction. This option may yield important hints/clues about nearby rooms, if available. o The 'in' option looks into a container and displays its contents. In the case of container exits, 'LOOK IN <object>' will show the room the container links to. Container exits can be entered, and things can be placed into the room simply by putting stuff into the container. o The 'out' option is used to look out of a room you are in. The 'out' option works only if there is a 'leave' exit available. If none is available, the first exit leading outdoors will be used instead. o The 'me' or 'self' option looks at yourself, displays what equipment you have on, and your character's description. Notes: o If you LOOK AT CORPSE you will not see its inventory. To see what is inside a container (i.e. a corpse) use LOOK IN <OBJECT>. o To view messages on a bulletin board, you need to LOOK BOARD. You need to be actually in the same room as a bulletin board for this to work. To read a message, you can READ <message number>. See also: EXAMINE, READ # AC ARMOUR ARMOR ``AC'' is your Armour Class. It is a number from -100 to 100, roughly defined as follows: 100 Buck-naked person 0 Heavily armoured -100 Armored battle tank See also: STOPPING # STOPPING ``STOPPING'' is the ability of your armour to absorb damage. It is a number (usually small) and corresponds to the maximum amount of damage from a blow that can be absorbed by your armour. See also: ARMOUR # LOCK UNLOCK Usage: LOCK/UNLOCK [ <portal/container> | <dir> ] To keep things such as doors and chests secure from thievery, they are locked. In fact, any number of portals and containers can be locked. Even things such as rings, tables, and desks can be locked. To open locked portals and containers, you will either need the proper key or be able to picklock. Some locks, however, unpickable and can only be opened with the right key. Examples: > lock door > unlock door south > lock chest > unlock chest See also: OPEN, CLOSE # OPEN CLOSE Usage: OPEN/CLOSE [ <portal/container> | <dir> ] Often it is necessary to open things such as doors and chests to discover their contents. Equally as common is the need to close doors and chests to prevent monsters and demons from escaping rooms and containers. Examples: > open portal > close gate > open chest > close box See also: LOCK, UNLOCK # NORTH SOUTH EAST WEST UP DOWN To move in a given direction. These commands may also be abbreviated: n s e w u d See also: MOUNTS # TASTE EAT Usage: TASTE/EAT [ <food> ] After many hours of exploring, you will become hungry. When hungry, you will recover hit points and movement points at a vastly slower rate. It is, therefore, a good strategy to EAT food. Some foods might be poisonous, so to be on the safe side, TASTE a food before you eat it. See also: SIP, DRINK # SIP DRINK Usage: SIP/DRINK [ <liquid> ] SIP DRINK Usage: SIP/DRINK [ <liquid> ] After many hours of exploring, you will become thirsty. When thirsty, you will recover hit points and movement points at a vastly slower rate. It is, therefore, a good strategy to DRINK liquids. Some liquids might be poisonous, so to be on the safe side, SIP a liquid before you drink it. See also: TASTE, EAT # WHO Usage: WHO [ <minlev>-<maxlev> | -d | -n <keyword> | -s | -o | -q | -r | -z ] Lists the people currently in the game. Some people may be invisible. Command-line options can be used to limit the listing. The parameters can be specified on the command-line in any order. Flags: minlev-maxlev : Lists only people whose level is at or above minlev, and optionally, at or below maxlev. -d : lists only people who are link dead. -n : lists only people whose names or titles contain <keyword>. -s : lists names in the short form (4 columns of names, without titles or flags). -o : lists only outlaws (i.e. people with a killer or thief flag). -q : lists only people who are on the Quest. -r : lists only people who are in your current room. -z : lists only people in your current zone. Examples: > who 15-25 -o -z Lists all outlaws between levels 15 and 25 who are in your zone. > who -d -s Lists all linkdead players in short form. See also: TITLE, FLAGS # SAVE Save your persona. This includes experience points, hit points, coins, et cetera. Your equipment is also saved in the unlikely event of a crash. Archipelago periodically auto-saves you and your equipment, so it is not necessary to have your client auto-save you as well. You CANNOT load a saved version if you die -- your persona still exists, but you will lose experience, and all your objects stay in the game, with your corpse. Note that the SAVE command only saves your equipment in the event of a crash. If you are leaving the game normally, SAVE will NOT save your equipment -- you must find an inn to store your belongings. ** For immortals the 'save' command also saves your relevant area files ** See also: INN, RENT # TITLE The TITLE command sets the title others will see when they walk into a room and on the WHO list. Parentheses (the '(' and ')' characters) are reserved for flags and consequently unavailable for use in titles. The minimum requirement for your title is your name, which is represented by %n. Titles on Archipelago are more flexible than can be found on most other muds. Immortals of Daemon and greater can set titles to exclude the %n (name) of the person from their title. So beware, some people may not be who they seem to be. Title %Codes: %n name (required to be in your title string)< %c race %l a level dependent keyword %o opponent (the opponent your are fighting) %r room (the room in which your are currently in) Colour codes can also be placed into your title using Archipelago's ANSI colour %codes. Examples (all for player elf Wiglaf): > title %n of Wivernhoe the %l %o slayer. When not in combat: Wiglaf of Wivernhoe the wily nobody slayer. When in combat with orcs: Wiglaf of Wivernhoe the wily orc slayer. DO NOT ABUSE THE TITLE COMMAND. IF YOU DO, YOUR TITLE PRIVILEGE WILL BE REVOKED. See also: FLAGS, COLOUR, ANSI # FLAGS Players sometimes have FLAGS after their names in the WHO list. These flags are always in parentheses, not brackets or braces. FLAG MEANING ----------- ----------------------------------------------------------------- (KILLER) Player is trying to kill other players. That means you can try to kill him/her without being flagged. (THIEF) Player is trying to steal from other players. Fire away. (invis) Player is invisible; you can see him/her because you are sensitive to the presence of invisible things. (writing) Player is writing on the board; do not disturb. (mailing) Player is writing mail; do not disturb. (deaf) Player has chosen not to hear shouts. (notell) Player has chosen not to accept tells. (quest) Player is participating in a quest currently being run by the Immortals. (away) Immortals may set this using the brb command - it means they are either really away or busy - so don't bug 'em. See also: STEAL, VISIBLE, NOSHOUT, NOTELL, QUEST # GIVE Usage: GIVE [ <quantity> | <coins> | <(modifier)object> | <victim> ] If you feel benevolent, you may give coins and equipment to someone in need. Examples: > give 10 crown max (You give ten crowns to Max.) > give 3.sword max (You give your third sword in your inventory to Max.) > give 2*bread max (You give two breads to Max.) > give all max (You give your entire inventory to Max.) > give all.muffin max (You give all your muffins to Max.) See also: MODIFIERS # MODIFIER MODIFIERS o The '.' identifier. To give a sword the second ghost, type: 'give sword 2.ghost' To take the third pie from the second pack, type: 'take 3.pie 2.pack' o The '*' multiplier. To buy several pieces of pie, type: 'buy 8*pie' To give several pies to a bird, type: 'give 2*pies bird' To give several pies to the second bird, type 'give 2*pies 2.bird' o The 'all' modifier. To get everything from a corpse, type: 'take all corpse' To put everything into a pack, type: 'put all pack' To put everything into the second pack, type: 'put all 2.pack' o The 'all.' modifier. To loot several corpses of everything, type: 'get all all.corpse' To put all your pies into a pack, type: 'put all.pie pack' To put all your pies into the second pack, type: 'put all.pie 2.pack' # PROMPT You can modify your prompt to show your hit points, movement points, and an assortment of other nifty things. To customize your prompt, type 'prompt <string>'. The <string> is a list of text you want in your prompt plus embedded codes that are represent useful information. The Prompt %Codes: %h - current hit points %H - maximum hit points %v - current movement points %V - maximum movement points %g - number of coins you are carrying %G - number of coins you have in the bank %x - current experience %X - needed experience to get to the next level %o - opponents name %O - opponents condition %a - alignment %r - room name %R - room number (immortals only) %n - newline (\n\r) %% - a % sign %l - Leader's name %L - Leader's percentage of maximum hit points %i - *invis* (if you are invisible) %f - *fly* (if you are flying) %w - *water* (if you have water breath) Colour codes can also be placed in your prompt using Archipelago's ANSI colour %codes. Examples: > prompt %o:%O%n%H/%h %V/%v %X> Would display a prompt like: nobody: 36/36 70/70 23451> Which when you are fighting becomes: a goblin: awful 36/17 70/57 23403> > prompt Hp: %h/%H, Mo: %v/%V%nXp: %X, Purse %g, %G%n%o: %O%n: Would give you a prompt like: Hp: 36/36, Mo: 70/70 Exp: 1456, Purse 1350, 23451 nobody: : Which when you are fighting becomes: Hp: 32/36, Ma: 105/105, Mo: 61/70 Xp: 1425, Gold 1350, 23403 a goblin: pretty hurt See also: DISPLAY, COLOUR, ANSI # INVENTORY If you are uncertain about what you are carrying or simply want to check that no thieves have pilfered your equipment, type 'inventory'. See also: EQUIPMENT # EQUIPMENT Gives you a list of all the equipment you are wearing, holding, and wielding. See also: INVENTORY # REMOVE Usage: REMOVE [ <modifier> | <object> ] If you tire of wearing some armour or wielding a weapon, you can remove the irksome object. Examples: > remove boots > remove sword > remove all > remove all.bronze See also: WEAR, WIELD, MODIFIERS # WEAR Usage: WEAR [ <modifier> | <object> | <location> ] If you want to wear some clothes, armour, or the likes, simply wear them. Also, to wear everything in your inventory (or at least try to, as wearing things like loaves of bread is not a good way to win friends and influence people) you can type 'wear all'. Optionally, you can specify where on your body to wear the equipment. > wear boots > wear all.bronze > wear all > wear ring finger > wear 2.earring ear See also: EQUIPMENT, REMOVE, MODIFIERS # WIELD Usage: WIELD [ <modifier> | <object> ] When you become tired of bashing monsters with your fists, you might consider wielding a weapon. > wield sword > wear 2.sword See also: EQUIPMENT, REMOVE, MODIFIERS # SCORE Score gives information concerning how old your player is, how much wealth he or she has accumulated, how many real life hours you've been mudding on Archipelago, how many study/training/learning sessions you have, and your current position. SEE ALSO: ATTRIBUTES # ATTRIBUTES Attributes will show you all sorts of interesting information. Including your current and base stats. # GSAY GTELL To say something to all the members of your group, even if they're not in the same room. See also: GROUPS # QSAY To say something to everyone on the current Quest. See also: QUEST # QUI Just to prevent you accidentally quitting Archipelago, this command doesn't DO anything, it simply is. # KILL HIT A good way to start a fight. Not a good idea to hit other players. # INVOKE For ``magical'' people. If you want to direct a spell at someone or something. Example : invoke 'blade of shivering ice' <player> Note that the name of the spell must be enclosed by "'" s. There are three modifiers that can be used with the invoke command: -novoice -nogesture -ve -novoice means you will not be seen to utter the spell -nogesture means you will not make gestures when casting -vis means you will use any appropriate raw Vis objects you happen to be wearing. Each of the first two options adds to the difficulty of casting the spell. If you are underwater and not able to breath water you will automatically cast spells with -novoice and incur the penalty. Similarly if for any reason you cannot speak - e.g. you have something in your mouth they you again incur the -novoice penalty. See the help on VIS for more information about raw vis objects. If you are underwater and do not have 'free action' then you will automatically cast with -nogesture and incur the casting penalty. The same is true if you try to cast whilst holding something or wielding a two-handed weapon or wielding two weapons - i.e. you must have at least 1 hand free to cast without the -nogesture penalty. There will be times when casting without these option could cause you to be attacked. See also: SPELLS, MAGIC # SPELLS MAGIC Magic in this world is powerful, diverse and useful. Anyone with the necessary knowledge can, with modest success, produce a simple cantrip. However, to truly excel as a magus with a calling in the arcane arts requires dedication and a vast reservoir of time, something not everyone can afford. There are fifteen magical arts divided into five Techniques and ten Forms that, along with Magical Theory, form the arcane body of knowledge we refer to as magic. Spells are composed of formulas combining a Technique and a Form. These combinations are merely classificatory, and not used to invoke the spell itself, e.g., the 'bind wounds' spell is 'creo corpus' magic. Virtually any spell, both known and unknown to the magus, can be invoked as follows: INVOKE -nogesture -novoice -vis '<spell>' <target> The -nogesture and -novoice are optional. Its use in spell casting will increase the cost of the spell, where cost is the chance of botching Spells will incur no penalty to the magus if successfully cast. If spell casting is botched, loss of movement points, and other harmful side effects can occur. A botched spell will sometimes offer the magus new insight and improved magical ability toward future spell casting. Extremely fatigued magicians, often requiring sleep and prolonged rest, will not be able to invoke spells until suitably recovered. There are two conditions to successful spell casting: studying and casting. Studying: One's stats in Int, Wis, Foc and proficiencies in Magic Theory, Techniques and Forms determine what spells you can, or are allowed to study. The higher your stats and proficiencies, the higher the spell level you can study at. So, as an example, if you have a high creo (a tech), a high ignem (a form), and a low corpus (a form), all it means is that you can study higher level 'creo ignem' spells than possible with 'creo corpus'. Casting: The more proficiency you have in a spell, the less chance of botching will occur when the spell invoked. Your Int, Wis, and Foc stats also affect spell casting and concentration. See also: INVOKE, LEARN, STUDY, TECHNIQUE, FORM, VIS # VIS Raw Vis objects are basically raw magic stored in an object. Like spells the Raw Vis can have flavours e.g. Creo Ignem, or just Creo, or just Ignem. Creo Ignem Vis can only be used for casting Creo Ignem spells, but Creo Vis can be used to aid casting any Creo spell and similarly for Ignem Vis. The amount of Raw Vis contained in an object is measured in pawns. Each pawn of raw vis used in casting a spell adds 5 to the casting total and 1 to the number of botch dies. The maximum amount of Raw Vis a player can control it determined by the VIM form skill of the player. All Raw Vis itmes that a player is wearing when they invoke with the -vis option will be used regardless of whether the player can use all the Raw Vis. The surplus is wasted - except that the number of botch dies is increased by the total number of pawns expended not by the total the player could use. Once a Raw Vis object has been used it is destroyed. See also INVOKE TECHNIQUE FORM # TECHNIQUE FORM The Five Techniques: Creo Create Intellego Know/Perceive Muto Change Perdo Destroy Rego Control The Ten Forms: Animal Animals Ignem Fire Aquam Water Imagonem Images Auram Air Mentem the Mind Corpus the Body Terram Earth Herbam Plants Vim Raw Essence of Magic See also: INVOKE, MAGIC # JUNK Usage: JUNK [ <quantity> | <coins> | <(modifier)object> ] By junking an object, you destroy the object permanently thus keeping the world tidy. If you JUNK something, it will disappear and you'll get a few pennies. To junk all your equipment go to to a dump, the nearest dump is located in the compost heap in the Palace Gardens off the east side of Lamman. Examples: > junk 10 crown (You junk ten crowns.) > junk 3.sword (You junk your third sword.) > junk 2*cantrip (You junk two cantrips.) > junk all.shield (You junk all your shields.) See also: DROP, DONATE, MODIFIERS # DONATE Usage: DONATE [ <quantity> | <coins> | <(modifier)object> ] This command takes an object that you no longer want and deposits it in the donation shop in either Lamman, Abernach or Wivernhoe, to assist newbies in getting started. There is a small chance that an item will get junked when it is donated. Money donated goes to the poor box just inside the Temple of Small Gods in Lamman. Examples: > donate 10 crown (You donate ten crowns.) > donate 3.sword (You donate your third sword.) > donate 2*cantrip (You donate two cantrips.) > donate all.shield (You donate all your shields.) See also: JUNK, DONATION, MODIFIERS # DROP Usage: DROP [ <quantity> | <coins> | <(modifier)object> ] If you lose interest in a carried item, you can drop it on the ground. If you are wearing the item, you must REMOVE it first before dropping it. Examples: > drop 10 crown (You drop ten crowns on the ground.) > drop 3.sword (You drop your third sword on the ground.) > drop 2*cantrip (You drop two cantrips on the ground.) > drop all.shield (You drop all your shields on the ground.) > drop all (You drop everything in your inventory.) See also: GET, JUNK, DONATE, REMOVE, MODIFIERS # BUY SELL LIST VALUE Commands for the shops - very useful too! To buy/sell multiple items type: buy/sell #*item where # is the number of items you want to buy or sell. # WEATHER If you're uncertain whether the sun is shining or the rain is pouring down. # READ When you want to read something. # 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 armour, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE # SHOW SHOW reveals important information about the mechanics of the game. Type 'show' to see what options are available. # COMMANDS A canonical list of all the known verbs. > commands # LEARN Usage: LEARN [number_of_levels] <skill name> Learn is the way you improve your skills. You must go to a guildmaster to let him/her help you improve. If you type learn, you will see which skills you can improve upon, and how good you already are at these. You can use learn <skill>, to learn just one level of the appropriate skill, or learn # <skill> where # is the number of levels you wish to learn. Each skill has a minimum level which depend on your stats and a difficulty which also depends on your stats. Skills are based on an arithmetic difficulty scale. So that to get to a skill level of 1 for a difficulty 3 skill requires 3 sessions. To obtain level 2 requires 6, level 3 9 etc. See also: GAIN, TRAIN, STUDY # STUDY Usage: study [number_of_levels] <spell name> Study is the way you improve your spells. You must go to a guildmaster to let him/her help you improve. If you type study, you will see which spells you can improve upon, and how good you already are at these. You can then use study <spell>, to learn on level of the appropriate spell, or learn study # <spell> where # is the number of levels you wish to learn of the spell. Each spell has a minimum level which depend on your stats and a difficulty which also depends on your stats. Spell proficiencies are based on an arithmetic difficulty scale. So that to get to a proficiency of 1 for a difficulty 3 spell requires 3 sessions. To get to level 2 requires 6, level 3,9 etc. See also: GAIN TRAIN LEARN # TRAIN Usage: train [number_of_levels] <weapon type> Train is the way you improve your weapon proficiency. You must go to a guildmaster to let him/her help you improve. If you type train, you will see which weapon types you can improve upon, and how good you already are at these. You can type train <weapon type> to train just 1 level of proficiency or you can use train # <weapon type>, to train a given weapon type, where # is the number of levels you wish to learn. Each weapon type has a minimum difficulty level which depend on your stats and a difficulty which also depends on your stats. Weapon proficiencies are based on an arithmetic difficulty scale. So that to get to a proficiency of 1 for a difficulty 3 weapon requires 3 sessions. To get to level 2 requires 6, level 3,9 etc. See also: GAIN LEARN STUDY # GAIN Gaining is automatic. With each level you advance there is a possibility that you can learn new skills,spells or weapon proficiencies . You should check all the guilds and see what new spells/skills you can learn by typing "study/learn/train" in the presence of the guildmaster. Many guildmasters wander around so you may have to hunt them down. See also: STUDY LEARN TRAIN # EXITS Gives you a list of the obvious exits from your location. Of course, the less obvious ones (such as secret doors) won't show up here - you have to THINK in order to locate those. # LEAVE If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside. # ENTER If you type 'enter' while you are outdoors, you'll enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window'. You may also enter certain containers or exits. # TIME Gives you the current game time. Your initial reaction to the output of this command may be one of surprise, but you'll get used to it. You'll have to, at any rate, since certain things in the game depend on this particular notion of time; the opening hours of the shops, for example. # BUG TYPO IDEA Usage: [ <bug | typo | idea> <text> ] For making useful and helpful suggestions to the implementors. Examples: > bug the entire game crashes when I type 'put bag in bag' > idea make a restaurant in Lamman > typo 'sence' should be spelled 'sense' # QUIT When you get tired of playing, you can leave the game by typing 'quit'. Note that quitting this way causes any items you might be carrying to simply be left on the ground. If you wish to have your equipment stored, you'll have to find an inn and pay rent. NOTE: YOU WILL LOSE ALL YOUR STUFF WHEN YOU TYPE QUIT!!! See also: INN, RENT # GET TAKE If you find something interesting on the ground, you may use 'get' to pick it up. You can also 'get' to extract items from containers. Examples: > get sword corpse > get all corpse > get all all.corpse > get all all.bag > get all.bread all.bag > get 2.bread See also: DROP, PUT, MODIFIERS # PUT For putting items into containers. Examples: > put bread bag > put all.bread bag > put all chest > put 2.bread bag See also: GET, MODIFIERS # EXAMINE May give you some valuable information about an item. See also: LOOK # WRITE In order to post a message of the bulletin boards, you first need to be standing by one and the WRITE <subject>. To write a note, you need a piece of blank parchment (or similar), and a pen of some sort. You can then type something like "write on the paper with the pen", whereupon you'll be asked to type in your note at the keyboard. # WAKE SLEEPING REST SIT STAND Used to change your current activity, or inactivity, be it may sitting, standing, resting,sleeping, or fighting. If you feel weary, it is a good idea to sit down and rest awhile, maybe even catch a few winks. Note, if you are asleep with negative movement, you are in deep sleep. Arousing from deep sleep is difficult at best, but can be done. If attacked while in deep sleep, you may not immediately wake up. # POUR If you want to pour some liquid from one container to another. To empty a liquid container, you need to pour <container> out. > pour canteen cup > pour barrel out See also: FILL # FILL If you want to fill a container you're holding with liquid from a fountain in the same room as you. > fill canteen fountain See also: POUR # GRAB HOLD For getting a good grip on something; a torch, for example. > hold torch > grab stone See also: WEAR, WIELD, EQUIPMENT, REMOVE # FOLLOW Use FOLLOW to start following someone. > follow Pulgh To return to following yourself. > follow self See also: GROUP # MAGNIFICO Thanks, Magnifico needs all the help he can get! # SCAN Scan will attempt to show you the creature in the surrounding area. It is not perfect however and its efficiency drops off with distance - so you might miss some creatures. # FLEE If you are in a fight and things are beginning to get a bit uncomfortable (maybe your are dying), just type 'flee', and presto! you are out of harm's way - that is, IF there is a suitable exit nearby, and IF that exit doesn't simply bring you from the ashes to the fire... but then, who wants to live forever? Flee will clear all pending commands in the input buffer. You will still be subject to any spell/command delays from the command being processed. See also: ABORT # IMP IMPLEMENTOR The most powerful beings in existence. # GUILD The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building. Guilds are also the places where people come to learn and practice the skills of their trade. See also: PRACTICE # WHERE Usage: WHERE <keyword.one> <keyword.two> Tells you the location of a mobs, a player or an object. Mortals can only WHERE to find what other players are currently in the zone they are in, Immortals may type WHERE without arguments to see where everybody is. Examples: > WHERE (Shows where all the players are located.) The following only work for immortals: > WHERE torch (Shows where all the torches are located.) > WHERE iron sword (Shows where all the iron swords are located.) > WHERE dragon (Shows where all the dragons are located.) > WHERE wivernhoe guard (Shows where all the Wivernhoe guards are located.) # LEVELS LEVEL LEVELS Usage: LEVEL <min_level> <max_level> There are 200 mortal and 7 immortal levels available on Archipelago. In order of rank from lowest to highest, the immortal levels are Avatar, Builder, Bodhisattva, Daemon, Djinn, Overlord, and Implementor. When a mortal reaches the 200th level, he or she becomes a lesser Avatar. Example: >level 3 6 [ 3] 3000-6000 : [ 4] 6000-12000 : [ 5] 12000-25000 : [ 6] 25000-45000 : # NOREPEAT This command toggles whether or not you see your communication echoed back to you (i.e., from commands such as SAY, SHOUT, HOLLER, GOSSIP, etc.) Useful if you have a slow connection or if it just annoys you. # BRIEF Toggle ``brief mode;;. When in brief mode, you don't see the descriptions of the room you are in; only the name of the room, the exits, and the beings and objects there. While on Archipelago, it is not recommended to ever toggle on the ``brief mode.'' Builders here often change the rooms and areas after they become over explored and stale. So unless you are very familiar with the area in which you are traveling, however even then, 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 # ! ^ Use ! to repeat the last command typed at the keyboard. This is useful for repeated bashes or invoking spells. Use ^ to replace a string from the last command with a new string. The syntax is the same as in csh: "^old-string^replacement". Examples: > tell mycrof Hi there, how are you? No-one by that name here. > ^mycrof^mycroft You tell Mycroft, 'Hi there, how are you?' > ^you^you doing^ You tell Mycroft, 'Hi there, how are you doing?' # CONSIDER Usage: consider <monster> This command will compare your level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. Consider does not take hitpoints/special attacks/damage into account. This is a slightly flawed command, so use it with a grain of salt. > consider zinkozoover # EXPERIENCE XP Whenever you kill a monster or a player, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about experience points: * When damaging a monster, you get experience points. * If you kill a monster of higher level than yourself, you get bonus experience points. If killing a monster of lower level you'll gain less experience points See Also: GROUP # GROUP Usage : GROUP [player] GROUP all GROUP with no arguments shows the status of your group. GROUP <person> adds or removes (person) from your group. GROUP ALL adds everyone who is following you to your group. 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 shows a list of people with whom you are grouped. "group all" groups all people who are following you. 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 person in the group, by using "group <person_name>". The leader should remember to include himself in the group. Example: Ratatosk and Saladin wishes to group with Ansalon. Ratatosk: follow ansalon Saladin : follow ansalon (Ansalon should be following no one but himself) Ansalon : group all Later when Ansalon becomes upset at Ratatosk (because he is eating acorns all the time) he types: GROUP RATATOSK to kick Ratatosk out of the group. See Also: XP, EXPERIENCE, UNGROUP # UNGROUP UNGROUP can be used by group leaders to disband the entire group, or to kick a specific group member out of the group (and stop him/her from following the leader). > ungroup > ungroup oogluk See also: GROUP # QUAFF POTION POTIONS Usage: QUAFF <Potion> Quaff is used to "drink" a (magical) potion. # BEHEAD Behead is a skill taught by the Warrior Guild. Basically it teaches you to notice opportunities in combat where you can sever your opponent head killing him instantly. Beheading is only possible using cleaving and slashing weapons. # CLIMB CLIMBING Climbing is a skill taught by the thief guild and it will enable you to attempt to climb into places you otherwise may not go. To easily learn the climbing skill you should have good dexterity, good strength and good focus. Your success in attempting a given climb will depend on the severity of the climb, how much weight you are carrying, your strength, your focus and your climb skill. As a guide a person with max dexterity, strength, focus and climb skill would be able to climb a 'severe' climb 100% of the time as long as they did not have a weight exceeding 250 lbs - including their personal weight and items carried. So if the pc weighed 150 lbs they would succeed 100% of the time whilst carrying under 100 lbs of stuff. 'Severe' is the second highest rating of climb. Climbing requirement is negated by flight. # RECITE SCROLL SCROLLS Usage: 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 Usage: Use <Staff> Use <Wand> <Target> Using staff's will automatically target everybody (or everything) in a room, except yourself. Therefore staff's are naturally very powerful, and yet may be very dangerous to use around other players. Using wands require that you point it at a target, which can be either a character or an object. Wands, staffs and rods all have a down time between uses during which they may not be used. # HELP Following help is available: HELP help - This text. HELP - A list of some of the most useful commands. Help searches for a partial match of the entered word, including any spaces that may follow the word. See also: COMMANDS # ORDER Used for ordering pets and charmed people to do your evil bidding. You can order everyone under your command with "order followers". order <character> <command> order followers <command> > order puppy eat bread > order cityguard sleep See also: CHARM # BANK WITHDRAW DEPOSIT BALANCE Money has physical weight, the more money you carry, the more it will weight you down. Banks help alleviate this problem by storing your money for you. Not only can banks store money, but also equipment in a safe deposit box for a small surcharge. It is useful to keep at least a sword stored in the bank for emergencies. There are known to be banks located in Lamman, Abernach, and Wivernhoe. You can DEPOSIT, WITHDRAW, as well as check your BALANCE at a bank. These are the commands to put money in the bank, take money out of the bank, or see how much money you have in the bank. > deposit 1 crown > withdraw 2 groat > balance # WIMP WIMPY Use the WIMP command to automatically wimp out of a fight. WIMP 35 (will make your character automatically flee a fight if he/she has less than 35 hit points.) WIMP 0 (will turn off wimpy mode.) WIMP (will show you your current wimp status.) See also: TOGGLE # REPEAT Use REPEAT to control whether or not the mud echoes your communication commands to you (i.e. the MUD will tell you what you just said, group-said, shouted, or told someone). This is useful to verify what you just said, but can be annoying if you have a slow link. See also: SAY GSAY TELL SHOUT # TOGGLE TOGGLE shows you the current values of various toggles available on Archipelago. This command CAN NOT be used to change these values (see related commands.) All of these toggles remain the same until you change them; i.e. they are saved when you quit or rent. See Also: DISPLAY BRIEF COMPACT NOTELL NOSHOUT QUEST REPEAT WIMP # SPLIT Usage: SPLIT <amount to split> SPLIT is used to split money among people in your group who are in the same room as you. If you are in a group with 4 other people, all of whom are in the same room with you, and you type SPLIT 100, you will give each of the other 4 group members 20 coins each. (100 coins is split 5 ways; you keep your share and give everyone else their share). Examples: >get all corpse You get a pile of gold, silver and copper coins from the corpse of a hemogoblin. There were 12 crown, 8 groats and 4 pennies. >split 1284 You split 12 crowns, 8 groats and 4 pennies among 1 members; 3 crowns, 2 groats and 1 penny each. See also: GROUP FOLLOW # ASSIST Usage: ASSIST <person in need> If Max is being beaten senseless by a goblin and you feel brave enough to help him, type ASSIST MAX to hit the goblin. Note that the goblin will keep hitting Max; assist only makes you start to fight whomever you're trying to assist. See also: RESCUE, FLEE # NOSHOUT NOSHOUT toggles whether or not you hear shouts and (deaf) will appear after your name in the WHO list. See also: FLAGS SHOUT WHO # NOTELL Use NOTELL if you wish to prevent other players from using "tell" to communicate with you. (notell) will appear after your name in the WHO list if you have notell on. See also: FLAGS TELL WHO TOGGLE # LINK Many people mudding from North America have problems with their links to Archipelago. As most of the immortal staff on Archipelago is from the States, we sympathize greatly with this problem. Poor or slow links an be not only irksome when holding a conversation, but also very hazardous to your health in the middle of a battle, of course. * 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. * If your link jams (freezes), you have 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. * Do not try to get out of a fight by breaking link. You will be not reimbursed for any experience or equipment if you purposefully cut your link. # COMPACT This command is one of the most useful on Archipelago for reducing spam. Not only does it toggles the extra blank line output to your screen after each command, which is useful if you have a small display. But even better, with compact on, ALL misses in combat will be masked from your display. See also: BRIEF # VISIBLE Use this command to break your spell of invisibility before it expires. # EMOTE : Show people what you're feeling. The shorthand is ":". "emote {string}" will display your name, then the string. For example, if your name is "Neelum", > emote has a shifty look on his face and looks ready for trouble. will display: Neelum has a shifty look on his face and looks ready for trouble. See also: SOCIALS # MAIL CHECK RECEIVE The commands used by the Archipelago Postal System are MAIL, CHECK, and RECEIVE. These commands can only be used while in an Official Archipelago Postal System Post Office. Stamps cost 1 groat and 5 pennies. To write mail to Juanita: > mail juanita To check and see if you have any mail waiting: > check To ask the Postmaster to give you your mail, if you have any waiting: > receive # SAY TELL WHISPER SHOUT YELL If you consider communicating with other beings, you might be understood better if you start your sentences with either say, tell, whisper or shout. <say | shout > <string> <tell | whisper | ask> <player> <string> > say Hey, does anyone know how to get to Oz? > tell uncle hi, how are you? You can use ' as a shorthand for say, as in: ' hello there. Shout broadcasts your message to everyone is your geographic zone. Yell broadcasts to everyone in the game but costs 20 movement points. You must be level 2 before you can use shout and yell. If you cannot see the person who 'tells' to you you can use the command respond this will tell back to the last person to tell to you. See also: GOSSIP AUCTION GSAY NOREPEAT QSAY RESPOND # RESPOND If someone 'tells' to you and either you cannot see them or their name is too long to type accurately, then you can use the respond command to reply back: Carrtigantua tells you, 'How's it going?' > respond why is your name so long? You tell Carrtigantua 'why is your name so long?' See also TELL # AUCTION GOSSIP GRATS NOAUCTION NOGOSSIP NOGRATS BRAG NOBRAG These are channels reserved for specific purposes. Messages on these channels reach everyone who is monitoring them. You must be at least level three to use these channels. auction <string> gossip <string> grats <string> > auction short sword -- minimum bid 100k > gossip Hey, is that a short sword on your belt or are you happy to see me? > brag LEVEL!!!!!!!! > grats Gurmo and Nine! See also: SAY GSAY NOREPEAT # SOCIALS Socials are commands used to show your affective state to others. The actor, victim and bystanders may receive different messages. Generally, social commands are used only to express emotion, but it is possible that some mobs (or players) will take action based on the social. <social> [<victim>] > shake Ansalon > applaud Kalliste > stare The SOCIALS command generates a canonical listing of all available socials. > socials See also: EMOTE # INN INNS RECEPTION When you feel tired and want to leave the Archipelago, find an inn or a similar place to RENT. This insures that your equipment will be stored away safely, and made available when you return to the Archipelago. Renting will usually cost something depending on the quality of your equipment. At the innkeeper, type OFFER to see how much this cost will be, and note the number of days you can rent with the gold you are carrying on hand and deposited in the banks. If you run out of money while rented, money will be taken out of your bank account, and when that runs out, items from your inventory will be seized to cover the cost of your rent (items will be seized when you come out of rent, and not before). Characters that have been link-dead for a while will be eventually be force-rented at a higher surcharge than it normally costs to rent. See also: OFFER RENT # OFFER RENT For use in the receptions of inns. Offer makes the innkeeper tell you the cost of storing your belongings for one day. Rent stores you belongings and exits you from the game. When you re-enter, you will start where you rented. See INNS for details on the rent policy. > offer > rent See also: INNS # INFO NEWS POLICY CREDITS VERSION These commands show you important information about Archipelago. It is a good idea to read them every once in a while. info - useful information about the game for beginners news - latest changes to the code and areas policy - policies on topics like player-killing credits - the people who made Archipelago possible! version - displays the current Archipelago version number # WIZLIST IMMLIST Lists the most powerful beings on Archipelago. # QUEST This simple toggle command merely informs the Powers that Be that you wish to participate in the currently running Quest. If an immortal is running a Quest and needs to know who wishes to participate, he/she will ask players to turn on their Quest flags using this QUEST command if they are interested in the Quest. It also allows you to listen in on the quest channel and receive information specific to the quest. > quest See also: QSAY # REPORT This command sends a report of your current and max hp and mana to your group. You can use this command to let potential rescuers know how low your hps are without forcing them to use the "group" command. It is designed as a convenience for groups with members who get lag or have slow modems. > report # DIAGNOSE Usage: DIAGNOSE <character> The DIAGNOSE command tells you how wounded a character looks. If you are fighting someone, you can use DIAGNOSE with no arguments to diagnose the person you're fighting. > diagnose > diagnose ponder # CLEAR CLS Clears the screen on many terminals. # COLOR COLOUR If you have a colour-capable terminal and wish to see useful colour-coding of information, use the COLOR command to set the level of colouring you see. > color off This command disables all colour. > color sparse > color normal > color complete These three commands turn color on to various levels. Experiment to see which level suits your personal taste. Using colour will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have colour turned on, non-colourized messages will not be slowed down at all. See also: ANSI # ANSI ANSI color %codes can be included in prompts and titles to help clarify or accentuate information. The %codes available are: %b - bold %0 - color normal (remember to turn color back to normal) %1 - red %2 - green %3 - yellow %4 - blue %5 - magenta (reddish-purple) %6 - cyan (dark blue) %7 - white See also: PROMPT, COLOUR, TITLE # NEWBIE Welcome to Archipelago! You have chosen a wondrous realm to explore full of high adventure, great comradeship, and fantastic treasure. Before you venture forth into the lands, there are a few tips and tricks you should know to make your hard life here a wee bit easier. First, give yourself a title by typing 'title %n the great!'. The %n in the title is your name and is necessary. Other %codes includable in your new title are: %r (room name you are in); %c (your race); %l (your level); and %o (the opponent you are fighting). You can also add colour to your title to give it that special pizzazz. Second, although the Gods are generally stingy and not given to bouts of gift giving, they recognize that you are new on the Archipelago and have granted you some equipment. Type 'i' (inventory), and 'eq' (equipment), to see what has been bestowed upon you. Your equipment has been resized to personally fit you. If you notice, there is a sword nestled in a scabbard. To use that weapon, type 'draw'. To sheathe it, type 'sheathe'. Third, if at some time during your stay here you grow hungry, the Gods mercifully have given you two loaves of coarse wheat bread. To eat this meal, type 'eat bread'. If you become thirsty, there are fountains and rivers filled with water throughout the lands. <p> Fourth, after leveling you should visit the various guilds and wandering guildmasters to obtain new skills, spells, and weapon proficiencies. At the guildmaster, type 'learn' (for skills), 'study' (for spells), and 'train' (for weapons). When you wish to know something, type '(learn|study|train) (# of levels) (desired knowledge)'. As an example, to learn four levels of magic theory, type `learn 4 magic'. The difficulty, or ease, in learning skills, spells and weapons is determined by your ability statistics. Fifth, you will need a place to rent when you are tired. The nearest inn is the Warrior's Widow. The receptionist can be found 2 west, 1 north, and 1 up from the fountain. Sixth, you will probably want to start gaining experience. The best way to do this is to start slowly at first. Try taking on the various bugs and other small critters that surround the fountain. Creatures such as beetles, doodlebugs, ants, zinkozoovers, slimy slitherers, warty toads, magpies, and sparrows all make excellent fodder for your sword. Do not attack citizens, unless you want to die real fast. Best of luck! Please feel free to ask for help, and do not feel shy in directing any comments, complaints, or suggestions you may have on the various boards about town. To write on a board type `write (name of topic)'. SEE ALSO: "GETTING STARTED", AREAS, ATTRIBUTES, CONSIDER, FLEE, TRAIN, STUDY, LEARN # "GETTING STARTED" STARTING This entry is for people who are familiar with muds but are just starting here at Archipelago. People who are new to mudding should read 'help NEWBIE' before proceeding. There are many differences between Archipelago and most other muds. This mud is more skill oriented than class oriented in that you can learn any spell or skill that you wish as long as you have enough practice points. Also new players should check out and train their weapon proficiencies in their weapon of choice. We are currently using some ideas from 'Ars Magica' so you may not realize what they do unless you use the spell or skill but you should recognize the affects. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # ELF ELVES Nature loving, mischievous and generally frivolous, elves enjoy living out of doors. They have few permanent settlements preferring to live a quasi nomadic life. Where elves have settled in large numbers their housing is simple and made to be easily disassembled and moved. They tend to favour woodland locations and almost never build any fortifications. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # "HALF ELVES" "HALF ELF" Half elves are rare, and generally live either with their woodland cousins or in the human cities. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # OGIERS OGIER Ogiers are a race of large humanoids. Ogiers are extremely peaceful and scholarly and live their lives at a slow pace in harmony with the seasons. Permanent Ogier settlements are always found in association with groves of ancient trees, of which the ogiers consider themselves to be the guardians. Ogiers are superb masons however and are frequently found in work bands building cities for other races. For their own homes the ogier's try to blend their dwellings with the trees of their grove. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # GNOMES GNOME Gnomes are a peaceful race. Gnome settlements are generally to be found in high vallies, and consist either of houses of simple adobe or adapted caves. Gnomes have a highly developed culture, dedicated to the pursuit of the healing arts SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # GIANTS GIANT Giants tend to be belligerent and crude. Their settlements tend to be crude mainly rude huts. They can be found generally in the mountains or by the sea subsistence is either through hunting and trapping or fishing. Giants are very warlike and tend to build sturdy wooden stockades. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # DWARVES DWARF Dwarves are generally underground dwellers, their society revolves around mining and fighting. And yet they are capable of producing some of the finest workmanship. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # HALFLINGS HALFLING Halflings are a peaceful race living in houses cut into the sides of hills like burrows. They are farmers mainly and their settlements tend to be spread out. Halflings rarely build fortifications. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # PIXIES PIXIE Pixies are a race of very small sprite like humanoids who have the ability to fly. Pixies tend to favour woodland settings and build their homes from the living trees in the forest. Pixies are peaceful and as a race are dedicated to the preservation of the arcane arts. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # SELKIE Selkie are humanoids which are capable of breathing water and performing underwater as most people can above. They make their home in caves and grottoes deep beneath the sea. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # AMARYA Amarya are a warlike anarchic race of feline humanoids. Quick and dexterous their society revolves around the warband. Amarya are a nomadic people. The closest to a permanent settlement is a large meeting of warbands that may stay together camped in one place for months at a time. Amarya are superb horsemen and are most comfortable in the open plain. SEE ALSO: ELVES, "HALF ELVES", OGIERS, GNOMES, GIANTS, DWARVES, HALFLINGS, PIXIES, SELKIE, AMARYA # BUILDING MOBILES MOBILE commands: medit mob-name mob# ... edit a mobile mcreate ... creates a new mobile in your current edit zone mclone mob-name mob# ... clones a mobile to your current edit zone show mobs ... list all objects in your current edit zone show mobs zone# ... list all objects in zone zone# savemobs ... saves all mobs in zone to appropriate .mob file See also: OBJECTS ZONE ROOMS # BUILDING OBJECTS OBJECT commands: oedit ob# ... edit a object ocreate ... creates a new object in your current edit zone oclone mob-name mob# ... clones a object to your current edit zone show obj ... list all objects in your current edit zone show obj zone# ... list all objects in zone zone# saveobjs ... saves all objs in zone to appropriate .obj file # "ZONE-RESET" ZONE ZONE-RESET commands: show #zone ... list all zone reset in the zone zone# zpurge # ... delete zreset number #, where # is the number in the list generated by show #zone. Zpurge automatically deletes all dependant zresets such as equiped or given items or items contained in other items. zsave mob|obj|door mobname|objname|direction ... stores as a zreset object/mob/door indicated creates dependent zone resets for all held equiped and contained objects. savezone ... writes current list of zone resets to the appropriate .zon file zset # max# ... sets max loadable number for zone reset number # to max#. Number # comes from the leftmost column in show zone. # BUILDING ROOMS ROOM commands: redit ob-name ob# ... edit a room rcreate ... creates a new room in your current edit zone rclone mob-name mob# ... clones a room to your current edit zone show rooms ... list all rooms in your current edit zone show rooms zone# ... list all rooms in zone zone# saverooms ... saves all rooms in zone to appropriate room file # ADVANCE advance <victim> <level> ADVANCE moves a player to a new level. If used to promote a player to an immortal level, and if you have the autowiz program installed, the wizlist and immlist will automatically be recreated. > advance ponder 34 # WIZAT AT can be used to perform an action in a location other than where you are standing. The first argument can be a virtual room number or the name of a character or object. The remainder of the line is passed to the command interpreter. > at 3001 look > at fido kill fido > at 3.corpse get all corpse See also: GOTO # BAN UNBAN These commands prevent anyone from a site with a hostname containing the site substring from logging in to the game. You may ban a site to ALL, NEW or SELECT players. Banning a site to NEW players prevents any new players from registering. Banning a site to ALL players disallows ANY connections from that site. Banning a site SELECTively allows only players with site-ok flags to log in from that site. Ban with no argument returns a list of currently banned sites. Unban removes the ban. ban [<'ALL' | 'NEW' | 'SELECT'> <site>] unban <site> > ban new ai.mit.edu > unban ai.mit.edu # DATE Shows the current real time. # DC dc <descriptor number> DC (DisConnect) is used to disconnect a socket. If used on a playing socket, the player will lose his/her link, but, unlike PURGE, will not extract the player or dump the player's inventory on the ground. DC is also useful for disconnecting people who have accidentally left themselves at the main menu, or connections sitting in the "Get name" state. See also: USERS # ECHO GECHO SEND echo <message> gecho <message> send <victim> <message> ECHO displays a string to everyone in your room. GECHO displays the string to everyone in the game. SEND displays the string to a particular person. > echo Hi, everyone in the room. > gecho Hi, everyone in the game, isn't this annoying? > send ponder You are being watched. # FORCE FORCE forces a character, either monster or player, to perform a certain action. FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in your room. > force fido drop meat > force all save > force room look fido # FREEZE THAW FREEZE, originally invented here at Archipelago (we think), is used to prevent a player from playing. If frozen, the game will ignore all commands entered by the player, including QUIT, until the player is unfrozen with THAW. Obviously, this command should only be used in extreme disciplinary circumstances. See also: SET FROZEN # GOTO TRANS WIZTELEPORT go to <location> trans <victim> teleport <victim> <location> These commands are used to transports yourself and others to different rooms. GOTO allows you to go to other rooms; TRANS transports a person from wherever they are to the room YOU are in; TELEPORT transports your victim to some other location. For both GOTO and TELEPORT, the location specifier can be either a virtual room number, or the name of a character or object. > go to 3001 > go to ponder > trans fido > teleport fido 3001 > teleport fido 2.fido See also: WIZAT, SET ROOM, POOFIN # HANDBOOK Guidelines for having an Immortal character -- you should read it. # HOLYLIGHT A toggle which allows you to see invisible items and dark rooms without a light. # INVIS invis [level] INVIS sets your invisibility level. With no argument, invis toggles between making you fully visible and fully invisible. If you specify a level, only people at and above the level you specify will be able to see you. > invis > invis 31 # LAST last <player_name> For checking the last time a person logged on, their sitename, and their ID number. > last ponder # LOAD load <mob|obj> <virtual number> LOAD is used to create mobiles and objects. The first argument specifies if you are trying to load a mobile or an object; the second is the virtual number. > load obj 3099 > load char 3005 See also: VNUM # MUTE MUTE is used to shut a player up; if a player is muted, he/she will not be able to use most communication channels until he/she is unmuted. > mute MrNoisy # NOHASSLE Toggles a flag to prevent aggressive monsters from attacking. # NOTITLE NOTITLE is used to prevent players from being able to set their own titles; i.e., if the player consistently has an offensive title. The definition of offensive is left as an exercise for the reader. # NOWIZ Allows you to hear or ignore messages coming over the wizline. See also: WIZNET # PAGE page <player|'all'> <message> PAGE is used to send a message, along with a beep, to another player. Use PAGE ALL to send a message and a beep to everyone in the game. > page ponder Hey, are you still at the keyboard? > page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES Do not abuse this command. # PARDON Removes killer and thief flags from a player. # POOFIN POOFOUT Sets the message seen by players when you use GOTO to move to a different room. POOFIN with no argument resets your poofin to the default "appears with an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in a puff of smoke." See also: GOTO # PURGE purge [name] Purge destroys things. If used with no arguments, it will clear a room of all mobiles and objects, but will not harm players. If the argument is an object, that object (and all of its contents, if any) will be destroyed. If the argument is a mobile, the mobile will be destroyed, leaving its inventory and equipment lying on the ground. If the argument is the name of a player, the player's inventory and equipment will drop on the ground and the player will lose his/her connection. For this reason, PURGE should only be used on players in disciplinary situations. > purge > purge <character> > purge <object> See also: DC # REBOOT reboot <'*'|file> REBOOT is used to load text files such as the MOTD from disk into memory. REBOOT * reads all text files. Valid files are: # REROLL reroll <player> REROLL gives a player new stats (i.e., str, int, wis, dex, and con.) # RESTORE RESTORE restores a player or mobile to full hit, mana, and move points. If used on immortals, it sets all skill levels to 100%. # RETURN RETURN returns you to your regular body if you are switched. See also: SWITCH # ROOMFLAGS Toggles a flag which causes the virtual room number and room flags, if any, to be displayed next to room names. # SET set [file|player] <character> <field> <value> SET is an extremely powerful command, capable of setting dozens of aspects of characters, both players and mobiles. SET PLAYER forces set to look for a player and not a mobile; useful for players with lame names such as 'guard'. SET FILE lets you change players who are not logged on. If you use SET FILE on a player who IS logged on, your change will be lost. If you wish to set a player who is in the game but is linkless, use set twice -- once with the FILE argument, and once without -- to make sure that the change takes. For toggled fields, the value must be ON, OFF, YES, or NO. Look at do_set in act.wizard.c for a list of valid set fields. See also: STAT # SHOW show <mode> [argument] The SHOW command displays information. Some modes of show require additional information, such as a player name. Show without any arguments shows a list of valid modes. # SHUTDOWN shutdown [reboot|die|pause] SHUTDOWN shuts the MUD down. The SHUTDOWN command works in conjunction with CircleMUD's 'autorun' script. If you are not using autorun, the arguments are meaningless. If you are using autorun, the following arguments are available: REBOOT Pause only 5 seconds instead of the normal 40 before trying to restart the MUD. DIE Kill the autorun script; the MUD will not reboot until autorun is explicitly run again. PAUSE Create a file called 'paused' in Circle's root directory; do not try to restart the MUD until 'paused' is removed. # SLOWNS Toggles the namserver_is_slow setting. See circle/src/config.c for more information. # SNOOP Snoop allows you to listen in on another player's session; everything the player sees or types will be displayed on your terminal preceded by a '%'. Obviously, there are many ethical considerations to the use of this command; snoop should be used minimally, and only for disciplinary purposes. Type snoop <your name> to stop snooping. # SNOWBALL Snowball is just a social -- it prints a funny message, and nothing more. # STAT STAT [player|object|mobile|file] <name> Gives information about players, monsters, and objects in the game. The type argument is optional. STAT PLAYER will search only for players; useful for statting people with lame names such as Red or Cityguard. STAT OBJECT will search only for objects. STAT MOBILE will search only for monsters. STAT FILE is used to stat players who are not logged in; the information displayed comes from the playerfile. > stat fido > stat player red > stat mobile red > stat file ponder > stat object thunderbolt See also: VSTAT # SWITCH switch <monster> SWITCH is used to take over the body of mobiles; useful for interactive adventures. See also: RETURN # SYSLOG The SYSLOG command controls how detailed of an on-line system log you see. Messages surrounded by '[' and ']' are syslog messages and are in green if you have colour on. The messages you receive are level dependent. syslog <off | brief | normal | complete> > syslog complete > syslog off See also: COLOR # UNAFFECT unaffect <victim> Removes all affections (i.e., spell effects) from a player. # UPTIME Displays when the game was booted and calculates how long ago that was. > uptime # USERS USERS gives a list of all sockets (i.e., connections) currently active on Archipelago. The multi-column display shows the socket number (used by DC), class, level, and name of the player connected, connection state, idle time, and hostname. The following switches are available: -k or -o Show only outlaws (killers and thieves) -p Show only sockets in the playing sockets -d Show only non-playing (deadweight) sockets. -l min-max Show only sockets whose characters are from level min to max -n <name> Show the socket with <name> associated with it. -h <host> Show all sockets from <host>. -c list Show only sockets whose characters' classes are in list See also: DC # VNUM vnum <mob|obj> <name> Gives a list of the virtual numbers of objects or mobiles which have the specified name. > vnum obj ring > vnum mob dragon # VSTAT vstat <mob|obj> <virtual number> Used to stat a prototypical mobile or object by virtual number. > vstat obj 3000 > vstat mob 3001 See also: STAT VNUM LAOD # WIZHELP Gives a list of the special commands available at your level. # WIZLOCK wizlock [value] WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters from being created. WIZLOCK n, 2 <= n <= 34, prevents new characters and allows only characters level n and above to log on. WIZLOCK with no argument displays the current WIZLOCK level. # WIZNET ; The immortal communication channel. wizsay [ '@' | '+' | '-' | '#' ] [<text>] >; <text> - just sends text >; @ - shows all gods that are on and visible to you - also shows if the gods who are visible to you are writing >; + - allows you to hear the wizchannel >; - - turns off the wizchannel This code was provided by Gnort. See also: NOWIZ # ZRESET zreset <zone | '*' | '.'> Used to force a zone to reset. '*' forces all zones to reset. '.' forces the zone you are in to reset. See also: SHOW ZONES #~