#HELPS -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Ragnar Loenn - the bulletin board. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. This product is no longer a DIKU or MERC system. Through additions and changing of the format of playing style, Mortal Realms is code named: MrMud 1.4 (based on MERC 2.1). ~ -1 MERC~ [Note: this entry may not be removed or altered. See our license.txt.] This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and ftp.math.okstate.edu. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Thanks to ... ... Diku Mud for starting it all. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ -1 HUMAN HUMANS HUMANINTRO~ In the beginning there were Humans, Elves and Ogres. Humans are the most numerous and the plainest race in the Realms. Although possessing no special abilities or bonuses, they are the most adaptable and flexible race. Humans are bipedal creatures with two arms and a roundish head. Their height, weight, eye and hair color vary greatly. It is rare to find any two who look exactly alike. ~ 0 HALFLING HALFLINGS HALFLINGINTRO~ . Stout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled by a surprising determination makes them a curious (though somewhat underpowered) ally. Halflings have compact bodies and thick, long limbs, and usually have very hairy feet. Eye color range from blue, brown, green, and any shade in between. ~ -1 GNOME GNOMES GNOMEINTRO~ . Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Additionally, due to their familiarity with such lore, they tend to be more resistant to magics. They can, though, suffer tremendously from physical attacks. Gnomes usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well.) Gnomes are a short, stocky race, similar to their dwarven cousins. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle. ~ 0 ELF ELVES ELFINTRO~ . Tall, slender creatures with an affinity for the woods and nature, Elves are distant cousins to the Pixies and share the intelligence and dexterity of that winged race to a lesser degree. With a lighter frame than Humans, what they lack in strength and stamina is made up for with their superior agility - both in thought and movement. Elves are capable in all classes, though they function poorest in the role of pure fighter. Most Elves will prefer to stay close to nature, and many become druids. All Elves have the inherent ability to detect magic. The average Elf stands taller than most Humans, being well over six feet. Most have fair skin and long, straight hair, though there are individual Elves who chose a darker life reflected in their outward appearance. ~ 0 ORC ORCS ORCINTRO~ . Large and dull of wit, with short but broad bodies, their poor mental ability is offset by an iron constitution, coupled with abnormal strength. Though some have dabbled in the sorcerous arts due to their human influence, brute combat is is still the natural call which stirs in the soul of the Orc. All Orcs possess infravision. Orcs are a broad and powerful race, with wide bodies, long bowed limbs and a heavy musculature. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes; below a snout-like noses opens a maw filled with crooked fangs; dark skin emanating a rancid odor; their presence disgusts civilized races. Standing from five to seven feet tall and averaging two hundred pounds, an altogether fearsome race. ~ 0 OGRE OGRES OGREINTRO~ . The Ogre stands from six to nine feet tall in height and is known for its muscle-packed body that can weigh from three to four hundred pounds. Most are relatively hairless, their bodies are covered with small, boney growths, and their disproportionately long limbs gives them a somewhat simian appearance. Ogres inherit great physical attributes from their distant ancestry, wherein lies the hints of giant blood. They have an aptitude for aggression, inherent infravision to assist in traversing darkness, and boast an awesome strength. Being territorial, most Ogres will readily engage in battle to establish superiority over any it encounters. All in all a race best suited for the role of pure fighter. ~ -1 DROW DROWELVES DROWINTRO~ . Drow are the darker, more evil cousins of Elves. They were once part of the happy community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have black skin and white hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have innate infravision with which to discern objects and living things in the absence of light. ~ 0 RANGER RANGERINTRO~ . A ranger is the outdoorsman and adventuresome free spirit of the times. A self-sufficent person, the ranger is adaptable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a ranger is physically skilled enough to take on most any foe. A ranger typically travels light, but he does have the mighty strength of a warrior to carry equipment needed in his travels. A ranger is the easiest class to learn for a person new to MUDs. ~ 0 MONK MONKS MONKINTRO~ . A monk is a mighty healer and protector of the weak. Led with a mission to heal and teach, Monks have many varied and sundry healing spells at their command. Having spent many years in strict discipline and rigourous training, Monks are adept at unarmed combat and refuse to bear weapons, preferring to rely on their hands and feets. As a monk gains levels and experience, so also do they gain further wisdom and knowledge in the arts of healing as well as in the arts of unarmed combat. The wisdom of the monk in the ways of magic and the art of healing, makes them a wonderful companion to those who gain their trust. Their fiercesome abilities of fighting without weapons make them dangerous enemies. Monks are fairly easy to learn for players new to MUDs. ~ 0 ROGUE ROGUES ROGUEINTRO~ . The rogue is a dark character which makes use of many skills often deemed improper by the rest of society. Known to haunt the darkest roads and alleys. The skills of the rogue reflect his way of life, be it sneaking, peeking into others' inventories, picking locks, or attacking from behind with deadly backstabs. With amazing dexterity they have the ability to circle around an enemy, but for living such a dark life, thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Rogues start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A rogue is always useful when there is a lock that needs pryed, or an item that one wishes to acquire without detection. Rogues are easy to learn for players new to MUDs. ~ 0 ELEMENTALIST ELEMENTALISTS ELEMENTALISTINTRO~ . The elementalist is one of the three greater schools of magic. From an early age they are taught how to reach past the boundaries of the prime physical plane and reach into the neighbouring elemental planes. This gives the elementalist great power over their physical environment. They can summon forth stone to cover their bodies with impenetrable armour, conjure forth springs of refreshing water or fiercesome fire elementals to do their bidding. Elementalists have so much control over their physical environment, they are note restricted to casting spells in their current room, they can range cast them into the surrounding area! Elementalists are hard to learn by new players to MUDs. ~ 0 ILLUSIONIST ILLUSIONISTS ILLUSIONISTINTRO~ . The greater school of Illusion is greatly respected throughout the land, for within, it's members learn the most destructive spells magic can offer. They fight along side warriors, combining magick and steel in a synergy of raw energy. Illusionists are capable of confusing and demoralising their enemies with a range of spells of deception, causing hallucinations, blindness and even madness. Illusionists are slightly hard to learn by new players to MUDs. ~ 0 NECROMANCER NECROMANCERS NECROMANCERINTRO~ . Necromancers are the most scholarly of the greater schools of magic, and have spent millenia furthering the knowledge of their guild. As a result, they have at their control, some of the most powerful spells in the world. Necromancers can bend the fabric of the universe to suit their desires, allowing them to transfer objects and people across vast distances, magically. They can even open semi-permenant rifts in space and time visible only to the trained eye. Necromancers also study the nature of death, and are capable of giving some form of twisted life force back into the bodies of the slain, as well as tap the life force of other living creatures. Necromancers are very hard to learn for new players to MUDs. ~ 0 ASSASSIN ASSASSINS ASSASSININTRO~ . Assassins are the members of the darkest profession, and are generally shunned by the more reputable members of society. They learn the art of killing while unseen, and have developed many skills to allow them to sneak around unseen, and unheard. The Assassin is the hardest class to learn for new players to MUDs. ~ 0 WIZLIST~ == = = Mortal Realms = = = = = = ==== ======= = = = = ========/== = = = === ========/==== ==== === = = === ===== = === = ===== ==== -. .- === = = === = = = == == == == / ==== == = === = = = === = == ======= === === = = ==== ===== = == == ====== = = == == |--| == ==== == == ==== = === ===== == ======== ========= ====== ==== = === =======__--\ / --__ ===== ======= = == =_-\ \ /--__==== = = \ \ \ __-- \ --__ / / / \ \ \ _ - \ / --___ / / / \ //__-/ / \ |\ / . __ / /// \\\ \ -' . . . .. . . // . . . \ . . . . . ... . . . . . . . / . .. .. . . .. . \ . .. . . . . --. ... . . .. . . .. . . .|. . . . . . . .|. . .. ...... . . .. . . .. Implementors +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Chaos - The God of Entropy david@ohm.ee.utulsa.edu Order - The God of Law facade@weboneinc.com +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Coders +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Presto - Coder/Area Creator majesto@earthlink.net +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Officers Of The Realm +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Rina maurina@ix.netcom.com Shannara rimaldi@uniserve.com BaG sjim@gate.net Ylee yyl@cyberramp.net Gairo sspence@nmsu.edu LadyGodiva Sharon_Joy_Hunt@hotmail.com +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Area Admins +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Emperor kenneth@xnet.com Jaxom gvaughan@ozemail.com.au Ozman ozzz@en.com Spender pythos@ecr.net Picard hirsch@expert.cc.purdue.edu +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Level 96 Knights +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= Grog Email Information UPDATED 08/20/1999 ~ -1 GOODBYE~ May the two poles of creation, Chaos and Order, guide your every move. Thank you for playing Mortal Realms. . ~ -1 GBANIM~ ------------------------------------------------[48D [48D[0m ~ -1 GREETING1~ . == = = Mortal Realms = = = = = = ==== ======= = = = = ========/== = = = === ========/==== ==== === = = === ===== = === = ===== ==== -. .- === = = === = = = == == == == / ==== == = === = = = === = == ======= === === = = ==== ===== = == == ====== = = == == |--| == ==== == == ==== = === ===== == ======== ========= ====== ==== = === =======__--\ / --__ ===== ======= = == =_-\ \ /--__==== = = \ \ \ __-- \ --__ / / / \ \ \ _ - \ / --___ / / / \ //__-/ / \ |\ / . __ / /// \\\ \ -' . . . .. . . // . . . \ . . . . . ... . . . . . . . / . .. .. . . .. . \ . .. . . . . --. ... . . .. . . .. . . .|. . . . . . . .|. . .. ...... . . .. . . .. 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, Hans Henrik Staerfeldt, Katja Nyboe 01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn 11 Nov 1993 MrMud 1.4 Created by David Bills and Dug Michael Additonal coding by Scott Baldwin and John Till (New characters should enter 'NEW' as their name) Who art thou:~ -1 GREETING2~ . _---. __ __ / \/. / \/ \ /\/ | >| | || | _ _ |_ _ | | \ / >| | `' ||_|| |_ |_\| | >@ | __ | \ >>/ / \ | >v| |___/ _ _ | _ _ _ )----( | \ |/ |_\|| | | \ |######| | | ` ` |######| |######| ######## |########| __ |########| __ _-' `--'--------`--' `-_ _-' vv `-_ \__-__-____-._ vvvv _.-____-__-__/ | \vvvv| | | \vv/ | | || | | . | 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, Hans Henrik Staerfeldt, Katja Nyboe 01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn 11 Nov 1993 MrMud 1.4 Created by David Bills and Dug Michael Additonal coding by Scott Baldwin and John Till (New characters should enter 'NEW' as their name) Who art thou:~ -1 GREETING3~ . X X X X .-----------. .-----. .----. --.--- .----. . X X X X X X X X X X | | | | | |--.-' | |----| | X X X X X XX XX XX | | | |_____| | \ | | | |_____ X X X X X X XX XX X | | .----. .----. .----. . .--.--. .-----. X X X X X XX X X | |--.-' |- |----| | | | | `-----. X X X X X X X X XX | \ |____. | | |_____ | | ._____| X X X X X 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, Hans Henrik Staerfeldt, Katja Nyboe 01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn 11 Nov 1993 MrMud 1.4 Created by David Bills and Dug Michael Additonal coding by Scott Baldwin and John Till (New characters should enter 'NEW' as their name) Who art thou:~ -1 GREETING4~ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= .. .. . ... 1990 DIKU 1.0 ::: ::: :: :: Sebastian Hammer, Michael Seifert, :+:+:+: :+:+: :+ +:+ +:+:+ :+:+: :+ Tom Madsen, Hans Henrik Staerfeldt, +++++++ ++ ++ +++ ++ ++ ++ ++ Katja Nyboe |+ + +| +| |+ +| +| |+ +|+|+ |+ +# #+ #+ +# #+ +# # +# +# +# 01 Aug 1993 Merc 2.1 ## ## ##### #### ## ### ## #### Furey, Hatchet, Kahn ..... ... 11 Nov 1993 :::::: :: MrMud 1.4 :+ +: :+:+: :+:+: :+ +:+ +: +:+:+: ++++++ ++ ++ ++ ++ +++++++ ++ Creators David Bills |+ +| +|+|+|+ +|+|+ |+ +|+|+|+ +|+|+ Dug Michael +# +# #+ +# +# +# #+ + +# #+ Coders Scott Baldwin ## ## ##### ### ## #### ## ## ###### John Till =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= (New characters should enter 'NEW' as their name) Who art thou: ~ -1 GREETING5~ . *** MORTAL REALMS *** 1990 DIKU 1.0 Sebastian Hammer, Michael Seifert, Tom Madsen, Hans Henrik Staerfeldt, Katja Nyboe 01 Aug 1993 Merc 2.1 Furey, Hatchet, Kahn 11 Nov 1993 MrMud 1.4 Created by David Bills and Dug Michael Additonal coding by Scott Baldwin and John Till (New characters should enter 'NEW' as their name) Who are thou:~ -1 MOTD~ . Welcome to Mortal Realms! The Arena is back in the realm. You can find it down from chakkor fountain Press RETURN to continue: ~ -1 CON_VT100~ We have developed an advanced interface for playing Mortal Realms. We highly recommend that you try out this interface for maximum enjoyment of our mud! As this interface relies on the capabilities of the client you are using to connect, some users may have difficulties with it. If this is the case, type 'vt102 off' when you start playing. Do you wish to use the advanced interface (Yes, No):~ 99 IMOTD~ * Hey Dug, Dave, or John! ~ 0 WRITE~ Syntax: cast "write" The write spell changes a scroll into a random spell. The spell is any that the caster knows, including spells from other class's that the caster has previously been. The caster must be holding the scroll which he wishes to write upon. Any spells that may be upon the scroll when "write" is cast will be erased. See also CAST, READ, IDENTIFY. ~ -1 NEWS~ MrMud runs MOBProgs, use HELP MOBINFO to find out more. Changes: - stealth and hide fixed - back to one pet at a time - rcast acts a little different - voice is a bit more subtle - rips and rifts changed slightly - save glitch fixed - all magical items are now marked * you can now refer to a corpse by name - fixed item bug ~ 0 STOP~ Syntax: stop [all, invis, hide, stealth, sneak, hunt, clear, disguise] This stops the person from using skills and spells that were started by the same person. It works for hunt, invisibility, stealth, hide, sneak, ect. This is also used to stop the CONTINUOUS command. See also INVISIBILITY, STEALTH, HIDE, HUNT, CONTINUOUS. ~ 0 CONTINUOUS~ Syntax: continuous <command> This command starts up a timed response system. It simply issues the command you enter after the 'continuous' every 10 seconds. The player is not allowed to enter any other commands while in continuous mode. The only way to stop the continuous mode is with the STOP command. This command would be good for a screen saver, or waiting for someone, and not wishing to repeat the WHO command continually. See also: STOP, REPEAT. ~ 0 SPEAK~ Syntax: speak <race> The SPEAK command changes the player's current language that they are speaking in. Only the known languages of the player may be switched to. (A) Languages (-) Back {a}language {-}communication ~ -1 LANGUAGE~ Languages Characters initially recieve the language of the character's race and two other random languages. After a character reaches 10th level a new language is added. This continues every 10 levels until all languages are known. When a character tries to speak to another character, it will only work if the speaker's current language (set by SPEAK) is one that is known by the listener. If the listener does not understand, the speaker and the listener are notified that they are not speaking the same language. The WHO command lists all the languages known by each character so that the correct language may be found. Monsters, and other beings in the game will only notify you that they are speaking the wrong language if they try to talk to you or you use the TELL to talk to them. There are several commands, spells, and skills to get around the problem of language barriers, but these are not initially given to the player. (A) SPEAK (-) Back {a}speak {-}communication ~ 0 TRACK~ Syntax: track This is allows the Ranger to determine who has recently left a room by the tracks left in the ground, and which way they left. The tracks are shown in top to bottom order of oldest to newest. See also HUNT, NOTICE, CLEAR PATH. ~ 0 HOMONCULOUS~ Syntax: cast homonculous The Homonculous spell creates a small creature (2nd level) that the conciousness of the caster is moved into. The caster becomes the creature and can do anything he pleases. The Homonculous can be left by using the RETURN command at any time. If the Homonculous dies while the caster is switched, then the caster will be damaged quite a bit. See also CAST, MANA, SHADE. ~ 0 DEMON SHADE BEAST PHANTASM~ Syntax: cast demon cast shade cast beast cast phantasm These spells create different type of creatures that can be controlled by the caster. Each creature has his own attriubtes. You may only have 1 of any of these creations at a time. Shadow Beast: Strong but fights 1 battle. 2/3 Level of Caster Shade: Fairly weak, but is orderable. 1/2 Level of Caster Phantasmal Killer: Hit usually is death, 1 battle. 1/4 Level of Caster Demon: Very strong, but may attack caster. 3/4 Level of Caster 4/3 Level of caster if demon spell fails (1/3 fail). See also CAST, MANA, HOMONCULOUS. ~ 0 'ANIMATE DEAD'~ Syntax: cast 'animate dead' This spell takes the first corpse in the room and makes it a zombie to follow the spell caster. The corpse must be of a non-player corpse. The level of the zombie will be the same as the level of the creature that left the corpse, although the stats will be determined by how strong zombies are. ~ 0 REARM~ Syntax: none This command allows the Ranger to automatically rearm himself, if in combat he gets disarmed. This command is automatic if the skill is known. See also HUNT, TRACK, NOTICE, DISARM. ~ 0 NOTICE~ Syntax: notice This commands lists all the creatures in a room that can be searched out and found. It will find creatures that are hiding or disguised. It finds "someone" when there is an invisible creature. See also TRACK, HUNT, REARM. ~ 0 HUNT~ Syntax: hunt This allows the Ranger to hunt down creatures that flee away during combat. It only works if it is the last creature to be fought in a battle. This command may be stopped by using the STOP command. See also TRACK, NOTICE, REARM, STOP. ~ -1 MOBINFO~ . Our Mobiles have been infused with the breath of a shy faeyrie to give them a slightly warmer nature. Perhaps you have noticed this already. If not, do take a moment to ask a mobile to tea. The code is written by J Murphy, N'Atas-Ha of ThePrincedom and based on a concept created on Worlds of Carnage by Aaron Buhr. questions/comments to murph@cs.cmu.edu A little rewriting of the code/DOC/INSTALL done by Kahn of MERC Industries and tested extensively on Marble Mud (marble.bu.edu 4000). ~ -1 STORY~ In the beginning, there were mortals. They lacked direction, and soon Chaos and Order entered their realm, to provide them with a sense of purpose, and motivation. It wasn't that easy though. Chaos and Order were sentient, and developed plans of their owns. Chaos' plan was to wreak havoc amongst the mortals, while Order's intent was to see that commerce and diplomacy reigned throughout the realm. The two plans were complete opposites, and so both Chaos and Order surrounded themselves with mortal followers of the same beliefs, and wars raged for eons. The funny thing about wars is that, no matter how hard you try to keep everything predictable, events unfold along paths that are completely unforeseen, even amongst the gods. Neither Chaos nor Order could've predicted that their conflict would bring about yet another god, Demise. Every time a mortal perished, Demise was there to take away a part of their life's experiences. When satisfied, the mortal's soul would be passed on to one of Demise's spawnings, Death. Death would look into the soul and record the fate of the mortal in the Tome of Mortal History, and then return the soul from oblivion to the realm above. Chaos and Order were not content with the existence of another god, so they combined their powers to bind Demise in a temple, far away from the lands of mortals, thinking they had destroyed all Demise had stood for, and they continued to wage their war. Every once in a while they would mock Demise by taking one of their traitorous followers and force them along the path of Demise, where the mortal would be hunted and persecuted by all other mortals, until they finally passed into oblivion forever, which is where Death dwelt. Death was overlooked by Chaos and Order. While Demise was in full power, Death had the simple tasks of recording someone's demise, and would then return their soul to the realm of mortals. With Demise gone, Death had to take on new responsibilities, and thus grew as powerful as Demise ever was. But Death was content to wait in oblivion for new souls to visit. The war between Chaos and Order was raging, and Death was a busy god. Until recently... Death was growing impatient. Now don't get me wrong. It's not like IT wasn't keeping busy, but it just wasn't like in the old days, when hundreds of mortals would visit IT from the realms above, and pay their dues to oblivion. Now, only a handful of mortals would make the journey, and IT was not satisfied. Then Death had a thought. What if IT journeyed to the surface, into the realm of mortals? Rumors had seeped down that Order was nowhere to be found, and that Order's followers had lost their sense of purpose. Chaos, however, had not left the realm, and Chaos' followers were strong. They would oppose Death's entrance into their world, as IT was endowed with the same strengths and powers as each of the other gods. But IT had considered this possibility, and had weighed the positives against the negatives. If the mortals opposed IT, IT could teach them the truth of ITs name. If the gods opposed Death, they would not be able to overpower IT as they had Demise, for Order was nowhere in the realm. And so it would be... Death would bring back the true meaning of Mortal to Mortal Realms. See also NEWS, WIZLIST, MERC, DIKU. ~ -1 GODS~ There are two gods in Mortal Realms: Order and Chaos. These two gods will assist players, when they the Gods feel so inclined. Each of these gods exact a price, but of the two, Chaos usually has a higher price, but a larger amount of benefits. A mortal player may select to pledge to be a follower of one of these Gods. If a player pledges, then that God can help significantly more than normally allowed. Yet, if a player asks for help from a God he did not pledge to, after pledging, then he might be ignored, have to pay more for help, etc... The game itself is set up where Gods are not a required, or wanted part of the game. Characters cannot advance to high level and become a god. The levels in this game go up to 95. Although as a player advances, he gets new skills, and other very good strengths, even at the higher levels. At very high levels he has equivalent strength of a demi-god, yet he is still mortal. Allowing no character Gods is one of the basic premisses of this game, and it will not change. But then I've always found it more fun to be mortal... Thank you for playing, Chaos. See also STORY, WIZLIST, MERC, DIKU. ~ -1 SUMMARY~ You may get help on each of the following commands individually. MOVEMENT GROUP north south east west up down stand follow group gtell split exits recall speed sleep wake rest OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits areas commands socials wear wield hold report score time weather where who recite quaff zap brandish config description password title color lock unlock open close pick note speak etell shout grep buffer finger inventory equipment look compare emote pose say tell level vt102 clock eat drink fill identify history skills class alias port multi list buy sell value look mana affects chat plan status beep channel talk spam tactical COMBAT OTHER kill flee recall consider ! . save quit delete repeat bet stop rcast cast wimpy suicide practice train bug typo idea continuous For more help, type 'help <topic>' for any command, skill, class, or spell. The following are Topics of interest, or instructions. Also help on: CHANGES INTERP DEATH EXPERIENCE NEWS STORY TICK WIZLIST STATS RACE NUMBER HOOK BUILDER ARENA. Each of the instruction pages can be read by: INSTRUCTIONN0 ~ 0 PLAN~ Syntax: plan <statement> PLAN will allow the player to talk to everyone that is the follower of the same god. This command ignores all rules regarding languages. The player must be a follower of one of the gods to use this channel. (-) Back {-}groupcommo ~ 0 CHAT~ Syntax: chat <statement> CHAT will allow the player to talk to everyone in the game that is the same race as the speaker. Only those of the same race will hear you. This command become active after 3rd level. It can be turned on or off using the CONFIG command. (-) Back {-}groupcommo ~ 0 RACE~ You character's race modifies several things in the game: 1) Your race's language is ALWAYS selected when the character is created. 2) EMOTE will only work for those that understand the language that your race is. 3) Your race will initially modify what your stats are. 4) Some combinations of race and class are not allowed. 5) Your race will determine your maximum attributes. 6) Your race will determine your vision characteristics. 7) Movement usage is modified by your race. 8) Races have varying maximum rates of speed. 9) Players may use the CHAT command at any time to talk to all others of the same race. (-) Return {-}rc01 ~ -1 RC02~ The following is a chart of the allowed Races and Classes: ILL ELE ROG RAN NEC MON ASN Human No yes yes yes yes yes No Halfling yes yes yes No yes No yes Elf yes No yes yes No yes yes Drow yes yes yes No yes No yes Dwarf yes yes No yes No yes yes Gnome yes yes No yes yes yes No Orc No yes yes yes No yes yes Ogre yes No yes yes yes yes No Centaur yes yes yes yes No yes No Aviaran No yes yes No yes yes yes Gith yes No yes yes yes No yes Tsarian yes yes yes No No yes yes (-) Return {-}rc01 ~ -1 RC06~ The following is a chart of the allow magic types for each class. These limitations exist for the current class only. Previous classes are considered only on the PREVIOUS column. ILL ELE ROG RAN NEC MON ASN PREVIOUS Staff yes yes No No yes yes No Ele Wand yes yes No No yes No No Ill Scroll yes yes No No yes yes No Nec Potion No No yes yes No yes yes --- Pill No No yes yes No No yes --- All classes my use the recall scroll by simply typing RECALL. (-) Return {-}rc01 ~ 0 INTERP INTERPRETER~ The interpretor of Mortal Realms includes many advanced features: 1) The ALIAS command can make redefined commands of multiple lines and including arguments inside the alias. 2) The use of the '!' or '.' command repeats the previous command. 3) '!' followed by a letter repeats the last line that started with that letter 4) The use of the '&' character will create one line of code that is executed simultaneously. 5) All commands, and names of people, creatures, and objects may be referenced by the first letters that match with their actual name. 6) Scroll back buffer allows looking at previous screens. see HELP BUFFER 7) On any given entry, you may enter up to 8 lines of text. 8) Commands that start with a number are repeats. example: t cha I have a question for you. & say How are you? executes as: You tell Chaos 'I have a question for you.' You say 'How are you?' if you follow with: ! executes as: You say 'How are you?' ~ 0 BUFFER~ Syntax: buffer [<pages>] The buffer command utilizes 20k of ram for each player, recording all data that goes to the screen. The scroll back buffer allows the player to view text that has scrolled of the page. Use of the <pages> is optional. Without it, the default is the previous page. When the user specifies a number, the page displayed will be the amount of pages back that the player specified. The actual amount of pages depends on the amount of text on each page, with the minimum amount of pages stored being 16, up to a nominal maximum of 64 pages. BUFFER 0 will redisplay the current page. The size of each page is fixed by the size of the VT102 screen, regardless whether the player is utilizing VT102. If the player wishes to change the page size and is not using VT102, then simply change the VT102 size. The calculation of amount of lines does not consider lines over 80 characters, so the PAGER may pause the screen. ~ 0 CHANGES~ We are no longer running Merc code. Current version: MrMud 1.4 ~ 0 STATS~ There are 5 primary attributes for each character: Strength, Dexterity, Intelligence, Wisdom, and Constitution Each stat has a maximum value described by what level the character is and what class the character is. Also there is a modified maximum based on the level that allows magic items to modify the stats to a higher than allowable value. Each classes primary attribute may be 3 points higher than the other stats: Illusionist = intelligence Elementalist = wisdom Ranger = constitution Rogue = dexterity Necromancer = wisdom Monk = strength Assassin = dexterity The maximum attribute based on magic goes up slower than the maximum attribute based on actual stats. These numbers change frequently to reflect your level, class, and items held, wielded, or worn. Strength - modifies how often and strong hits are, total weight carried. Dexterity - modifies your armor class, total items carried. Intelligence - modifies how often a spell fails, amount pracs req'd to adept. Wisdom - modifies mana usage per spell, amount of pracs each level, and mana gained per tick. Constitution - modifies Hitpoints gained per level, and per tick. (-) Return {-}rc01 ~ 0 STRENGTH~ Syntax: STRENGTH Syntax: WISDOM Syntax: DEXTERITY Syntax: INTELLIGENCE Syntax: CONSTITUTION These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. ~ 0 SUICIDE~ Syntax: SUICIDE <password> The suicide command will let you kill yourself. This will not cost any experience, but it does cause you to die. This is useful if you are caught in a room that is impossible to leave. After committing suicide, the player is suggested to visit the morgue to retrieve your items. ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Here are all the damage verbs listed from least damage to most damage: miss wound MUTILATE DEMOLISH scratch maul DISEMBOWEL ANNIHILATE graze decimate EVISCERATE OBLITERATE hit devastate MASSACRE injure maim See also DEATH, EXPERIENCE, LEVEL, FLEE, RECALL, WIMPY, CONFIG, KILLER, CORPSE. ~ 0 DEATH~ When your character dies, you are reincarnated back your death room. Your corpse is left behind in the room where you were killed, together with all of your equipment. Your gold stays with you (God wants you to have your gold). Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. If you are first level, the amount you lose is half-way back to the beginning of your level. Higher levels take you back to what you should have had to gain your last level, unless you have the PLAYER KILLER flag. Corpses decay after time, and the objects inside corpses fall to the ground. Objects on the ground are quickly picked up by scavenging creatures. Non-player corpses last about 5 hours of game time (5 minutes of real time). Player corpses last *roughly* 15 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. Syntax: DEATH The death command sets where you will die, or recall reset to. This can only be done at specific locations, depending on which god you follow, if any. The room will say "You feel safe here" when you may set your death room. Simply type 'DEATH' in the appropriate room and it is set there. ~ 0 KILLER THIEF~ There are two flags that can show up in the WHO list that mark you as an unsociable character. These are (KILLER) and (THIEF). You may only player kill or steal if both you and the victim are followers of one of the gods, and they are different gods. A KILLER is someone that used the MURDER command to attack another player. A player killer (PK) is totally legal, as is player thief (PT), but there are some serious restrictions on them. When you are a player killer, the city guards will all try to kill you on sight (although it is rumored that guards aren't that quick or perceptive). Also, when you die, with the player killer flag you not only lose experience back to the start of your current level, but also all the way back to the start of the previous level. You will become a KILLER even if the person you try to murder is a KILLER. The flag is removed on death or over a period of time. A THIEF is someone that tried to steal from another player and failed. This has no real effect on the game, except it shows up on the WHO list, so you are tagged as a social deviant. If you die, or gain a level, the flag will go away. When a THIEF dies, they lose 2 levels worth of experience like a KILLER does. A player thief must steal only from those lower level than them. Any pure ASSASSIN with a KILLER flag is game for anyone to murder. The only restriction on who can murder them is the age of the attacking character (must be at least 19 years of age). Pure ASSASSIN's who are level 95 and have a KILLER flag are not able to be attacked by non-aligned players. See also EXPERIENCE, DAMAGE, LEVEL, MURDER, STEAL, DEATH, CORPSE, HISTORY. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. The experience required to gain a level will vary from class to class. You gain experience by: being part of a group that kills a monster - level of monster You lose experience by: fleeing from combat - based on level recalling out of combat - based on level being the target of certain spells dying - returns to 1 over required for current level The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. A monster that is 30 levels above your level regardless if you are in a group will double the amount of experience gained, while a monster 20 levels below you will halve the experience gained. The LEVEL command will show your current experience in relation to other levels of characters in your class. See also FLEE, RECALL, DEATH, DAMAGE, WIMPY, KILLER, THIEF, CORPSE, HISTORY. ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lost them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. Conversely, if you attack someone else's pet, you will be penalized as if you attacked them. It is a good idea to refrain from attacking creatures labelled '(Charmed)'. See also MURDER, LIST, BUY, SELL, SHADE. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 60 seconds of real time, but the actual amount varies randomly from 45 seconds to 75 seconds. Area resetting happens roughly every 50 minutes. The arena resets in 5 minutes. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. You can tell when an area is about to reset by the patter of little feet. See also TIME, CLOCK. ~ 0 ! .~ Syntax: ! '!' or '.' repeats the last command you typed. See also VT102, ALIAS, INTERP. ~ 0 GREP ?~ Syntax: grep <word> Syntax: ? <word> The GREP command, similar to the unix command, searches through the scroll back buffer and locates lines that contains the <word>. The system is case independant, and finds the last 10 cases. The '?' command may be used in replace of the word 'GREP'. This is very useful in showing things like the recent conversation you have had with another player, and can be found by using the players name for the word search. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED. ~ 0 MOVEMENT~ Movement on the MrMud system is based on "Rooms". Each room is a small area that all the action takes place in. Nearly all commands work only inside of the room you are in. To move around the realm, use the "north", "south", "east", "west", "up" and "down" commands. Movement has a specific delay that may be changed by using the SPEED command. Special types of movement involve using skills or spells, such as RECALL, FLEE, or TELEPORT. Each of these types commands has a specific help page for them. There are several commands that work outside your current room, such as TELL, ETELL, SHOUT, GTELL, RCAST, and SHOOT. These also have specific help pages and may be a skill, spell, or an ability inherent in every character. See also NORTH, RCAST, SPEED, RECALL. ~ 0 CAST~ Syntax: cast [<percentage>] [']<spell>['] [<target>] Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. Casting as a multi-class character casts at the level of the spells caster's class. (Example: 10th level Ranger and 8th level Illusionist would cast "Burning Hands" as a 8th level caster, not an 18th level caster) A defensive spell is limited to affecting only those with a level over 60% of the spell's level. This means the previous example would limit defensive spells to characters above 4th level. Spell strength may be reduced by the addition of a percentage in front of the spell name. This effectively reduces the level of the spell cast. Control of spell strength is not an exact science, so only expect it's accuracy to be within about twenty percent. See also, help on individual spell names, MANA, RCAST, MASS. ~ 0 MOVE00~ Syntax: move <skill> MOVE, the command, will show you how much movement you will use on a skill that you can do. This value will be different for most players, even on the same spell. ~ 0 MANA~ Syntax: mana <spell> Mana is the unit of power that a spell caster uses when spells are cast. Mana will decrease with casting, and go up over a period of time. Some spells or items may increase a spell caster's mana. Mana goes up every level for a spell caster based on wisdom and intelligence. Mana usage on each spell decreases based on the level, and the wisdom of the spell caster. When a spell fails the mana usage is half of normal usage. If the spell is successful, but the target of an offensive spell 'saves' then the mana is not divided by 2. MANA, the command, will show you how much mana you will use on a spell that you can cast. This value will be different for most players, even on the same spell. See also CAST, RCAST, MASS, STATS. ~ 0 RCAST 'RANGE CASTING'~ Syntax: cast <direction> <spell> <target> Elementalists can cast their spells at a range of one room away. It does cost more mana to range cast than to simply cast. If you want to cast 'chill touch' to the north at the fido you would type: > rcast n 'chill touch' fido See also, help on individual spells, CAST, MANA, MASS. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). See also LOOK, OPEN, UNLOCK, PICK, CONFIG. ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... See also EQUIPMENT, INVENTORY. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. See also SCORE, GET, CONFIG. ~ 0 COMPARE~ Syntax: compare <object-1> <object-2> Syntax: compare <object> COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. See also INVENTORY, GET. ~ 0 BACKSTAB BS DISARM KILL MURDER KICK~ Syntax: backstab <character> Syntax: disarm Syntax: kick Syntax: kill [<character>] Syntax: murder <character> KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE. ~ 0 ASSASSINATE~ Syntax: assassinate <character> [<object>] ASSASSINATE is a skill learned by Assassins that enables them to kill any player character (within reason that is). There are still level limitations, but they are a bit less strict than those for murder. Assassination is very costly however, making it a skill that should be used wisely. A major bene- fit of ASSASSINATE is that it allows you to kill the player for a given object. The object, if takeable, will be given to the assassinator when the assassinatee dies. The cost of the ASSASSINATE command is 1/10th of the experience difference between the assassinator's current level and his/her next level. NOTE: Other classes will not let their guildmembers (or former guildmembers) ASSASSINATE. So if you join or have ever been a part of another class, you will not be allowed to ASSASSINATE. Also, 95th level Assassin's cannot use this skill because they are unable to gain experience. See also: VICTORY. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. See DIVERT, DISTRACT, RECALL, DEATH, CORPSE. ~ 0 EXAMINE LOOK~ Syntax: look Syntax: look <object> Syntax: look <character> Syntax: look <direction> Syntax: look <keyword> Syntax: look in <container> Syntax: look in <corpse> Syntax: examine <container> Syntax: examine <corpse> LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. See also INVENTORY, EQUIPMENT, SCORE, GET. ~ 0 SCAN~ Syntax: scan [<dirlist>] SCAN lets you look each of the directions in <dirlist> order (neswud is default order). EXAMPLE: scan wens lets you look west then east then north then south, letting you see what you can in those directions. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. See also CHARM, BUY, MURDER. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. See also SLEEP SPELL, SPEED, MOVEMENT, NORTH. ~ 0 GTELL ; REPLY SAY TELL ETELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> Syntax: etell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as TELL, and ignores languages altogether. ETELL subtracts 1% of the experience of the character. See also LANGUAGE, SPEAK, SHOUT, EMOTE. ~ 0 NOTE~ Syntax: note list [<key>] Syntax: note clear Syntax: note [read] <number> Syntax: note show Syntax: note [read] all Syntax: note post [<topic#>] Syntax: note remove <number> Syntax: note next Syntax: note subject <string> Syntax: note erase <number> Syntax: note to <to-list> Syntax: note delete <number> Syntax: note topic [<topic#>] Syntax: note reply <number> NOTE LIST lists notes in the current topic which you can read. If a numerical <key> is specified then the last #key day's notes are listed ("note list 5" shows all notes that were left in the past five days). If a string <key> is specified then messages with "key" in the subject or to-list will be listed. If the string <key> is "new" then all of the notes that have been posted since you last logged off will be listed. If you specify "note list unread" it will show you how many unread notes you have under each topic. NOTE READ reads one or all notes. It is the default option (meaning that a simple "note 5" will show you note #5, just like "note read 5" would do). NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players that can access the current topic, and the recipient IMMORTAL means all immortals. NOTE WRITE puts you into edit mode, where you can easily enter your note with use of some simple editor commands: /? - help /s - save /l - list /c - clear NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST posts your note for reading in the current topic. Posting is not automatic. If you specify a <topic#> for POST, the note will go to the specified topic. NOTE REMOVE removes you from the to-list if you are a recipient. NOTE DELETE or ERASE removes the entire note if you are the sender. NOTE TOPIC will list all of the note topics available to you. If a <topic#> is specified, then that topic will become the current topic for you. The topic is always reset to 0 when you enter the game. NOTE REPLY will set up the "subject" and "to" portions of a note to reply to the given numbered note (a reply goes to the sender and all recipients). Notes will be deleted after they are two weeks old. NOTE NEXT will show you the next note in the current topic. NOTE UNREAD will show you the next note that you haven't yet read. If you've read all the notes in the current topic, it will cycle through the topics, searching for a note that you haven't read yet. ~ 0 SHOUT~ Syntax: shout <message> SHOUT sends a message to all awake players in your area. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. SHOUT will only be heard by someone that understands the language that you are speaking. (-) Back {-}groupcommo ~ 0 EMOTE POSE~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK. EMOTE will only be understood by someone that can understand your race's language. It does not matter which language the character is speaking. POSE is a variant of EMOTE. It performs a random action, based on the character's statistics. See also LANGUAGE, SHOUT, TELL, SPEAK. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: remove all Syntax: wear <object> [<location>] Syntax: wear all Syntax: wield <object> Three of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD is for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, it is too heavy for you, or you are not experienced enough to use it properly. If a location is specified, wear will only try to wear the object at the specified location (i.e. hands, neck). WEAR ALL automatically picks the best equipment ( without magic affects ) to wear, regardless if you are already wearing something. REMOVE will take any object from your equipment and put it back into your inventory. REMOVE ALL puts all of your equipment in your inventory. See also INVENTORY, EQUIPMENT, SCORE, GET, COMPARE, DROP, PUT, GET, FILL. ~ 0 CONFIG~ Syntax: config Syntax: config +<option> Syntax: config -<option> This command configures some of your character behavior. With no options, CONFIG shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: AUTOEXIT You automatically see exits and doors. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. BLANK You have a blank line between output lines. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. TELNETGA You receive a telnet GA sequence. DAMAGE You see the status of creatures when they are hit. SPLIT You automatically split gold from an autoloot, if in group. PAGER Your screen will be paused on long pages. (based on VT102 height) TACT Switches between the tactical mode and the prompt mode. REPEAT Returns what you have typed to the screen, so you won't miss it. A special feature, getting only gold from a kill, is set up by turning AUTOLOOT off and turning SPLIT on. The user must type out the EXACT format for this command to work, including the entire word for each command. Several special modes may be set up: such as COLOR ON, but CONFIG -TACT. This would use the color display, but use the prompt method of play. The pager height is determined by the VT height, even if VT is off. See also SPAM. (A) Details on CONFIGB a second set of configurable options. (-) Return {a}confi2 {-}info01 ~ 0 CONFI2 CONFIGB~ Syntax: configb Syntax: configb +<option> Syntax: configb -<option> This command configures some of your character behavior. With no options, CONFIGB shows you your current settings. With a plus or minus sign and an option, CONFIG turns that option on or off. The options are: PEEK You automatically see inventories. (Rogues only) EXP The Experience display on the stats changes to required for level. EXTERNAL Allows MrTerm to display or use downloadable files. METER Displays a download meter for percent complete of files. CASTLES Toggles whether or not you can see and use castle exits BATTLE Toggles whether you listen to battle info or not VICTIM Toggles whether you see a list of kills when using 'finger' (-) Return to CONFIG {-}CONFIG ~ 0 BUG IDEA TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. Feel free to use these commands as often as you like, but we would appreciate if you check to see that what you're saying hasn't already been done. A fixed bug does not need a write-up for it. %) ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. See also DIKE, MERC, WIZLIST, NEWS. ~ 0 ALIAS~ Syntax: alias <command> <argument list> Alias allows the you to define several of your own commands. These must be combinations of normal commands. You are not limited to one normal command per alias. You may also have an optional argument inserted into the alias. To add an alias you type 'alias' followed by the name of the new command followed by the command list you want it to do. You may insert an '&' to separate individual commands. You may also insert a '%' to include an argument within the execution of your alias. Example: alias m cast 'magic missile' % & say I got you, % <enter> To use this alias, type the following: m fido <enter> This does the following: cast 'magic missile' fido say I got you, fido ALIAS without an option will list your aliases. ALIAS with the same command as a previous alias will change the previous alias. See also VT102, UNALIAS, INTERP. ~ 0 UNALIAS~ Syntax: unalias <command> Use UNALIAS to remove old aliases. Example: alias do tickle % & say Hi there % unalias do If you type UNALIAS ALL, it will remove all your aliases. See also VT102, ALIAS, INTERP. ~ 1 AFK~ Syntax: afk The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 0 CLASS MULTI MULTICLASS SKILLS~ Syntax: class <name> Syntax: skills [all] [<class>] Syntax: multiclass [all] [<name>] [<number range>] [god] [enemy] The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes. Changing classes is only allowed when your level has reach a multiple of 10 (ex. 20,40,50...). When your level shows a multiple of 10, the CLASS command becomes active. You may only switch once per level, and then you may only switch into a class you have not switched into before. You cannot return to an old class. Your experience will be set to your actual level, but your skills will be at level zero for the class you switched into (ex. Level 20 thief switches to magic-user, and exp is the same as 20th level magic-user, while spell list is that of zero level magic-user). Most classes do not allow you to practice anything at this initial level. Half of your previous practices are transferred to your new class. Each race has 5 classes that they may become, of the 7 total classes. CLASS without an option will list available classes. CLASS followed by a 3 letter class name will switch classes. SKILLS command lists the skills of your current class. SKILLS <class> list the skills of the class you select. SKILLS ALL lists all skills of all classes. MULTICLASS the command lists all the players classes, with options the same as the WHO command: <all> <range> <name> or <god> <enemy>. See also COMMANDS, SOCIALS, PRACTICE, LEVEL. ~ 0 VT102 REFRESH CLOCK~ Syntax: vt102 <on,off,##,bold,nobold,fast,slow> Syntax: refresh Syntax: clock <##,civ,mil> Commands that deal with the vt102 support of the MERC interface. Using these commands without an argument with give detailed help. VT102 with no options will display help and current settings. VT102 followed by 'on' will start the support mode. VT102 followed by 'off' will turn off the support mode. VT102 <number> will set the rows. Ranges from 10-100 lines. Default is 24. VT102 support will display the main stats used, in real time, during play. The FX at the top of the screen lists the first 2 letters of your affects. There is also a clock in the right hand side of the display that works off of 24 time. The inclusion of the TACTICAL system has removed the option for top/bottom. The Tactical system may be modified by slow/fast. This is for terminals that are not fully vt102 compliant. Use slow, if garbage crops up during some updates to the screen information. REFRESH will fix the vt102 support if at any time it gets garbled. CLOCK will set your clock to your particular time zone. CLOCK with no options will give more help on how to use the command. It is suggested that all players use vt102 support, where possible. If you recieve garbage, or have vertical problems, the rows may be set wrong, as this is a very common problem. The second best guess is that your HOOK settings are wrong. You may also turn of the tactical mode and use prompts by CONFIG -TACT. See also ALIAS, CONFIG, 'REFRESH SPELL', HOOK. ~ 0 SPEED~ Syntax: speed <walk, normal, jog, run> This command changes the rate at which you move. Different rates also modify how much movement points you lose per move. walk - 1 mv lost per move normal - normal mv lost per move jog - 1.5 times normal mv lost run - 2 times normal mv lost Group leaders define how fast the group moves, and changes their rates accordingly. It is possible to run past aggressive creatures, but the faster you are moving and the fewer people decide whether a party gets caught by them. See also SCORE, NORTH, MOVEMENT. ~ 0 AFFECTS~ Syntax: affects AFFECTS shows the names of the spells that are currently effecting your character. At higher levels, more data is given. See also SCORE, REPORT, TIME. ~ 0 REPORT SCORE TIME WEATHER~ Syntax: report Syntax: score Syntax: time Syntax: weather Syntax: status REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. This screen may vary from system to system. STATUS is a simplified form of SCORE. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. See also ALIAS, VT102, REFRESH, SPEAK, SPEED, CONFIG, AFFECTS. ~ 0 AREAS COMMANDS SOCIALS~ Syntax: areas [<name>] Syntax: commands Syntax: socials AREAS shows you all the areas in the game, with the author's name and the suggested levels. The levels shown are not exact, so regard with caution. Including an area name will give some statistics of the area in question. A identifiable amount of characters must be made, along with any extra words like 'the'. Example: 'AREAS THE SUN' would give stats on the area 'The Sun Dome'. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. See also SKILLS, PRACTICE, SCORE. ~ 0 WHO~ Syntax: who Syntax: who race <race name> Syntax: who <level-range> Syntax: who class <class name> Syntax: who <name> Syntax: who clan <clan name> Syntax: who all Syntax: who god Syntax: who enemy Syntax: who target WHO ALL shows all of the people currently playing. WHO without any arguments will list the people that you may follow or group. WHO lists the players total level, current class, race, and known languages. WHO always sorts out the list shown, for ease of reference. WHO details each character's class, race, level, languages, title, and the area that they are in. The WHO list also highlights the language the character is currently speaking. WHO GOD will list all the people that follow the god you follow. If you don't follow a god, then it lists those that do not follow a god. WHO ENEMY lists all of those that don't follow the same god as you. WHO TARGET shows all the people you are allowed to murder. With arguments, WHO can show players of certain levels or individuals by name. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who bilbo lists information about Bilbo who all lists all the people playing. See also WHERE, LANGUAGE, SPEAK, AREAS. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. It will tell you the area they are in, if they are not in your current area. The end argument shows who's group that person is in. The list will not show you players that you cannot see. The WHERE command also shows the last portion of the actual internet address of the player. WHERE with an argument tells you the location of one character with that name within your area, including monsters. See also WHO, SHOUT. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION~ Syntax: description The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. The new password must be typed twice to verify it's integrity. A valid password has at least 5 characters. These characters may only be numbers or letters, although the letters are case sensitive. At least one character in the password must be a number. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. See also DESCRIPTION, WHO, WHERE, VT102. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. However, this is not a guarenteed escape. Especially if you have been doing actions that involve delays, like kicks, castings, etc. WIMPY with no argument shows what your current wimpy value is. Some monsters are wimpy. See also DAMAGE, EXPERIENCE, LEVEL, FLEE, RECALL. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. See also NORTH, SPEED. ~ 0 DRINK EAT FILL~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> [<source>] When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. You may fill your containers at the fountains in the game. See also SLEEP, REST, TICK. ~ 0 BUY LIST SELL VALUE IDENTIFY~ Syntax: buy <object> Syntax: list [wide] Syntax: list <low level range> [<high level range>] Syntax: list [all] <object> Syntax: sell <object> Syntax: value <object> Syntax: identify <object> BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. Using LIST ALL will show you all of the objects that the shopkeeper can sell to anyone (highlighted objects can be purchased by you). LIST ALL <object> will also work. LIST WIDE will give you a wide output. LIST with numbers will list items within a range of levels. LIST with one number will list a range from the level selected to the highest available. SELL sells an object to a shop keeper. IDENTIFY will let you, for a price, identify objects that the shopkeeper has. It will cost 5000 gold plus 2% of the price of the object being identified. VALUE asks the shop keeper how much he, she, or it will buy the item for. See also BARGAIN, STEAL, INVENTORY, EQUIPMENT, SCORE, EVALUATE. ~ 0 EVALUATE~ Syntax: evaluate <shop_object> [<inventory_object>] EVALUATE lets you compare an object you have with one being sold. Examples: evaluate helmet will compare whatever you are wearing on your head with the first object that the shop sells with the name "helmet." evaluate 3.helmet crown will compare the first object with the name "crown" in your inventory with the third object named "helmet" which you can buy. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to your God. God may reward you for the sacrifice. The nature of the reward depends upon the type of object. If you sacrifice something that is a container, such as a corpse, it's contents are deposited on the ground. Hint: God likes corpses. See also LOOK, GET, EXAMINE, CONFIG. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. See also CAST, LEVEL. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. See also DAMAGE, LEVEL, EXPERIENCE, KILL. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. After grouping you may have the leader follow another party member to have essentially 2 leaders. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group, that you can see. You may FOLLOW and GROUP only with characters who are within a few levels of your own. (Greater than 3/4 your level -2 and less than 5/4 your level +2) You may use GROUP ALL to group all players that are currently following you. You may use GROUP DISBAND to ungroup all players that are currently grouped with you. There is a small side effect of groups. When a party attacks a creature, only those in the group may later attack it, if everyone flees, until the creature heals completely. This means that no one may sneak in a kill your target. Also, any change to the group formation will negate the ability to attack any of these creatures, until they heal. See also LEVEL, SCORE, REPORT, GTELL, LANGUAGE, SPLIT. ~ 0 HIDE SNEAK VISIBLE STOP~ Syntax: HIDE Syntax: SNEAK Syntax: VISIBLE If you successfully HIDE, then other characters can't see you. If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE and STOP cancel your hiding and sneaking, as well as any invisibility, hunting, disguising, or path clearing. See also STEALTH, PICK, STEAL, HUNT, INVISIBILITY. ~ 0 SAVE~ Syntax: SAVE SAVE does not save the player character. The character is saved every five minutes automatically, and at important events. After level 50, the SAVE command shows the Save vs. Magic statistic. ~ 0 QUIT DELETE~ Syntax: QUIT Syntax: DELETE <password> QUIT leaves the game. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. DELETE will permanently remove you character from the game. you must include your correct password to verify that you wish to delete your character. See also NEWS, INFO, MERC, DIKU. ~ 0 RENT~ Syntax: Rent This command shows clan leaders how much money they are going to have to pay as rent for their clanhall. ~ 0 BLOCK~ Syntax: BLOCK [add/clear/del] [name-list] Block is used to prevent specific players from communicating with you. It creates a list of player names and internet sites. If you specify a site then anyone from the site will be unable to communicate with you via tell, reply, beep, socials, say, and etell. NOTE: Block now supports partial site names and single-entry deletions. BLOCK ADD fudgeyou nastyassin - adds "fudgeyou" and "nastyassin" to the list BLOCK ADD 128.56.47.11 - adds the site 128.56.47.11 to the block list BLOCK ADD 128.56 - adds any site starting with 128.56 to the block list (such as 128.56.47.11 used above) BLOCK ADD usc.edu - adds any site ending with usc.edu to the block list (such as blah.cs.usc.edu) BLOCK CLEAR - erases the list of player names and sites BLOCK DEL fudgeyou - deletes only the "fudgeyou" entry in the block list BLOCK - shows you the current list of names and sites ~ 99 LOGIN~ Syntax: LOGIN [add/clear/del] [name-list] LOGIN is used to help prevent password hacking of YOUR character by restricting the domains which you can log in to your character from. By default, you will always be able to log in from the last computer you logged in from. The LOGIN command lets you allow yourself to login from other domains. NOTE: If you have no LOGIN list then you will only be able to log in from the computer you last logged in from. LOGIN ADD utulsa.edu - adds the domain "utulsa.edu" to the list LOGIN CLEAR - erases all sites in the list LOGIN DEL utulsa.edu - deletes "utulsa.edu" from the list LOGIN - shows you the current list of domains ~ 0 RECALL /~ Syntax: RECALL <set,reset> RECALL prays to God for miraculous transportation from where you are back to Chakkor. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). RECALL costs half of your movement points. RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. A recall scroll is required to recall, but does not need to be recited. RECALL SET will change the destination of the recall to your current location. RECALL RESET will reset your recall room to the game default, the temple. ~ 0 SPLIT~ Syntax: SPLIT <amount> SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. See also GTELL, GROUP, FOLLOW, CONFIG. ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. You will be marked as a THIEF is you try to steal from other players. You may only steal from other players if both you and your victim are followers of one of the gods. You may not steal from a player that follows the same god you follow. In order to STEAL successfully, you must practice the appropriate skill. See also MURDER, HIDE, SNEAK, PICK. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. You may practice skills/spells from other guilds that you were a previous member of at your current class guild for a penalty of costing 3 practices. Practice sessions cost a small amount of gold per practice, which goes up as the character advances in levels. See also LEVEL, EXPERIENCE, SCORE, TRAIN, Guild Names. ~ 0 TRAIN~ Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'move'|'mana'|'hp'|'prac'> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial practice sessions. You can increase your attributes by using these practice sessions at a trainer (there are several in town). It costs five practice to train an attribute, except that it costs only three practice to train your prime attribute. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. Training Move, Mana, and Hp will increase those stats by a small amount. Training Prac will trade Hitpoints for practices. The costs for this is 5 hitpoints per train for one practice. After every 15 levels your maximum character stat goes up by 1. See also PRACTICE, LEVEL, EXPERIENCE, SCORE. ~ 97 ADVANCE~ Syntax: advance <character> <level> ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 97 TRUST~ Syntax: trust <character> <level> TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 97 ALLOW BAN~ Syntax: allow <site> Syntax: ban <site> Syntax: ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared. ~ 97 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect. ~ 97 DENY DISCONNECT FREEZE~ Syntax: deny <character> Syntax: disconnect <character> Syntax: freeze <character> DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all. ~ 97 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 97 USERS~ Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 97 MLOAD OLOAD~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. ~ 99 NOEMOTE NOTELL SILENCE~ Syntax: noemote <character> Syntax: notell <character> Syntax: silence <character> NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication. ~ 99 PARDON~ Syntax: pardon <character> killer Syntax: pardon <character> thief PARDON pardons a player for their crimes. ~ 99 PURGE~ Syntax: purge [area] Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. PURGE AREA will remove EVERYTHING in an entire area. ~ 99 SLAY~ Syntax: slay <character> SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC. ~ 99 TRANSFER~ Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 97 AT~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 97 ECHO RECHO~ Syntax: echo <message> Syntax: recho <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it. ~ 97 GOTO~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. ~ 97 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 97 MEMORY~ Syntax: memory MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 97 MFIND OFIND~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 97 MSTAT OSTAT RSTAT~ Syntax: mstat <character> Syntax: ostat <object> Syntax: rstat <location> Syntax: rstat MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. ~ 97 MWHERE~ Syntax: mwhere <name> MWHERE shows you the locations of all mobiles with a particular name. ~ 97 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 97 BAMFIN BAMFOUT~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 97 SLOOKUP~ Syntax: slookup <skill-or-spell> Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 97 LOG SNOOP~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. Or, SNOOP BOB to cancel only your snoop of Bob and leave other snoops snooping. ~ 97 SWITCH RETURN~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 36 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 5 points. If an elementalist is casting "armor" on himself/herself, the modification is 15 instead of 5. ~ 0 BLESS~ Syntax: cast bless <character> This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. The bonus improves as your gain more levels. ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 TONGUES UNDERSTAND~ Syntax: cast 'understand' <victim> Syntax: cast 'tongues' <victim> Both of these spells change what languages a player may understand. TONGUES allows the player to talk to any character, regardless of the languages that they both know. TONGUES is uni-directional, and does not allow the victim to understand anyone any better. UNDERSTAND allows the victim to understand any language, yet does not allow the victim to speak any better. ~ 0 'DAMAGE SPELLS'~ The damage spells, ranked from least to most damage are: Spell: Class: 'Cause light' Monk 'Cause Serious' Monk 'Magic Missile' Illusionist 'Cause Critical' Monk 'Flamestrike' Monk 'Burning Hands' Illusionist 'Shocking Grasp' Illusionist 'Lightning Bolt' Illusionist 'Color Spray' Illusionist 'Harm' Monk 'Fireball' Elementalist 'Acid Blast' Illusionist ~ 0 'ACID BLAST'~ Syntax: cast 'acid blast' <victim> This spell will cause acid to spew out of your finger-tips and consume the health of the victim. As your level increases, this spell becomes very potent. See also 'DAMAGE SPELLS' ~ 0 'BURNING HANDS'~ Syntax: cast 'burning hands' <victim> When you cast this, your hands will erupt in magicall fire that will cause great pain for the victim. See also 'DAMAGE SPELLS' ~ 0 'SPRAY'~ Syntax: cast 'color spray' <victim> Casting this spell will encircle the victim with many colored lights which will hypnotically induce damage to their body. See also 'DAMAGE SPELLS' ~ 0 STABILITY~ Syntax: cast 'stability' <victim> This spell will not allow any magical movement to be cast upon the person that is stable. ~ 0 FIREBALL~ Syntax: cast 'fireball' <victim> If you ever wanted to encase a living being in fire, this is the spell to learn. The victim will become a sack of burning flesh. Its even better at higher levels. See also 'DAMAGE SPELLS' ~ 0 'LIGHTNING BOLT'~ Syntax: cast 'lightning bolt' <victim> Casting this spell causes an intense bolt of electricity (commonly called lightning) to erupt from your finger and damage your victim. This is a spell often wished for by students who keep get awakened by their instructors. See also 'DAMAGE SPELLS' ~ 0 'MAGIC MISSILE'~ Syntax: cast 'magic missile' <victim> Although this spell sounds pretty menacing, the magic missile's produced from this spell would be more accurately described as magic darts. They inflict minimal damage that will increase a bit as your level increases. See also 'DAMAGE SPELLS' ~ 0 'SHOCKING GRASP'~ Syntax: cast 'shocking grasp' <victim> This is one of those hand-shakes from hell that you always dread. Even the macho barbarian types will think you have a good grip if you cast this before shaking their hands. Actually this is yet another damage spell. When cast, it causes a decent sized voltage to build up in your hand. The voltage is then transfered to your victim's body (often via their face), causing some moderate damage to their body. See also 'DAMAGE SPELLS' ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God to strike all of the enemies surrounding you. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. They are arranged in order of effectiveness. They all (except harm) increase minimally with level. See also 'DAMAGE SPELLS' ~ 97 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). This spell does not alter the playability of the game, it is only a social spell. ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. A creature that is charmed will die by suicide when the charm spell weakens. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. Their effects increase minimally with level. ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures and doors. ~ 0 'HASTE'~ Syntax: cast 'haste' This spell enables the caster to go faster than normal speed by one step. This spell causes the usage of movement to be less. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL UNDEAD'~ Syntax: cast 'dispel undead' <victim> As a man of God, the monk may invoke the powers of the god damage those creatures that are dead, yet still walk the earth. ~ 0 'DISPEL GOOD'~ Syntax: cast 'dispel good' <victim> This spell forces pure evil upon the victim. If the victim is of a good nature, it will be too much for him, and he will be damaged. Use of this spell is not widely accepted, but some unhealthy individuals must commit the greatest of earthly sins. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of God on an evil victim. ~ 0 'REMOVE FEAR'~ Syntax: cast 'remove fear' <target> This spell causes the target to gain incredible amounts of courage. A common ability among monks, for use in speaches, etc. Sometimes this ability is used in a non-philisophical manner, and can give great amounts of courage to those whimpy creatures that can't stay around to let you finish with your speach. ~ 0 FEAST~ Syntax: cast 'feast' This spell creates a huge setting of food. Since you are a generous monk, you allow everyone in the room to join in, and all will become full. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' <character> This spell dispels magical affects on a character. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to remove a friend's (or one's own) magical handicaps. ~ 0 TREMOR~ Syntax: cast 'tremor' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! This spell will never hurt a pet or party member, unless it was initially cast against the party. This spell also knocks your enemies down, so they miss the next attack round. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! This spell will never hurt a pet or party member, unless it was initially cast against the party. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses. The weapon must be un-magical to start with. This spell also causes the weapon to be aligned with the alignment with the caster. The level of the weapon will be raised by one third of the caster's level. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps hit points and movement points of its target. It also heals the caster for a fraction of the hit points drained. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. While flying, it is usually dangerous to lose the affects of the spell, while high in the air. Falling from heights can be deadly. ~ 97 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 0 'GIANT STRENGTH'~ Syntax: cast 'giant strength' <character> This spell increases the strength of the target character. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. (For the shop command "IDENTIFY", see BUY) ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see in the dark. ~ 0 MASS~ Syntax: mass <spell name> Instead of there being separate spells for dealing out damage to ALL of your enemies and curing ALL of your party, there is the MASS command. MASS casts a particular OFFENSIVE or DEFENSIVE spell on all of the appropriate players in the room. There are two versions of the MASS command: one for ILLUSIONISTS and one for MONKS. The ILLUSIONISTic MASS command will only work with OFFENSIVE spells (like "magic missile") and the MONKish MASS will only work with DEFENSIVE spells (like "cure critical"). MASS is much quicker than actually casting each spell on each of the appropriate characters/creatures, but it does cost a bit more mana. See also: CAST, RCAST ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis <character> Syntax: cast 'mass invis' Syntax: cast 'object invis' <item> The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. The OBJECT INVIS spell makes an item in your inventory become invisible. See also VISIBLE ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> This spell reduces the strength of the victim by two, as well as reducing the the victim's movement if the victim is a player. If the victim is not a player, then the creature's armor class is reduced. ~ 0 'ENHANCED REST'~ Syntax: cast 'enhanced rest' [<character>] The ENHANCED REST spell increases your movement gain per tick by 50%. ~ 0 'ENHANCED HEAL'~ Syntax: cast 'enhanced heal' [<character>] The ENHANCED HEAL spell increases your hit point gain per tick by 50%. ~ 0 'ENHANCED REVIVE'~ Syntax: cast 'enhanced revive' [<character>] The ENHANCED REVIVE spell increases your mana gain per tick by 50%. ~ 0 'PROTECTION FROM GOOD' Syntax: cast 'protection from good' This spell grants bonuses to armour class and save vs spells when the character is fighting good aligned opponents. ~ 0 'PROTECTION FROM EVIL' Syntax: cast 'protection from evil' This spell grants bonuses to armour class and save vs spells when the character is fighting evil aligned opponents. ~ 0 SANCTUARY~ Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one third. ~ 0 'REFRESH SPELL'~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. The amount of movement restores increases as the monk increases in level. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> This spell removes a curse from a character. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 'SLEEP SPELL'~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons creatures or characters from the area you're in to your location. The character must be 3 levels lower than the necromancer's level. Characters who are fighting may not be summoned. Likewise for characters or creatures in certain restricted rooms (like a temple). You may summon creatures that are 1/3 of your necromancer level. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 BANISH~ Syntax: cast banish <target> This spell will banish the target to some random location in the area. There is a small chance that when the spell fails, it will teleport the caster instead. ~ 0 'ENHANCE OBJECT'~ Syntax: cast 'enhance object' <object> This object performs the same thing as the ENGRAVE command, but at any location. This spell costs no money, and does not change the names of the objects being enhanced. This can be used after an object has been enchanted. ~ 0 'MAGE SHIELD'~ Syntax: cast 'mage shield' This spell surrounds the caster with a magical defense shield that protects the caster from any magical attacks, increasing the saving throw vs magic. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points is the victim is a player. If the victim is not a player, then it reduces the creatures damage roll, based on the level of the caster. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 'BLOCK AREA'~ Syntax: cast 'block area' Casting this spell causes a tremendous wall of foliage to block out all entrances to the area. The wall will part for players to exit, but, once someone is out, they cannot reenter the area until the foliage is cleared. This spell will only work in an outdoor environment. See also CLEAR PATH. ~ 0 CLEAR PATH 'CLEAR PATH'~ Syntax: clear This command clears a path in the desired direction. See also BLOCK AREA. ~ 0 DODGE~ This skill lets you dodge incoming attacks, taking no damage from them. Use of the skill is automatic once you have practiced it. See also PARRY, DISARM, REARM, DAMAGE. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. See also DAMAGE. ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. You must be wielding a weapon to parry. See also DISARM, DODGE, REARM, DAMAGE. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practice it. See also STEAL, PICK. ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FOURTH ATTACK'~ These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practice them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 0 SHOOT THROW~ These skills allow you to SHOOT range weapons or THROW objects. In order to SHOOT you will need to learn the SHOOT skill, learn one of the RANGE skills, have a range weapon wielded, and have some ammo in your inventory. In order to THROW, you must have learned THROW and have a throwable item in your inventory or wielded. A wielded item will allow you to THROW quicker. Only certain types of weapons are throwable. You cannot SHOOT or THROW at something in the same room as you. SYNTAXES: > shoot <dir> <name> > throw <item> <dir> <name> EXAMPLE: > shoot north fido will cause you to shoot at a fido which is in range to the North. > shoot e 5.fido will shoot the fifth fido visible to the East. > throw knife west drunk will throw a knife at the drunk to the West. See also RANGE WEAPONS, RANGE, KILL, DAMAGE, EXPERIENCE, RCAST. ~ 0 'RANGE WEAPONS'~ Weapons which allow you to SHOOT at distant creatures and characters. See also RANGE, SHOOT, THROW, RCAST. ~ 0 'SHORT RANGE' 'MEDIUM RANGE' 'LONG RANGE' 'RANGE'~ Possessing any of these skills allow you to see what characters or creatures are in adjoining rooms. When you know one of these skills, a look in a given direction will show you what lies in that direction. Objects in other rooms cannot be seen this way. EXAMPLE: > look north will show you all of the creatures and characters to the North of you for as far as your skill level will allow. See also SHOOT, THROW, RCAST, LOOK. ~ 0 'SHADOW'~ Syntax: shadow <dir> <name> Shadow allows you to follow a creature or character from one room behind. Every time the creature you are shadowing moves, you move into the room that it was just in. You will follow at this distance until you move independently or the creature you are shadowing is killed, quits, or recalls. EXAMPLE: > shadow n cityguard will cause you to shadow the cityguard that is currently one room to the north of you. See also FOLLOW, SPY, STEALTH, SNEAK, HIDE. ~ 0 'DIVERT'~ Syntax: divert <name> Divert shifts the attack on you to the named character or creature. <name> must either be someone in your group or someone of a higher overall level attacking the same target as you. This is essentially the exact opposite of rescue. See also DISTRACT, VOICE, RESCUE. ~ 0 'VOICE'~ Syntax: voice <name> <message> Voice let's you mimic the voice of someone else. EXAMPLE: > voice fido I hate being killed by players. will produce: Fido says, 'I hate being killed by players.' Some players will not be fooled. See EMOTE, SAY, DISTRACT, VENTRILOQUATE. ~ 0 'BARGAIN'~ A skill that gives you a price advantage when buying or selling. See also BUY, SELL. ~ 0 'LOCK LOCK'~ With this skill a player can lock a lock without needing the appropriate key. See also PICK, OPEN, CLOSE. ~ 0 'KNIFE'~ Syntax: knife <target> Knife uses a piercing weapon to stab the target. It enhances damage and allows you to attack for greater damage during combat. See also KICK. ~ 0 'GREATER HIDE'~ This enhances your hiding ability to such a degree that you will *know* when you are hidden. See also HIDE, SNEAK, STEALTH, STOP. ~ 0 'GREATER SNEAK'~ Greater sneak gives you the assurance of sneakiness. Without it, you have a hard time knowing if you are or are not sneaking. See also HIDE, SNEAK, STEALTH, STOP. ~ 0 'GREATER BACKSTAB'~ Greater backstab raises the maximum amount of damage your backstab can do. See also BACKSTAB. ~ 0 'STEALTH'~ Syntax: stealth Stealth is a combination of hide and sneak. So long as you are stealthing, your entrances, exits, and presence are un-announced. It is even rumored that some players have stealthed passed a waiting and wary adversary! The STOP command will cause you to stop stealthing. See also HIDE, SNEAK, STOP, GREATER STEALTH. ~ 0 'DISGUISE'~ Syntax: disguise <phrase> Assassins often need to get lost. Using disguise, an Assassin can blend into the background. Example: >disguise A sign here reads 'WEST: Land of the Lost.' If someone looks in the room where the player who did this disguise is, they will see: The Crossroads of Chakkor The road splits into many different pathways here. A sign here reads 'WEST: Land of the Lost.' Use disguise with no arguments or STOP to discard a disguise. See DESCRIPTION, TITLE, SCORE, WHO, LOOK. ~ 0 'SPY'~ Syntax: spy <player> This skill allows a player to "snoop" on what another player is doing. The player being spied upon must be within a distance of one room away. You will recieve information about the characters, in a format similar to what you would get if you saw them type score. See SHADOW, STEALTH, HIDE, SNEAK, STOP. ~ 0 'GLANCE'~ Syntax: glance <player> The glance skill enables you to look at someone without them seeing that you have looked at them. It applies only to looking at players. ~ 0 'ATTACK'~ Once this skill is learned, the player will be able to change what/who he/she is attacking. EXAMPLE: A player is attacking a Centaur and a Fido walks up and starts biting on them. The player can simply type "kill fido" and they will stop attacking the Centaur and start fighting the Fido. This does NOT mean that the Centaur will stop attacking the player. See also DIVERT, DISTRACT, VOICE. ~ 0 'ARMOR USAGE'~ Learning this skill enables a player to more effectively wear his/her armor. Resulting in a better armor rating for anything worn on the body. See also SCORE, DAMAGE, ENHANCED DAMAGE. ~ 0 'DISTRACT'~ Syntax: distract <character> Successfully distracting a character will make it easier to steal from or backstab the character. The distraction lasts for a short time, but can be accumulative. See also DIVERT, VOICE, ATTACK. ~ 0 'GREATER PEEK'~ Knowing this skill enables you to see how many hitpoints someone has remaining when you look at them. See also PEEK, LOOK. ~ 0 'SNATCH'~ Syntax: snatch <object> Snatching an object lets you get it from off the ground without being seen. If successful, no-one will be told that you have secretly purloined the item. See also STEAL, LOOK, PEEK. ~ 0 'GREATER PICK'~ This skill, when known, will allow you to pick even the most stubborn locks. However, failing to pick a magical lock may make you regret that you tried to pick it. See also PICK, LOOK, OPEN, UNLOCK. ~ 0 RIP RIFT~ Syntax: cast 'rip' Syntax: cast 'rift' <wrinkle> When rip is cast in a room, it will create a door leading to a safe room (called a "rip"). Only the caster, or someone grouped with the caster can enter a rip. Rift can only be cast inside of a rip. It will create a rift in the local fabric of time and space that opens up to a room somewhere in the game world. The wrinkle is a number which specifies where the rift will be opened to. Wrinkle numbers are unique, but consistent, to a caster. Due to the stress inherent in a Rift, only one can be created per rip. You cannot recall while in a rip. See also UNLOCK, OPEN, LOOK. ~ 0 ILLUSIONIST~ The Illusionist casts all the spells that are offensive. The Illusionist advances at a slow rate. He can create illusions of creatures to act as pets (Shade, Beast, and Phantasm) The Illusionist can only wield knives, daggers, staffs, and whips. (-) Return {-}rc05 ~ 0 ELEMENTALIST~ The Elementalist has most of the miscellaneous spells, and advances slightly faster then an Illusionist. The Elementalist has a few of each type of spell, as long as they are based on the elements of the 4 planes. The Elementalist has the distinct advantage of being able to cast spells on creatures in an adjacent room. The Elementalist can wield only clubs, staffs, and whips. (-) Return {-}rc05 ~ 0 ROGUE~ The Rogue is a combination of a thief and a fighter. He is fairly good at fighting and has skills in lock picking and stealing. The Rogue is the only class that can throw daggers. The Rogue advances the fastest of all the classes. The Rogue can only wield knives, small swords, and daggers. (-) Return {-}rc05 ~ 0 RANGER~ The Ranger has the unique ability to track and hunt and do other forest related topics. The Ranger is the strongest fighting character in the Realm. The Ranger advances at a normal rate. The Ranger can wield any weapon except a bow. (-) Return {-}rc05 ~ 0 NECROMANCER~ The Necromancer is the ultimate magic-user, with creation spells and many powerful miscellaneous spells. The Necromancer's 'demon' spell is the most powerful creation spell. The Necromancer may only wield staffs, knives, daggers, and whips. The Necromancer advances slower than any other class. (-) Return {-}rc05 ~ 0 ASSASSIN~ The Assassin has many of the sneaky skills required by someone who is hired to kill people. The Assassin is the only class that may wield a bow. This gives the assassin, regardless of his current class (if he switched to a different class) the permanent ability to wield a bow. A monk that was an assassin, can wield a bow. The Assassin may only wield bows, swords, daggers, and knives. The Assassin advances at a fairly slow rate. (-) Return {-}rc05 ~ 0 MONK~ The Monk has all of the healing spells in the Realm. The Monk may only use certain weapons, so he will build up a good ability to fight with his hands (and assess how much damage he can do with those hands, after sufficient experience). The Monk advances at a normal rate. Monks have the innate ability to flee perfectly from combat. Monks always flee for a reduced amount of experience. A player that is current a monk will not be attacked by creatures that are normally aggressive and approximately the same alignment. (-) Return {-}rc05 ~ 0 MAP~ Mortal Realms has several maps for the player to familiarize themselves with. Each map is given as is, with the assumption that not all the details are filled in. There are two maps of the City of Chakkor. There is also a map of the directions to some of the areas in the game. These are the following maps: HELP MAP - This help file. HELP MAPN - Map of Northern Chakkor. HELP MAPS - Map of Southern Chakkor. HELP MAPB - Complete map of Chakkor for large screens. HELP MAPA - Map of the Arena. When an '*' is displayed next the name of a shop or location, then it means that that location is up or down from the spot that it is shown at. ~ 0 MAPN~ +-----++-----++-----++North++-----++-----++-----++-----++-----++-----+ |*Void Gate ||*Magic || Temple of Chaos | | Smithy|| Shop || | + ++-----++-----++ ++-----++ ++ ++ ++ - - ++-----+ | ||*Ilu.||Leather || || Sanctuaury | | ||Guild|| Shop || || Chaos | + ++ ++-----++ ++-----++-----++-----++ ++-----++-----+ |*Nec.|| || *Asn.||*Rogue ||General | |Guild||Morgue || Guild|| Guild ||Store | + ++ ++ ++-----++Arena++-----++ ++ ++-----++ + | || || || || ||*Air | | || || *Sewers|| || || Jeweler| + ++-----++ ++ ++-----++ ++ ++-----++ ++ + West || Stables|| || || || | Gate || || || || || | +-----++ ++-----++ ++ ++ ++-----++ ++ ++-----+ | *Meeting *Training East | Hall Hall Gate + ++-----++ ++ ++-----++-----++ ++-----++-----++-----+ (-) back. {-}gamearea0 ~ 0 MAPS~ + ++-----++ ++ ++-----++ ++ ++-----++ ++ + West || Stables|| || || || | Gate || || || || || | +-----++ ++-----++ ++ ++ ++-----++ ++ ++-----+ | *Arena *Meeting *Training East | Hall Hall Gate + ++-----++ ++ ++-----++-----++ ++-----++-----++-----+ |Magic|| Ale Inn ||Elementalist||Armor||Weapon|Pet | |Shop ||House ||Guild ||Shop ||Shop ||Shop | +-----++-----++ ++ ++-----++-----++-----++ ++ ++ + | | | | +-----++-----++ ++-----++-----++ ++-----++ ++ ++-----+ ||Ranger || || ||Monks|| | ||Guild || || ||Guild|| | +-----++-----++-----++-----++------+ ++ ++ ++ ++ + | || || Temple of | |Old South|| || Order | +City ++-----++-----++-----++-----++Gate ++-----++-----++-----++-----+ (-) back. {-}gamearea0 ~ 0 MAPB~ +-----++-----++-----++North++-----++-----++-----++-----++-----++-----+ |*Void Gate ||*Magic || Temple of Chaos | | Smithy|| Shop || | + ++-----++-----++ ++-----++ ++ ++ ++ - - ++-----+ | ||*Ilu.||Leather || || Sanctuaury | | ||Guild|| Shop || || Chaos | + ++ ++-----++ ++-----++-----++-----++ ++-----++-----+ |*Nec.|| || *Asn.||*Rogue ||General | |Guild||Morgue || Guild|| Guild ||Store | + ++ ++ ++-----++Arena++-----++ ++ ++-----++ + | || || || || ||*Air | | || || *Sewers|| || || Jeweler| + ++-----++ ++ ++-----++ ++ ++-----++ ++ + West || Stables|| || || || | Gate || || || || || | +-----++ ++-----++ ++ ++ ++-----++ ++ ++-----+ | *Meeting *Training East | Hall Hall Gate + ++-----++ ++ ++-----++-----++ ++-----++-----++-----+ |Magic|| Ale Inn ||Elementalist||Armor||Weapon|Pet | |Shop ||House ||Guild ||Shop ||Shop ||Shop | +-----++-----++ ++ ++-----++-----++-----++ ++ ++ + | | | | +-----++-----++ ++-----++-----++ ++-----++ ++ ++-----+ ||Ranger || || ||Monks|| | ||Guild || || ||Guild|| | +-----++-----++-----++-----++------+ ++ ++ ++ ++ + | || || Temple of | |Old South|| || Order | +City ++-----++-----++-----++-----++Gate ++-----++-----++-----++-----+ (-) back. {-}gamearea0 ~ 0 SALT~ int exit_requested = 0; // set to TRUE if Sysop has pressed Esc int speak_mode=0; int speak_count=0; main() { int c; str buf[255]; clear_scr(); while (!exit_requested) { sender(); reciever(); if (exit_requested) { prints("^M^JSpeak script finished."); } } } reciever() { int c; str buffer[255], bc[2]; c=cgetc(); buffer="read "; if(c==30) { while(cgetc()<1) c=0; c=cgetc(); while(c!=29) { if(c>0) strcat(buffer, c); c=cgetc(); } strcat( buffer, " > null"); dos( buffer, 0); c=0; } if(c>0) printsc_trm(c); } sender() { int c; c=inkey(); if (c != 0) { if (c == 27) { exit_requested = 1; return 0; } if (c <= 255) { if (c != 8 && c != 127) cputc(c); } } } ~ -1 HOOK00~ HOOK A - Turns audio on HOOK E - Turns the echoing of a "SAY" on/off from showing on the screen HOOK S - Turns the speaking of your own commands on/off. HOOK by itself will display the current settings. If the user is not using speech synthesis, all options should be off. HOOK allows speach to be output through an audio card on the player's system. Hook is under construction. (A) How to setup HOOK on a PC with Telix and Soundblaster. (B) Details on the Hook specification. (-) Back {a}hook01 {b}hook02 {-}interface00 ~ -1 HOOK01~ System requirements: IBM-PC compatible Sound Blaster Telix v3.XX Download the SLAT program to your telix directory under the name "SPEAK.SLT" Exit Telix and issue "CS SPEAK" Copy the SB/SBTALKER directory to your Telix directory Restart your computer without using any EMM386 or Smartdrv Go to the Telix directory and start the "SBTALK" driver Run Telix and issue an Alt-G to start the "SPEAK" routines Enter the game and turn your HOOK on. (A) The actual SALT program. {a}salt ~ -1 HOOK02~ The Hook system works similar to the raw data system, but uses different values for the index byte: Text format by ascii value: <30><index><string....><29> The index is the following formula: <sex of speaker (0-2) > + 4 * <race of speaker (0-7) > + 32 ~ -1 INSTRUCTIONN0~ Mortal Realms v1.4 INSTRUCTIONS: The following pages are broken up into the following catagories: 1) Quick Introduction and using HELPS. 2) Game concept. 3) Play method. The experienced player of Multi-User Domain (MUD) style games, may find these instructions of some value, and is suggested to skim through them. The beginner is highly sugggested to read through these instructions to familiarize them with the methods of play. The instructions will not detail how the actual commands of the game work, but they will describe the general game procedures. To read through these instructions, use the following commands on each page: (C) Continue to next page. (B) Backup a page. The Stop shown below each page is for the introduction instructions, and is not used in the help menus. {c}instruction01 {b}mainmenu ~ -1 INSTRUCTION00~ Mortal Realms v1.4 INSTRUCTIONS: The following pages are broken up into the following catagories: 1) Quick Introduction and using HELPS. 2) Game concept. 3) Play method. The experienced player of Multi-User Domain (MUD) style games, may find these instructions of some value, and is suggested to skim through them. The beginner is highly sugggested to read through these instructions to familiarize them with the methods of play. The instructions will not detail how the actual commands of the game work, but they will describe the general game procedures. To read through these instructions simply press "Return" to go to the next page. Enter a line starting with "s" to stop reading instructions and create your character. Enter a line with "b" to go back one page in the instructions. Use the following commands: Stop, Back, or <Return> to continue. ~ -1 INSTRUCTION01~ Quick Overview: Mortal Realms is a fantasy role-playing game based in a medieval realm where magic and strength guide the play of the many people in the game. The most important thing when first starting is to learn how to use the help system. This is described on the following page. Mortal Realm has many features that make it stand apart from the base code of Merc 2.1. 1) An advanced VT102 interface. 2) Seven character classes and eight character races. 3) A language based communication system. 4) A complex city that the character may find all needs for adventure. 5) A setup that allows MANY hours of play, with character levels to 95. 6) Many new skills and abilities. 7) Ranged skills and spells. 8) Internet lagg minimizing system. (even if not very effective) %) 9) Many new commands and features. 10) Literally thousands of places to visit, and hundreds of creatures to encounter. 11) Multi-classing system allowing many combinations of classes. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction02 {b}instructionn0 ~ -1 INSTRUCTION02~ Using HELP: The HELP system of Mortal Realms is fairly detailed and complete. It is required that the player have a firm grasp of how the system works before they play. To initiate the help system just type "HELP" on the command line. This will bring up a menu of all the topics you can choose from. Simple select the letter associated with the option, and enter it alone on a line. Some items are not found in the menu system. You may locate these by looking at the Summary listing that is in the menu. Each individual topic may be directly indexed by typing "HELP <topic>". Ex: "HELP DRINK" The bottom few lines of most help screens will show a list of further topics to find information on. The topics are always related to the one currently dispayed, and may help the character find a topic that is more specific than the one that is currently displayed. There may also be a menu listing. The HELP system may include statements with a "[" "]" around them. These are optional items. If the statement has a "<" ">" around them, then it is an argument that must be added to the command. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction03 {b}instruction01 ~ -1 INSTRUCTION03~ Game Concepts: Background: Mortal Realms places the player in the role of a medieval character in a world filled with magic, combat, and many challenges to overcome. The world also has one distinct advantage to other fantasy role-playing type games, in that the other players can be directly dealt with as if they were part of the realm. The game takes no difference, as to whether a person in the game is a real person, or a computer generated one, although the real ones are generally much smarter than the computer generated counterparts. Mortal Realms is also a game based on real-time, and therefore there is no way to pause the game, or load a previous position. Death or victory is permanent. The game has a save command, but that is for internal use, in case the system (which the creators try continuously to prevent) should run into a nasty problem and crash. The player should have no such fear of this happening under normal situations. The game allows the player to choose from several classes when creating their character. The computer will randomly generate the stats for the character. Although the player may not directly modify any of these stats during creation, they may re-roll the stats and try for a better set. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction04 {b}instruction02 ~ -1 INSTRUCTION04~ The City of Chakkor: Much of game play will take part in the central city of Chakkor. Since this is the initial location of the player, after completing Mud School, there are several HELP files dedicated to easing the process of locating shops and guilds. (See HELP MAP in the game) Mud School has no map and must be finished blindly. This will give the player a starting point to learning the game. The City of Chakkor contains several shops of magic, and also a scattering of specialty shops that sell everything from arrows to water skins. All these shops can be easily used with several special commands that are dedicated to shop use. The player may even buy a pet for fun, or as a small assistance in case they run into anything that wants to eat you. The city of Chakkor has many historical references placed throughout it's interior, and the player may find it interesting to just explore around the city. The player may also notice that the city has a rather random layout on the northern section, and a noticeably organized layout to the south. This is due to the occupation of the two religeons that are based in Chakkor. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction05 {b}instruction03 ~ -1 INSTRUCTION05~ The World: The world of Mortal Realms, may be described in one word: Huge. The player will find that they spend much of the time in the game exploring new areas of the game. The lands outside of the city rarely change, and are set up to allow specific levels of characters to go to specific areas. Many of the areas outside the city may be hostile. There are also several other cities in the game to explore, besides Chakkor. Some players will find that the other cities are a better place to base their adventures from than Chakkor. Most players will choose either to group up with several people to keep accidental death to a minimum. Some will choose to adventure and explore, and either make maps, or just memorize the layout of the game. It is generally hard to determine where you are going if you are following in a party. But this in no way makes groups unwanted. Nearly all adventuring takes place in groups. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction06 {b}instruction04 ~ -1 INSTRUCTION06~ The Gods: Mortal Realms has a very unique system of religeon. The player is never allowed to advance to the status of a deity, but is given every oportunity to advance their abilities instead. There are only two gods that actively enter the Realm: Order and Chaos. Both of these gods are the actual programmers and law-makers of the rules of the game. Their position is not opposed to that of the players, but to make the game more detailed and interesting. The religeous system allows a player, if they can reach a god, to become a follower to that god. There are some major considerations that they must look at before deciding, and these can be looked up in the HELP system. The gods are usually EXTREMELY busy, but will make all attempts to help out the players any way they see fit. Players must realize that the gods cannot be used to get information as to where items, creatures, etc. are located. The gods will generally not help with a character that dies either. They are there to oversee the game, and determine how best to set up the specific rules. The player must realize that the rules of the game are always going to be in flux, and may even have bugs in the code. Some players will find these bugs and utilize them to their advantage. This is the greatest of the sins a player can make. A player that reports the problems to the gods will considered the greatest of the saints. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction07 {b}instruction05 ~ -1 INSTRUCTION07~ Game Play: The interface or interpretor: Mortal Realms has a basic interperator that tries to figure out what you ask it, and decides what to do from there. Most commands are executed with the following structure: <verb> <noun> or <command> <target> Some commands have very strange formats, and the HELP system will describe each of these in detail. It is a very good advantage to be fairly skilled in typing when playing, although that is not a limitation. Many people have learned how to type by playing a MUD based game. Since most actions takes place in a continuous flow, typing speed can help in those times when you are rushed to do something. Just about any of the commands can be shortened down to a few characters. It is suggested that the player start by using the first three letters to select a command, and then possibly try out combinations of two and one character to find short-cuts to typing out commands. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction08 {b}instruction06 ~ -1 INSTRUCTION08~ There are three basic kinds of things that a player can do: Commands: The commands that everyone in the game can do. Skills: These are commands that only a given class can do. Socials: These are commands that anyone can do, but have essentially no impact on the game. They are for inter-player communication. There are commands to list all the commands, skills, and socials. These should be consulted often, until the player has a firm grasp on the majority. The player may also realize that only a very few are actually required to get around in the game. So do not think that not knowing all the commands will not allow you to play. Although the more commands that are known, the more enhanced the player will be while interacting with the virtual game world. The player may find that he does the same commands repeatedly. The alias system may solve many of these problems for the player. There is also a scroll back buffer for those that do not have that capability on their local terminals. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction09 {b}instruction07 ~ -1 INSTRUCTION09~ Commands: Nearly every command has a different format as to how the arguments (the text after the command name) are layed out. Some commands have an open format, like the commands that let you say things in the room. Some commands have a highly restrictive format, like the configuration commands. The use of HELP is required to determine the exact format of each command. Skills: The skills are commands that are ability that the character will learn over time. If the player becomes one of the four magic casting classes, then they will learn spells instead of skills. The spells will require large amounts of a stat known as MANA. Classes that are physical based, and use skills, will require only MOVEMENT. Each skill or spell can be found using the HELP system. Although the formats may appear strange at first, the player will readily get used to them, and not require the use of the HELP system, exept as a reference. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction10 {b}instruction08 ~ -1 INSTRUCTION10~ Socials: These are commands such as "GRIN" or "LAUGH" that in general do not change the play of the game. They do convey a physical or emotional aspect to most conversations with other players. Without these commands, most conversation will appear dry, or have that "missing something" feel. Socials are not found in the HELP system, and must be tried individually. There is a command that lists all of the social commands. Socials may be done at someone, ex. "GRIN BILBO". Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction11 {b}instruction09 ~ -1 INSTRUCTION11~ The Character: The character has several primary components: 1) Personalization. (Character name and title) 2) Background of study. (Character class and race) 3) Statistics. (Character attributes) 4) Languages. 5) Equipment. Each of these components should be understood and decided upon before character generation should continue. At any time, the character may quit his character, until reaching 2nd level, and not expect the character to save. This also means that the player must be prepared to reach at least second level immediately after character generation. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction12 {b}instruction10 ~ -1 INSTRUCTION12~ Personalization: The format of Mortal Realms is a fantasy world, so the player may wish to select a fantasy name. Although the name must not be the same as another character, or that of an item or creature in the game. To have gotten this far into the instructions, then it is obvious that you have successfully entered a password. You may later change your password if desired. Characters have two other places where they may enter in a personalized heading. They have a title, which shows up in several places immediately after the character's name. They also have a description, which can be several lines, and is displayed when another character looks at them. Players may wish to use some of the built in commands, such as ALIAS to modify stock commands to do more personalized things. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction13 {b}instruction11 ~ -1 INSTRUCTION13~ Background of the Character: Each player must select one of the seven given classes. These classes define what the character will have for a "job" in the fantasy world. To complement this, the character will also be assigned a random race. The race may actually be selected by rerolling the character several times. Rerolling the character will not change the class selection. The class of a character will define which of the stats should be highest when deciding on when to keep a character. The exact nature of what these stats mean will be understood later in the game, and have little relevancy here. Nearly all very low level characters perform about the same regardless of their class or statistics. As a character advances, the statistics become more important. The race of a character defines who his parents were. A character may be an elf, drow, human, halfling, gnome, dwarf, orc or ogre. Each of these slightly modify some of the stats of the character, so in most cases, the final selection of a good character for a particular class, will end up with a good choice of race. Race will effect some commands directly and each race will have a unique ability or command that will usually increase in strength with level. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction14 {b}instruction12 ~ -1 INSTRUCTION14~ Statistics: Each character has 5 primary attributes, and several other statistics that change throughout the game. Each character may want to increase some of these stats later, and Mud School gives the opportunity to modify some of the stats immediately. This lets the player personalize even the stats of the character. HIT POINTS (Hp) is an arbitrary number that defines how much damage a character can take, before they die. HP will increase with each level. MOVEMENT (Mv) is a number defining the amount of endurance a character has. MANA (Mn) is a number defining the magic power a character has. LEVEL (Lev) ranks each character against other characters in the game. EXPERIENCE (Exp) defines how far a player has advanced between each level. GOLD defines how much money a character has in gold pieces. The player will readily notice that the amount of gold carried is quite illogical, when at high levels. Gold has no real weight, and the player can assume the game runs on credit. Even when you die, you keep your gold. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction15 {b}instruction13 ~ -1 INSTRUCTION15~ STRENGTH (Str) describes how strong a character is, a affects how hard an apponent is hit. DEXTERITY (Dex) is assigned for the quickness of a character and affects how hard the character is to hit by an opponenet. CONSTITUTION (Con) is a factor of the endurance of the character and affects how quick the character recovers, after being hurt. INTELLIGENCE (Int) describes how much "book knowledge" a character has, and effects a spell's chance to succeed. WISDOM (Wis) is a generic stat that describes how fast a character advances with each level. This is one of the most important stats to practice early. Each of these previous statistics can be temporarily changed by magic. They may also be changed permanently by training at one of the several training halls. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction16 {b}instruction14 ~ -1 INSTRUCTION16~ Languages: Mortal Realms contains a system that each of the races (Halfling, Human, Elf, Drow, Gnome, Dwarf, Orc, and Ogre) has their own distinct language. Each character starts out with three of these that includes the race of the character. The character, when talking to another character, will have to choose a language to speak in. Then the recieving party must be able to understand the language that you are speaking in. If this is successful, then anything you type in to "say" will be displayed for them exactly. It is not necessarily true that both characters must be speaking in the same language. As a player advances in level, they will learn more languages. There are also a few spells that will enhance the player's ability to communicate. Nearly all commands that deal with comunication use some form of the language system. The major exception to this is a system for emergency communications. In an emergency, the player may sacrifice some experience for talking to anyone. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction17 {b}instruction15 ~ -1 INSTRUCTION17~ Items and Equipment: The player will notice items on the ground that he wishes to use. He may also pick things up immediately from a kill, or buy items in a shop. Regardless, the character must transfer the item from his inventory to his equipment. When a player wears an item, it turns into equipment. When it is in the inventory, then it is just carried on the person. The character must also have the item in the inventory, not equipment, to drop the item. There is a special feature called sacrifice that purges an item from the room. In this case, the item must be on the floor. A player may drop an item, but must be aware that another character may come along and take it. Each character has a limit on the amount of weight and items that they may carry. This will increase as the character advances. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction18 {b}instruction16 ~ -1 INSTRUCTION18~ Quick Overview of the Command Set: Commands dealing with objects: GET <item> [all] - Gets an item from the floor and puts it in inventory. DROP <item> [all] - Drops an item from inventory to the floor. WEAR <item> [all] - Replaces a worn item with one in inventory. REMOVE <item> [all] - Takes off an item and places it in inventory. WIELD <item> - Wields a weapon from inventory. SACRIFICE <item> [all] - Purges an item on the floor. INVENTORY - List of items in inventory. EQUIPMENT - List of items worn or wielded. Commands dealing with characters: SAY <argument> - Says anything to everyone in the room. TELL <character> <arg> - Tells a character something regardless if same room. SHOUT <argument> - Shouts something out to everyone in the area. CHAT <argument> - Tells everyone that is the same race as the teller. KILL [<character>] - Attacks the character if they are not a player. CONSIDER <character> - Considers how hard they are to kill. ETELL <character> <arg>- Emergency communication to another character. Use the following commands: STOP, BACK, or <Return> to continue. {c}instruction19 {b}instruction17 ~ -1 INSTRUCTION19~ Commands that deal with movement: NORTH, SOUTH, EAST, WEST, UP, DOWN - Moves one room in that direction. SPEED [<rate>] - Determines how fast you move. OPEN <door> - Opens a door, gate, grate, etc. unless locked. CLOSE <door> - Closes a door, gate, grate, etc. LOCK <door> - Locks a door. Requires a correct key. UNLOCK <door> - Unlocks a door. Requires a correct key. FLEE - Runs away from combat. (This command is used often.) Commands that deal with information: LOOK [<item>] [<character>] - Looks at the room, an item, or a character. EXITS - Lists what the player sees in each direction. SCORE - A complete list of all the character's statistics. STATUS - A shortened list of statistics. WHO [various options] - A list of real players in the realm. WHERE [various options]- A list of where characters are at in the realm. TIME - Current game time, and real time. AFFECTS - A list of the spells that are affecting you. LEVEL - A chart on current level standing. SKILLS [class] - A list of skills that a player may gain. NOTES [various options]- A comprehensive system to record mail. Use frequently. This is the end of the instructions. Use HELP in the game for more information. {b}instruction18 {c}mainmenu ~ 0 PORT~ Syntax: port [<block size>] The port command was developed to utilize a small feature of the Internet that allows small packets to transfer quickly, and large packets to transfer after a significant lag. The port command breaks the text sent to the player into blocks that are user defineable (default 2000). To minimize lag, reduce this number until lag eases up, but increase it if response time is too slow. This system has an optimum value, and lower values work best for longer distance from the server. Higher values for close distances to the server. There is no 'general' or optimal setting. The user will have to try several values within the range. This system is known to cause VT102 and ANSI systems to lose track of cursor placement. To solve this, use the maximum block size. The range of block size is: 16 to 2000 ~ 0 BEEP~ Syntax: BEEP [<name>] The beep command rings the VT102 bell on everyone in the room. With a name specified, it beeps the player. (-) Back {-}indcommo ~ 0 GUILD~ Help on various guilds may be found by searching for the specific name of the guild. example: HELP RANGER ~ -1 NEWCHAR~ Welcome to Mortal Realms! (MrMud v1.4) When you complete this school, you will be at the city of Chakkor. To begin, read ALL the signs that you run across by typing "look sign". If you have any question, then use the "help" command, or ask another player. ~ 0 COLOR~ Syntax: COLOR [on] [off] Syntax: COLOR [<field number> <foreground color> <background color>] Syntax: COLOR [reset] The color command both turns on and changes the color fields of the different parts of the display. To turn on the color functions, the terminal must support ANSI colors, and be in VT102 mode. The vt102 functions must also be activated. COLOR ON turns on the color modes. COLOR OFF turns them off. COLOR RESET will return the colors to defaults. COLOR by itself will list the various colors for each field. It will also display the lines in the color that is listed for that field. COLOR <field number> <foreground color> <background color> will change individual colors. The <field number> is a number that specifies some part of the screen. The <color> is the value for the color that you would like the <field number> to change to. ~ 0 FIELD~ Syntax: COLOR <field number> <forground color> <background color> Field Numbers Color Codes 0 - Standard Text 0 - Black 1 - Top Status Bar 1 - Red 2 - Bottom Status Bar 2 - Green 3 - Score, Status, and Affects 3 - Yellow 4 - You are hit 4 - Blue 5 - You hit others 5 - Purple 6 - Prompt line 6 - Cyan 7 - Exits 7 - Grey 8 - Party member is hit 9 - Speach commands 10 - Objects 11 - Living things 12 - General Tactical Map 13 - Party members in Tactical 14 - Enemies in Tactical 15 - Neutrals in Tactical ~ 0 CORPSE~ When a player dies a corpse is created at the spot where he died. Then the player awakens naked at one of three places in the city of Chakkor. He will have basically no items at all, and must work out a method of recovering the lost items. The first place he should check is at the Morgue in the city, where he can buy back his corpse. It will show up in the room, where he can retrieve his items. When a player gets the items from his corpse, the corpse will instantly decay. The player that died is the ONLY person in the game that may take items out of his own corpse. The game will save your corpse along with the character data, so that if the game crashes before the player has a chance to get the corpse, it will not just disappear. Also the player may quit the game when he dies, because the corpse will enter the game the same time the player does, even several days later. The corpse will ONLY start decaying if the player is on the game. ~ 0 ARENA~ The arena of Mortal Realms is located near the Assassin's Guild. The arena is a place where ANYONE may enter to kill anyone else. There are no limitations there based on level or which god is followed. Players may enter to watch the proceedings. Players will not be flagged as a player killer in this area. You will NOT lose any experience while in the arena. The morgue may be used for corpse recovery. The player may locate the Arena Master and ask him to 'Leave', and he will teleport you out of the Arena. There is no other exit, except death. When you die, you will revive at the entrance to the Arena. Players may not RECALL in the Arena. The player may locate the Arena Sprite for magical assistance, but he will not help if he finds you. The player may also be attacked by the Arena Beast, which is always slightly stronger than the individual that he is attacking. (A) for Map of Arena (B) for Info on Player Killing (C) Betting System. (-) Return to Main Menu {a}mapa {b}killer {c}bet {-}summary ~ 0 BET ACCEPT RESIGN~ Syntax: BET <who> <how much> Syntax: ACCEPT <who> Syntax: RESIGN These commands enforce a bet between two players in the Arena. The only way out of a bet once accepted, is to leave the Arena, quit the game, or die. Regards, the only way out of the bet is to lose. Betting yourself before someone accepts will cancel the bet. You may bet as many times as you like, with anyone in the Arena, until someone accepts a bet. Then you must go try to kill them, or otherwise get them to leave the arena. BET without any arguments gives a list of all bets currently offered, and accepted. It will also show whether the participants are actually fighting each other. RESIGN will immediately cause you to give up your bet. ~ 0 MAPA~ Map of Arena: +-----++-----++-----++-----++-----+ | North | | Entrance | +-----++ ++ ++-----++ + +-----++ ++ ++-----++ + | West || | |Entrance || | + ++ ++ ++ ++ + + ++ ++ ++ ++ + | || | | || | + ++-----++ ++ ++-----+ + ++-----++ ++ ++-----+ | South | | Entrance | +-----++-----++-----++-----++-----+ ~ 0 BUILDER~ Thanks for interest in creating areas for Mortal Realms. The first thing you should do is get a copy of the documentation. The current documentation is online at WWW site: http://www.moe.ul.ie/-mrarea - is a tilda This will give you the builder and utility source code files. It also includes a new builder FAQ and other usful links. If you still have questions feel free to contact an Area Admin. Thanks for any help in advance, from Chaos and Order. ~ 0 HISTORY~ Syntax: history The history commands gives everyone in the room a record of who you have killed, and who has killed you. This is just an interesting command, and has no real impact on the game. See also: KILLER, CORPSE, DEATH, DAMAGE. ~ 0 NUMBER~ There are several ways to reference numbers and objects in Mortal Realms. The examples that follow use the 'get' command as a reference. 1) Simple: GET <object name> ex: get arrow - Gets first arrow. 2) Directed: GET <item number of object refered to>.<object name> ex: get 2.arrow - Gets second arrow. 3) All: GET ALL ex: get all - Gets everything. 4) All Directed: GET ALL.<object name> ex: get all.arrow - Gets all of the arrows, leaving other objects. 5) Counted: GET <amount> <object name> ex: get 5 arrow - Gets five of the arrows on the floor. This system works for the following commands: Give, Drop, Get, Steal, Buy, Sell, Put, etc... Some commands may not have all methods available. ~ 0 REPEAT~ Syntax: REPEAT <amount> <command string> Syntax: <amount> <command string> The REPEAT command will simply type in the input string for you the amount of times specified by the amount variable. This command is limited by the space in the input buffer, which is slightly over 1200 characters. Also the command is limited by 2 to 40 repeats. The REPEAT command need not be typed out, since all command lines that start with numbers are by default considered a repeat command. example: repeat 10 buy recall or example: 10 buy recall Both of these would buy 10 recall scrolls, one at a time. See also: NUMBER, ALIAS, INTERP, CONTINUOUS. ~ -1 MAINMENU~ . {130} Mortal Realms Help Menu System {120}(A){050} Summary of Commands {120}(E){050} Race/Class Info {120}(I){050} Combat {120}(B){050} Instructions {120}(F){050} Communication {120}(J){050} Information Commands {120}(C){050} Game Areas {120}(G){050} Skills/Spells Info {120}(K){050} Objects {120}(D){050} Interface Info {120}(H){050} Policies & Systems {120}(L){050} Movement{030} Use 'Summary' if your topic is not in the menus. {140}Official Mortal Realms WWW Home Page at: http://www.mortalrealms.com (The '-' in the previous line is really a tilde) {a}summary {b}instructionn0 {c}gamearea0 {d}interface00 {e}rc01 {f}communication {g}ss01 {h}policy01 {i}cmb01 {j}info01 {k}obj01 {l}move01 ~ -1 POLICY01~ . {130}Game Policies: {120}(A){050} Multi-playing {120}(B){050} Barons (Enforcers) {120}(C){050} PASSWORD command {120}(D){050} Knights {120}(E){050} Character Lifetime {120}(F){050} The Dungeon {120}(G){050} Lost passwords, and other file problems {120}(H){050} The Enforcer Menus, details of their policies {120}(-){050} Return {a}multiplay01 {b}ENFORCER {c}password {d}knights {e}chlife {f}jail {g}lockedchar {h}mrpd1 {-}mainmenu ~ -1 LOCKEDCHAR~ . Policy regarding character files The life of a character is totally dependant upon the player. This means that any problems with the character file will not be reasponsible by anyone except that player. Contacting anyone operating Mortal Realms in regards to these types of problems will be viewed in bad taste. The following is a list of common problems with character files. All of these items are considered the responsiblity of the player, and not the operators of Mortal Realms. Accidental deletion and forgotten passwords (Carelessness on part of the player) Changed passwords by outside parties (Password requirements are deemed sufficient for purposes of security) (Most commonly caused by compromised passwords, such as player sharing) Date expired characters (Characters are deemed inactive after a time period based upon level) Uncontrollable deletion or corruption (Although technically this could be considered error on the part of the operators or Mortal Realms, the life of the character is still responsible by the player. All efforts will be made to fix the cause of the problem) The implementors are continually working to make playing at Mortal Realms a fun and safe experience. Although all players are advised that they play at their own risk. It may be of interest to the players some of the reasons for this policy: As of March 25, 1996. There are 22124 different computer addresses logged actively playing MR. There are 12232 total player files currently in the file sections. Due to the massive quantities of characters and players at Mortal Realms, this policy is deemed Law until further notice. Hopefully the player can understand and appreciate the significances and reasons behind this new policy. Thank you for your time, Chaos. ~ -1 CHLIFE~ Character Lifetime: A character has basically unlimited life. But we have designed a system that lets the characters not being used to die off. The system is proportional to the level of the player. Maximum safe time off the game: 1 + ( character level / 3 ) in months Example: A player is 10th level: 1+(10/3)= 4 months realtime inactive Any access to a character after the safe time will erase the character. ~ -1 MULTIPLAY01~ Game policy on multiplaying is a very complex subject. We have attempted to set up a reasonable solution, but it may take a bit of time to fine tune. Due to various reasons the hard-code limiting system for multiplaying has been dropped. All future multiplaying limites will be set, controlled, and enforced by the Barons/Baronesses. Please see their helps for further info. There are currently no limits on amount of players from any single site. ~ -1 SS01~ {130}Information on All of the Spells and Skills in the Realm. {120}(A){050} Illusionist {120}(B){050} Elementalist {120}(C){050} Rogue {120}(D){050} Ranger {120}(E){050} Necromancer {120}(F){050} Monk {120}(G){050} Assassin {120}(-){050} Return to Main Menu {a}ssill1 {b}ssele1 {c}ssrog1 {d}ssran1 {e}ssnec1 {f}ssmon1 {g}ssasn1 {-}mainmenu ~ -1 SSILL1~ {174}Illusionist Spell Levels 1 - 14 {300} {130} Level Spell Level Spell {300} ============================================================================== (A) 1 magic missile (G) 8 detect hidden (B) 2 ventriloquate (H) 10 shocking grasp (C) 3 detect invis (I) 11 change sex (D) 4 faerie fire (J) 12 continual light (E) 5 short range (K) 13 invis (F) 7 burning hands (L) 14 locate object (X) Next selection of Illusionist spells (-) Return to Class Listing {a}magic missile {b}ventriloquate {c}detect invis {d}faerie fire {e}short range {f}burning hands {g}detect hidden {h}shocking grasp {i}change sex {j}continual light {k}invis {l}locate object {x}ssill2 {-}ss01 ~ -1 SSILL2~ {174}Illusionist Spell Levels 14 - 91{300} {130} Level Spell Level Spell {300} ============================================================================== (A) 14 beast (M) 27 mirror image (B) 15 object invis (N) 31 hallucinate (C) 15 medium range (O) 36 illusion (D) 16 faerie fog (P) 42 confusion (E) 17 color spray (Q) 46 mass (F) 17 lightning bolt (R) 51 improved invis (G) 18 shade (S) 61 smoke (H) 19 blindness (T) 71 Truesight (I) 20 mass invis (U) 81 Nightmare (J) 21 long range (V) 91 Hallucinatory terrain (K) 23 phantasm (L) 25 acid blast (X) Previous selection of Illusionist spells (-) Return to Class Listing {a}beast {b}object invis {c}medium range {d}faerie fog {e}color spray {f}lightning bolt {g}shade {h}blindness {i}mass invis {j}long range {k}phantasm {l}acid blast {m}mirror image {n}hallucinate {o}illusion {p}confusion {q}mass {r}improved invis {s}smoke {t}truesight {u}nightmare {v}hallucinatory terrain {x}ssill1 {-}ss01 ~ -1 SSELE1~ {174}Elementalist Spell Levels 1 - 15 {300} {130} Level Spell {300} ============================================================================== (A) 1 armor (B) 2 create water (C) 4 chill touch (D) 5 tongues (E) 6 short range (F) 7 fly (G) 11 create spring (H) 12 medium range (I) 13 earthquake (J) 13 haste (K) 14 call lightning (L) 15 control weather (X) Next selection of Elementalist spells (-) Return to Class Listing {a}armor {b}create water {c}chill touch {d}tongues {e}short range {f}fly {g}create spring {h}medium range {i}earthquake {j}haste {k}call lightning {l}control weather {x}ssele2 {-}ss01 ~ -1 SSELE2~ {174}Elementalist Spell Levels 16 - 91 {300} {130} Level Spell Level Spell {300} ============================================================================== (A) 16 teleport (I) 35 enhanced rest (B) 17 stability (J) 38 breath water (C) 19 infravision (K) 41 slow (D) 21 fireball (L) 43 Tremor (E) 22 long range (M) 46 brew potion (F) 23 block area (N) 61 elemental (G) 24 pass door (O) 71 Unbarring ways (H) 25 stone skin (P) 91 fireshield (X) Previous selection of Elementalist spells (-) Return to Class Listing {a}teleport {b}stability {c}infravision {d}fireball {e}long range {f}block area {g}pass door {h}stone skin {i}enhanced rest {j}breath water {k}slow {l}tremor {m}brew potion {n}elemental {o}unbarring ways {p}fireshield {x}ssele1 {-}ss01 ~ -1 SSROG1~ {174}Class - Rogue Skills Level 1-36 {300} {130} Level Skill Level Skill {300} ============================================================================== (A) 1 pick lock (M) 14 attack (B) 2 steal (N) 16 armor usage (C) 3 backstab (O) 19 distract (D) 4 throw (P) 21 long range (E) 5 short range (Q) 21 greater peek (F) 6 dodge (R) 23 snatch (G) 7 peek (S) 25 greater pick (H) 8 second attack (T) 27 detect forgery (I) 9 disarm (U) 31 plant (J) 11 bargain (V) 33 climb (K) 12 medium range (W) 36 forge (L) 13 lock lock (X) Addition Rogue skills (-) Return to class listing {a}pick lock {b}steal {c}backstab {d}throw {e}short range {f}dodge {g}peek {h}second attack {i}disarm {j}bargain {k}medium range {l}lock lock {m}attack {n}armor usage {o}distract {p}long range {q}greater peek {r}snatch {s}greater pick {t}detect forgery {u}plant {v}climb {w}forge {x}ssrog2 {-}ss01 ~ -1 SSROG2~ {174}Class - Rogue Additional Skills {300} {130} Level Skill {300} ============================================================================== (A) 22 trip (B) 41 anatomy (C) 46 gouge (D) 71 greater backstab (E) 91 circle (X) Previous page (-) Return to class listing {a}trip {b}anatomy {c}gouge {d}greater backstab {e}circle {x}ssrog1 {-}ss01 ~ -1 SSRAN1~ {174}Class - Ranger Skills 1-91 {300} {130} Level Skill Level Skill {300} ============================================================================== (A) 1 kick (M) 17 notice (B) 2 second attack (N) 21 long range (C) 3 parry (O) 31 camp (D) 4 rescue (P) 41 martial arts (E) 5 short range (Q) 51 berserk (F) 6 hunt (R) 81 fourth attack (G) 7 third attack (S) (H) 9 enhanced damage (T) (I) 11 rearm (U) (J) 12 medium range (V) (K) 13 clear path (W) (L) 14 track (-) Return to class listing {a}kick {b}second attack {c}parry {d}rescue {e}short range {f}hunt {g}third attack {h}enhanced damage {i}rearm {j}medium range {k}clear path {l}track {m}notice {n}long range {o}camp {p}martial arts {q}berserk {r}fourth attack {-}ss01 ~ -1 SSNEC1~ {174}Necromancer Spell Levels 1 - 14 {300} {130} Level Skill {300} ============================================================================= (A) 1 detect magic (B) 3 short range (C) 4 weaken (D) 5 understand (E) 6 poison (F) 8 summon (G) 9 dispel magic (H) 10 identify (I) 11 curse (J) 12 enchant weapon (K) 13 demon (L) 14 medium range (X) Next selection of spells (-) Return to class listing {a}detect magic {b}short range {c}weaken {d}understand {e}poison {f}summon {g}dispel magic {h}identify {i}curse {j}enchant weapon {k}demon {l}medium range {x}ssnec2 {-}ss01 ~ -1 SSNEC2~ {174}Necromancer Spells 15-91 {300} {130} Level Spell Level Spell {300} ============================================================================== (A) 15 shield (N) 35 enhanced revive (B) 16 sleep (O) 38 animate dead (C) 17 write spell (P) 43 mage blast (D) 18 homonculous (Q) 52 Vampiric Touch (E) 19 energy drain (R) 61 recharge (F) 20 rip (S) 76 transport (G) 21 long range (H) 23 mage shield (U) 91 Anti-magic shell (I) 24 charm person (J) 25 enhance object (K) 27 rift (L) 31 banish (M) 33 energy shift (X) Return to previous selection of spells (-) Return to class listing {a}shield {b}sleep {c}write spell {d}homonculous {e}energy drain {f}rip {g}long range {h}mage shield {i}charm person {j}enhance object {k}rift {l}banish {m}energy shift {n}enhanced revive {o}animate dead {p}mage blast {q}vampiric touch {r}recharge {s}transport {u}anti-magic shell {x}ssnec1 {-}ss01 ~ -1 SSMON1~ {174}Monk Skills 1-53 {300} {130} Level Spell Level Spell {300} ============================================================================== (A) 1 cause light (O) 13 remove curse (B) 2 create food (P) 14 giant strength (C) 3 cure light (Q) 15 cure poison (D) 4 bless (R) 16 dispel evil (E) 5 cure blindness (S) 18 medium range (F) 5 short range (T) 20 cause critical (G) 6 detect evil (U) 21 heal (H) 7 cure serious (V) 23 flamestrike (I) 8 detect poison (W) 25 long range (J) 8 refresh (X) 27 sanctuary (K) 9 know alignment (Y) 29 harm (L) 9 protection from evil (Z) 35 enhanced heal (M) 11 cause serious (1) 46 mass (N) 12 cure critical (2) 53 sanctify (9) Additional Monk Skills (-) Return to class listing {a}cause light {b}create food {c}cure light {d}bless {e}cure blindness {f}short range {g}detect evil {h}cure serious {i}detect poison {j}refresh {k}know alignment {l}protection from evil {m}cause serious {n}cure critical {o}remove curse {p}giant strength {q}cure poison {r}dispel evil {s}medium range {t}cause critical {u}heal {v}flamestrike {w}long range {x}sanctuary {y}harm {z}enhanced heal {1}mass {2}sanctify {9}ssmon2 {-}ss01 ~ -1 SSMON2~ {174}Monk Additional Skills {300} {130} Level Spell {300} ============================================================================== (A) 30 protection from good (B) 31 righteous fury (C) 41 invigorate (D) 61 benediction (E) 81 soothing touch (F) 91 farheal (X) Previous Menu (-) Return to class listing {a}protection from good {b}righteous fury {c}invigorate {d}benediction {e}soothing touch {f}farheal {x}ssmon1 {-}ss01 ~ -1 SSASN1~ {174}Assassin Skills 1-91 {300} {130} Level Skill Level Skill {300} ============================================================================== (A) 1 hide (O) 27 glance (B) 3 sneak (P) 29 spy (C) 5 short range (Q) 31 guard (D) 7 shoot (R) 33 makepoison (E) 9 shadow (S) 36 assassinate (F) 11 divert (T) 39 muffle (G) 12 voice (U) 41 critical hit (H) 13 medium range (V) 56 quick draw (I) 15 knife (W) 61 flash powder (J) 17 greater hide (X) 71 pass without trace (K) 19 greater sneak (Y) 91 greater stealth (L) 21 long range (M) 23 stealth (N) 26 disguise (-) Return to class listing {a}hide {b}sneak {c}short range {d}shoot {e}shadow {f}divert {g}voice {h}medium range {i}knife {j}greater hide {k}greater sneak {l}long range {m}stealth {n}disguise {o}glance {p}spy {q}guard {r}makepoison {s}assassinate {t}muffle {u}critical {v}quick draw {w}flashpowder {x}pass without trace {y}greater stealth {-}ss01 ~ -1 RC01~ {130}Information on Races and Classes: {120}(A){050} Details on allowable race/class combinations {120}(B){050} Statistic modifiers for races {120}(C){050} Notes on races {120}(D){050} Speed, Movement, and Vision capabilities of races {120}(E){050} Statistic modifiers for classes {120}(F){050} Details on each class {120}(G){050} List of magical items allowed by each class {120}(H){050} Finding amount of Mana used by a Spell {120}(I){050} Finding amount of Movement used by Skills {120}(J){050} Finding what the Statistics are actually doing {120}(K){050} Armor limitations based on Class {120}(L){050} Clans {120}(S){050} Special racial abilities {120}(W){050} Race Wars {120}(-){050} Return {a}rc02 {b}rc03 {c}race {d}rc04 {e}stats {f}rc05 {g}rc06 {h}mana {i}move00 {j}strength {k}rc07 {l}cl30 {s}rc08 {w}racewar01 {-}mainmenu ~ -1 RC05~ {120}(A){050} Illusionists {120}(B){050} Elementalists {120}(C){050} Rogues {120}(D){050} Rangers {120}(E){050} Necromancers {120}(F){050} Monks {120}(G){050} Assassins {120}(-){050} Return {a}illusionist {b}elementalist {c}rogue {d}ranger {e}necromancer {f}monk {g}assassin {-}rc01 ~ -1 RC04~ The following is a chart of the abilities of each race. Maximum speed affects the delays put into the movement system. A party will only move as fast as it's slowest member. Move rate modifies how much movement is used per move. A factor of 1.0 is normal, 0.5 uses half the movement, and 2.0 uses two times as much movement as normal. Vision allows some races to see at night, or even underground in the dark. Max Speed Movement Rate Vision Human Jog 1.0 Normal Halfling Normal 1.0 Normal Elf Run 1.5 Night Drow Run 2.0 Dark and Night Dwarf Normal 1.5 Dark and Night Gnome Normal 0.5 Normal Orc Jog 1.5 Night Ogre Jog 1.5 Normal Centaur Haste 0.5 Normal Aviaran Jog 3.0 Normal Gith Jog 0.5 Night Tsarian Run 1.0 Dark (-) Return {-}rc01 ~ -1 RC03~ The following is a chart of the modifiers of each races attribute. The Basic section modify initial and maximum values of the specific stat. The Leveling section is the modified amount of gain for each stat per level. ----------- BASIC ----------- ----- LEVELING ----- Str Dex Int Wis Con HP Mana Move Human 0 0 0 0 0 0 0 0 Halfling -1 +1 +1 +1 -2 -1 +2 -2 Elf -1 +2 +1 -1 -1 -1 +3 -1 Drow -1 +2 -1 +1 -1 -1 +1 -1 Dwarf +1 -1 -1 -1 +2 +2 -1 0 Gnome 0 -1 +1 +1 0 -1 +1 -1 Orc +1 +1 -2 -1 +1 +3 -1 -1 Ogre +2 +1 -2 -3 +2 +5 -2 -1 Centaur +2 -1 0 -1 0 +3 -3 +2 Aviaran -3 +1 +1 +2 0 -2 +2 -1 Gith +1 -2 +1 +2 -1 -2 +2 -2 Tsarian -1 +4 -1 -1 -1 +1 -2 +2 (-) Return {-}rc01 ~ -1 RC07~ The following lists the modifiers for armor, or lack thereof, for each Class: The values are the percent of body covered. Higher values take into account that a class has a better ability to use that particular type of armor. Body Head Legs Feet Arms Hands Shield Ranger 30 20 20 10 15 10 15 Elementalist 30 20 20 10 10 10 10 Rogue 30 15 20 10 10 10 5 Illusionist 30 15 20 10 10 10 none Assassin 30 10 20 10 10 10 none Necromancer 30 20 20 10 none 5 none Monk 30 20 10 10 8 10 5 Elementalist holds the same stats as the original non-differing armor system. An item with 10% coverage is the same value as the AC of the armor. Larger coverage values are multiples of the basic AC of the object, such as an item worn on the body gives three times the AC that an identify will display. ~ -1 RC08~ Each race has a special ability. These abilities are inherent and are usable from first level. Some abilities increase in strength with level, some are special abilities that do not gain strength. Human: Enhanced healing while inside or in a city, by 33%. Halfling: Ability to spot an aggressive creature, even if hidden or invisible. Elf: Enhanced mana gain while outdoors, by 33%. Drow: The KNOW command will give close approximation of alignment. Dwarf: Enhanced saving throw that is stronger while inside. Gnome: The FORAGE command will locate food in the vacinity while outdoors. Orc: Occasional extra brawling attack. Ogre: Can sometimes intimidate any foe to allow an attack to slip through. Centaur: Extra melee attack with their hooves. Can't wear boots and leggings. Aviaran: Natural ability to fly. Gith: Natural astral projection. Tsarian: Natural ability to sneak. Can't wear rings. ~ -1 INTERFACE00~ {130}Game Interfaces: {120}(A){050} VT102 system {120}(J){050} The PORT command to minize Internet Lag {120}(B){050} COLOR system {120}(K){050} The CONFIG command {120}(C){050} TACTICAL system with Compass {120}(L){050} The FINGER command {120}(D){050} DISPLAY system {120}(M){050} The MAIL command {120}(E){050} BUFFER system {120}(N){050} The PROMPT command {120}(F){050} GREP system {120}(O){050} The DUMP command {120}(G){050} Input commands {120}(P){050} The HTML command {120}(H){050} HOOK system {120}(Q){050} Displayable Colors {120}(I){050} Raw Data system {120}(T){050} Windows Terminal Package {120}(-){050} Return {a}vt00 {b}color {c}tactical {d}display {e}buffer {f}grep {g}input00 {h}hook00 {i}rawdata00 {j}port {k}config {l}finger {m}mail {n}prompt {o}dump {p}html {q}colors {t}termpack {-}mainmenu ~ -1 INPUT00~ {130}Command Input Routines: {120}(A){050} Use of various number formats to select objects {120}(B){050} Allowing multiple commands {120}(C){050} Command Aliasing {120}(D){050} Various Interface commands {120}(-){050} Return {a}number {b}repeat {c}alias {d}interface {-}interface00 ~ -1 VT00~ VT102 System: (A) VT102 On/Off (B) VT102 Sizing (C) VT102 Bold/Nobold (D) VT102 Slow/Fast (E) Vt102 Problems, Solutions, and Discussions (F) REFRESH (-) Return {a}vt01 {b}vt02 {c}vt03 {d}vt04 {e}vt05 {f}vt06 {-}interface00 ~ -1 VT01~ The VT102 command can be turned on and off by the commands: VT102 ON VT102 OFF Simply typing VT102 will give the status of the vt102 system. The VT102 system modifies all output to your terminal by including information using vt102 codes. Vt102 is nearly compatible with vt100, but several commands might not be implemented in the vt100 system that the VT102 system requires. It is suggested that all systems run with VT102 on, although it is not necessary. (-) Back {-}vt00 ~ -1 VT02~ The VT102 system allows for terminal sizes of 80 columns only. The rows, however, may be set with any value in the range of 15 rows to 80 rows. The VT102 command with a number for an option sets the rows to that amount. A refresh of the display is done during this operation. (-) Back {-}vt00 ~ -1 VT03~ The VT102 system scans all outgoing data for the word 'You' in any case, and regardless if it is nested inside another word like 'yourself'. This intensity change can be overridden by comands that have defined brightness levels. This feature is normally on by default, although the user may select to turn it on or off at any time by issuing the commands: VT102 BOLD VT102 NOBOLD The basic reasoning behind this option is that nearly all lines of text that the game displays that relate directly to the player contains some form of the word 'You'. This means that lines directly relating to the player are bold, while those that are related to others are dim. (-) Back {-}vt00 ~ -1 VT04~ The VT102 system has the ability to be backward compatible with VT100 systems. Normally this is not desirable, because the VT100 system operates with less optimization. Although it may be required on various operating systems, from Mac to AIX. It is suggested that the user try VT102 in fast mode first, and if any wierd display problems crop up, try VT102 in slow mode. The commands to change the compatibility modes are: VT102 FAST VT102 SLOW (-) Back {-}vt00 ~ -1 VT05~ Problems: (A) When I press RETURN the text moves up one line. (B) The bottom status bar is on the bottom line, or not visible. (C) Occasionally random characters pop up on the screen. (D) Garbage shows up when I TELL or SAY. Advanced Options: (E) How can I change the text from Reverse to Normal. (-) Back {a}vtp01 {b}vtp02 {c}vtp03 {d}vtp04 {e}vtp05 {-}vt00 ~ -1 VTP01~ This symptom occurs when the terminal rows are set too low. Try adjusting the terminal size with 'VT102 <rows>' until only one blank input line shows up at the bottom of the screen. The default size is 24 rows, but PCs occasionally use 25, and workstations, or Windows terminals may use longer screens. (-) Back {-}vt05 ~ -1 VTP02~ This symptom occurs when the terminal rows are set too high. Try adjusting the terminal size with 'VT102 <rows>' until only one blank input line shows up at the bottom of the screen. The default size is 24 rows, but PCs occasionally use 25, and workstations, or Windows terminals may use longer screens. (-) Back {-}vt05 ~ -1 VTP03~ This symptom occurs if your terminal cannot emulate VT102 correctly. This occasionally occurs on Macs, VMS, and AIX systems. To correct this problem use the 'VT102 SLOW' option. (-) Back {-}vt05 ~ -1 VTP04~ This system occurs when the HOOK command has been engaged in some form. Try turning off all the options on the HOOK command. This is done by issuing the 'HOOK' command and determining which options are currently ON. Turn them off by the 'HOOK' command followed by the capitalized letter in the HOOK status list. (-) Back {-}vt05 ~ -1 VTP05~ The method for changing the default characteristics of REVERSE/NORMAL text is rather convoluted. It is based of of the COLOR command, and is only allowable on system that do NOT use color. Use the 'COLOR ON' command, and change any of the types of text you wish to make REVERSE by changing the background color to some value besides 0, and change the forground to 0. Finially issue the 'COLOR OFF' command to return to normal video mode. This will allow you to select whether you wish the status bars to be in reverse video or normal text. (-) Back {-}vt05 ~ -1 VT06~ The REFRESH command redraws the screen completely. Use this command if your screen has be distorted, such as when a link is broken. (-) Back {-}vt00 ~ -1 RAWDATA00~ The Rawdata system allows interfaces to intercept special characters and interpret them to get binary information on characters as the information changes. This system is designed for easing external interface designs and allowing graphical interfaces, or systems of semi-automation, where character stats are required to be understood. It is suggested that the VT102 system be disabled when using a custom interface. To temporarily disable the VT102 interface, use the REQUEST commend. This system is currently under construction, but the specifications are formalized. (A) Details on Rawdata specifications. (B) Details on the Packet system. (C) Information on the REQUEST command. (-) Back {a}rawdata01 {b}packet00 {c}request {-}interface00 ~ 0 REQUEST~ The request command temporarily changes game modes for the current session. REQUEST V- Temporarily turns off VT102 mode. REQUEST V+ Turns VT102 back on after being temporarily disabled. REQUEST P+ Temporarily turns on the Packet system. REQUEST P- Turns off the Packet system. REQUEST L- Temporarily turns off all prompt text. This could be useful for client programs that use the Raw Data system. Therefore the user my then change to a normal VT102 terminal, and not have to switch modes. ~ -1 RAWDATA01~ The code sends information to the client program in the following format: <Initialize byte> - a single byte of non-ascii value selects format of info. <Index value> - a single byte that selects which data field the info is of. <Information> - Various formats depending on format. <29> - Byte is only used on text strings to signal end. The following is a list of the various format types and initialize byte: Init Type Information 22 - long int - 4 bytes binary. 23 - Packet Record - string in ascii. 24 - Packet Display - string in ascii. 25 - single byte - 1 byte binary. 26 - int - 2 byte binary. 28 - gen. string - string in ascii. 30 - hook string - string in ascii. (A) Packetized data system. (B) Hook speech synthesis. (C) Details on index numbers. {a}packet00 {b}hook00 {c}index00 ~ -1 INDEX00~ Index numbers are as follows: Ind Bytes Name 001 - 2 - Current Hit Points 002 - 2 - Maximum Hit Points 003 - 2 - Current Mana 004 - 2 - Maximum Mana 005 - 2 - Current Movement 006 - 2 - Maximum Movement 007 - 4 - Experience 008 - 4 - Gold ~ -1 PACKET00~ The packet system allows much faster transfer of particular sets of text that repeats often. This system can also be used to recognize actions by the client program, and use them for such things as graphic motion, or sound. Packet Record Mode <23> sends the index and the full string, followed by a ending byte <29>. Packet Display Mode <24> sends only the index of the string to the client program. Each time a session is started, the packet list is flushed for each character. A particular packet is sent in it's full text version only once per session. Any subsequent sends are in the Packet Display mode. The client program must be able to store the information from a Packet Record, for later use by the Packet Display code. ~ 0 GAMEMAPS~ Choose area: (A) Chakkor, northern half map. (B) Chakkor, southern half map. (C) Chakkor, complete map. (D) Arena map. {a}mapn {b}maps {c}mapb {d}mapa ~ 0 GAMEAREA0~ {130}You may search for information on gaming areas by selecting the name of an area creator below: {120}(A){050} Blythe {120}(E){050} Presto {120}(B){050} Deadbolt {120}(F){050} Superdave {120}(C){050} Emperor {120}(G){050} Daith {120}(D){050} Jaxom {130}For additional information, choose from the following menu: {120}(J){050} The Arena {120}(P){050} Death Rooms {120}(K){050} City Maps {120}(Q){050} Recall Rooms {120}(L){050} Roads/Continents {120}(R){050} Griffon Airlines {120}(M){050} Inns {120}(S){050} Guilds {120}(N){050} Tower of Entropy {120}(O){050} Tower of Reason See also HELP AREAS. {a}blythe {b}deadbolt {c}emperor {d}jaxom {e}presto {f}superdave {g}daith {j}arena {k}gamemaps {l}roads {m}inn {n}entropy {o}reason {p}death {q}recall {r}griffon {s}guilds {-}mainmenu ~ 0 TERMPACK~ The authors of Mortal Realms have a Windows 3.1 based terminal package. This system is freeware, and currently in Beta format. The MrTerm program has the following features: Full VT102 and ANSI color support. MrMud proprietary video codes, for 1.5 to 4 times faster cursor positioning and color changes. Selectable fonts and rows, but no scroll bars, and fixed 80 columns. Scroll back buffer. Saving of several configurations and dialing directories. Location of the terminal and scroll back buffer are saved. Fully documented with help menus. Multiple terminals with Winsock. Packages specific for Win3.1, and WinNT/Win95, and various processors. The terminal package may be gotten at WWW: http://204.162.115.56 After successful entry into Mortal Realms through the terminal system, type: config +term refresh This engages the terminal system and resets the screen. If using another terminal package issue a 'cofig -term'. This program also works very well with BBS's and any terminal usage, as long as no file transfer is required. We will not be supporting any file transfering capabilities (like xmodem, and kermit) ~ 0 ENTROPY~ The Tower of Entropy is the pinnacle of the power of the God Chaos. There are numberous traps, and puzzles. The prize for solving this task is membership in the followers of Chaos. You may attempt only 5 times with any character. Only one player is allowed in the Tower at one time. All others are blocked. There is no time limit on completing the test. Only five lives. Saving is not allowed inside the Tower. Nearly all the creatures and objects change to match the person entering. The entrance can be sought after in the Temple of Chaos in Chakkor. This area is not for the weak of heart. ~ 0 AUTO~ Syntax: AUTO [off] [quick] [auto] [<skill/spell name>] The AUTO command automates combat in several ways. AUTO will execute a command continually until you run out of mana or movement for a particular skill. AUTO can always be interupted by typing in a new command. The WIMPY command will always override an automatic command. AUTO will always start when a player starts combat. AUTO OFF - turns off the automatic system. AUTO AUTO - turns on the basic automatic system. AUTO QUICK - turns on the advanced automatic system. The QUICK mode modifies normal combat, by allowing double speed skills or spells, at the cost of losing normal attacks. This is a very good system for spell casters. ~ 0 FINGER~ Syntax: FINGER <player name> Finger is a method of summarizing the stats of other players in the game. Finger can be used on any character in the game, or any character that has played before. The player need not be in the game to be fingered. ~ 0 EMAIL MAIL~ Syntax: EMAIL <your email address> This command changes the email address listed in the FINGER command. Please enter your complete email address. For the automated mailer function in the MR WHO Web Page, please enter only one valid address. We respectfully ask all players to record a proper email address. For any email that needs to be sent to the player. example: email david@ohm.ee.utulsa.edu ~ 0 HTML~ Syntax: HTML <your html home page> This command allows the MR web page to automatically link in your home page to the MR WHO Web Page. Simply enter your basic address. This information will be included at the end of your name in the Web WHO. And will provide an immediate link for those looking at the WHO Page. This information is not checked for validity, so change at your discression. To remove your page from the listing, simply enter an address of '.' . example: html www.cs.purdue.edu/people/tilljm ~ 0 USAGE~ Syntax: USAGE [daily/weekly] Usage will show you a graph of the maximum number of players on during each hour of the day (daily) or each day of the week (weekly). It will also show you the number of reconnects/hour or day. The number of reconnects should be directly proportional to the lag present at the time of the reconnects. If you wish to play with less lag, you would want to connect at the times with the fewest reconnects. Usage defaults to the daily format. ~ 0 CASTLES CASTLE CASTLEMAIN~ --- PLAYER CASTLES for players level 30 and up --- The CASTLE command allows players to create their own abode. This command is under construction, so new features will be added as time progresses. Only the tested options will be documented here. Pick one of the following options to learn more about the CASTLE commands. ***NOTE*** To determine if you can build a castle in a given location, simply type "castle" by itself and it will tell you if you can start a castle there. ***NOTE*** Your castle will be limited to 25 or less rooms && 25 or less creatures. (S) Starting a castle. (R) Adding rooms onto your castle. (C) Connecting rooms in your castle. (I) Getting Information about your castle. (X) Modifying the rooms in your castle. (M) Adding Mobiles to your castle. (O) Adding Objects to your castle. {s}castleentrance {r}castleroom {c}castleconnect {i}castleinfo {x}rset {m}castlemobiles {o}castleobjects ~ -1 CASTLEINFO~ Syntax: CASTLE cost: !!!FREE!!! If you want to find out information about your current castle, just type "castle" on a line by itself. If you want to find out information about the room you are in, type "castle rstat". For mobiles use "castle mstat <name>" and for objects use "castle ostat <name>". (S) Starting a castle. (R) Adding rooms onto your castle. (C) Connecting rooms in your castle. (-) CASTLES Main Menu {s}castleentrance {r}castleroom {c}castleconnect {-}castlemain ~ -1 CASTLEENTRANCE~ Syntax: CASTLE entrance <dir> cost: $30,000,000 This command creates the first room of your castle. The entrance can only be created in a room designated residential. Once you create an entrance to your castle, you cannot relocate. Unless you are willing to spend the gold for a back door (see "Connecting rooms in your castle for more info on back doors), you will only have one place to exit your castle. EXAMPLE: You find a room that you want to build your castle from and that is marked as a residential area. To build your entrance to the east you would enter: >castle entrance dir_east (NOTE: "castle entrance" by itself will show you a listing of dir_ flags) And some contractors would come, take your money, and build the entrance to your new Castle. **NOTE** To determine if you can start a castle in the room you are in, type "castle" by itself and it will tell you if you can build one there. (R) Adding rooms onto your castle. (D) Deleting rooms from your castle. (C) Connecting rooms in your castle. (I) Getting Information about your castle. (-) CASTLES Main Menu {r}castleroom {d}rdelete {c}castleconnect {i}castleinfo {-}castlemain ~ -1 CASTLEROOM~ Syntax: CASTLE room <dir> cost: $20,000,000 This command creates additional rooms for your castle. It can only create a new room from an existing room in your castle. EXAMPLE: You want to add a new room onto your entrance that extends to the west for your guard's living quarters. You would go to your entrance and enter: >castle room dir_west (NOTE: "castle room" by itself will show you a listing of dir_ flags) And some contractors would come, take your money, and expand your castle to the West. (S) Starting a castle. (C) Connecting rooms in your castle. (D) Deleting rooms from your castle. (I) Getting Information about your castle. (-) CASTLES Main Menu {s}castleentrance {c}castleconnect {d}rdelete {i}castleinfo {-}castlemain ~ -1 CASTLECONNECT~ Syntax: CASTLE connect [<dir>] cost: $4,000,000(interior) $70,000,000+(backdoor) The connect command allows you to connect rooms together. If you are connecting rooms within your castle, it's not very expensive. However, you are allowed one connection from inside your castle to any other place in the world; this connection is called a BACK DOOR. BACK DOOR's are VERY expensive and cannot be used as an entrance to your castle, only an exit. IMPORTANT NOTE: The most basic idea behind creating a connection is that it requires TWO sides. This means that to define a connection you will have to do the "castle connect <direction>" command TWICE, once for each side of the connection. EXAMPLE: You want to connect your guard's living quarters to your throne room. Step 1) Go to your guard's quarters, and enter: >castle connect dir_up ** Issuing this first "castle connect" command stores that room and dir ** ** (use "castle" with no parameters to see if you already have a first side ** ** of a connection defined and where it is) for use when you issue the 2nd ** ** "castle connect" command. ** Step 2) Then go to your throne room and enter: >castle connect ** (no direction is needed for the second use of connect because it just ** ** assumes the opposite of the first). This will create a way for you ** ** to escape from your throne room into the guards quarters by going ** ** down from the throne room. Of course, it is a two-way entrance, ** ** so your guards can come and warn you quickly if need be. ** NOTE: To abort a connect (clear the first side of the connection), use: >castle connect clear IMPORTANT NOTE: If, for some reason, your castle's entrance is no longer connected to the rest of the world, simply use the "castle entrance" command to connect it to the current room you are standing in. The limitation being that it will only connect in the same direction as your old castle entrance. (S) Starting a castle. (R) Adding rooms onto your castle. (D) Deleting rooms from your castle. (I) Getting Information about your castle. (-) CASTLES Main Menu {s}castleentrance {r}castleroom {d}rdelete {i}castleinfo {-}castlemain ~ -1 RSET RSETMAIN~ Syntax: rset <field> [options] cost: $1,000,000 This command allows you to modify a room after you create it. There are many things you can modify in a room. (D) Setting the room description. (E) Setting extra descriptions for the room. (F) Setting the room flags. (N) Setting the room name. (O) Changing the door configurations. (S) Changing the room's sector type. (C) CASTLES Main Menu {d}rsetdesc {e}rsetextra {f}rsetflag {n}rsetname {o}rsetdoor {s}rsetsector {C}castlemain ~ -1 RSETDESC~ Syntax: rset desc This command enters you into the online editor which can be used to edit the existing room description. (-) Modifying the rooms in your castle. {-}rsetmain ~ -1 RSETEXTRA~ This allows you to attach extra descriptions to a room in your castle. Extra descriptions allow a person to type "look <keyword>" and see the description that you typed in. Each description has a keyword and an associated description. You can also DELete unwanted extra descriptions (see NOTE). To create a keyword list for a description, you would use this format: >rset extra keyword <keyword_list> Then, you would attach a description to those keywords by useing this format: >rset extra desc <keyword> <description> Where: <keyword> is one of the keywords listed in the <keyword_list>. EXAMPLE: if you type the following two lines in your castle: >rset extra keyword stairs stairway steps >rset extra desc stairs The stairs are long and treacherous. Then anyone who typed "look stairs" or "look stairway" or "look steps" in the room that you did that in would see: "The stairs are long and treacherous." NOTE: To DELETE an extra description, use: >rset extra del <keyword> (-) Modifying the rooms in your castle. {-}rsetmain ~ -1 RSETFLAG~ This command lets you set the flags of the room. Flags are used to make rooms do special things. For example, to make the room safe from any type of attack (like the temples), you would use: "rset flag CROOM_SAFE" Of course, if the flag is currently set, doing the above command would clear it (thus making the room not safe). To see what the current flags are in the room, use "castle rstat". To see what flags you can set, use: >rset flag (-) Modifying the rooms in your castle. {-}rsetmain ~ -1 RSETNAME~ This command lets you set the name of the room. EXAMPLE: >rset name The Entrance to Lords Keep. Would set the name of the room to "The Entrance to Lords Keep." (-) Modifying the rooms in your castle. {-}rsetmain ~ -1 RSETDOOR~ This command is actually a set of commands. It allows you to change the various aspects of the doors in the room. Here are a few examples: To set the door to the south to an actual opening/closing door: >rset door dir_south flag cex_canclose (NOTE: "rset door dir_south flag" by itself will list valid flags) To set it so the door to the south opens with "open gate": >rset door dir_south keyword gate To set the door to the south so it says "The gate to the Lords Keep.": >rset door dir_south desc The gate to the Lords Keep. To set the southern door to be lockable by something you are holding named cup: >rset door dir_south key cup To DELete the southern door (see NOTE 3): >rset door dir_south del NOTE 1:If you modify the entrance to your castle from the inside of your castle (the only way you can do it), the outside of the entrance will reflect the changes as well. Otherwise, all changes to a door are only on the side which you are changing them on. NOTE 2:If you want the door you create to be shut or locked when the game loads, make sure it's shut or locked when the area is saved. Since you can't force the area to save, you must make sure that the door is shut or locked after every modification you make. To be doubly sure, shut or lock the door and then make a modification (like renaming a room). Then, keep checking the "castle" command (with no parameters) periodically until it is no longer marked as modified. NOTE 3:DELeting only deletes the side of the door that you are on. The other side is left unmodified, making it a one-way door into the room you are in. BE SURE YOU HAVE ANOTHER EXIT TO THE ROOM THE CONNECTION GOES TO, WE WILL NOT BE HELD RESPONSIBLE FOR YOU LOSING A ROOM. (-) Modifying the rooms in your castle. {-}rsetmain ~ -1 RSETSECTOR~ This command enables you to change the sector type of any room in your castle. EXAMPLE: >rset sector sect_lava (NOTE: "rset sector" by itself will list the valid sectors) Would set the current room to lava...which means you'd better get out of there quick! (-) Modifying the rooms in your castle. {-}rsetmain ~ -1 MSET MSETMAIN~ MOBILES: CREATION AND MODIFICATION. "Mobiles" is a term used to refer to the creatures and people that you encounter in the game that are not players. The "weaponsmith" in Chakkor is an example of a mobile. Clan leaders can use the mset command to set their clan's healer and guard mobiles. When you have finished creating a mobile (setting descriptions, sex and name), a clan leader can use mset <mobilename> clanguard or mset <mobilename> clanhealer to select that mobile as their clan's healer or mobile. (A) Creating a new mobile (B) Changing the name of a mobile (C) Changing the descriptions of a mobile (D) Changing the sex of a mobile (E) Changing the level of a mobile (F) Changing the behaviour of a mobile (G) Changing the race of a mobile (C) CASTLES Main Menu {a}mcreate {b}msetname {c}msetdesc {d}msetsex {e}msetlevel {f}msetact {g}msetrace {c}castlemain ~ -1 CASTLEMOBILES~ CASTLE MOBILES: CREATION AND MODIFICATION. "Mobiles" is a term used to refer to the creatures and people that you encounter in the game that are not players. The "weaponsmith" in Chakkor is an example of a mobile. Your castle can contain up to 25 mobiles of different varieties, depending on the action flags that you give them. The mobiles you create for your castle will be limited to a maximum level of 1/2 your character's level. (A) Creating a new mobile (B) Changing the name of a mobile (C) Changing the descriptions of a mobile (D) Changing the sex of a mobile (E) Changing the level of a mobile (F) Changing the behaviour of a mobile (G) Changing the race of a mobile (H) Deleting a mobile (-) CASTLES Main Menu {a}mcreate {b}msetname {c}msetdesc {d}msetsex {e}msetlevel {f}msetact {g}msetrace {h}mdelete {-}castlemain ~ -1 MCREATE~ Syntax: MCREATE cost: $15,000,000 This command is used to create a mobile AND to specify what room that mobile is to start in when the game reboots. Whatever room you are in when you issue the MCREATE command will be the one which the mobile will appear in every time the game reboots. The mobile created by this command is called a "Wafer golem." It's is not very useful until you change it using the MSET command set. Clan leaders who have selected a clan healer or guard can use this command to create a mobile in the current room. After each reboot, the healer or guard will be loaded to this room. Syntax is: mcreate clanguard or mcreate clanhealer. (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 MDELETE~ Syntax: MDELETE <mobile name> This command is used to instantly remove a mobile from the game. It's reset data is also deleted. (-) CASTLE MOBILE Menu {-}castlemobiles ~ -1 RDELETE~ Syntax: RDELETE <direction name> This command is used to instantly remove a room from the game. It's reset data is also deleted. ~ -1 CASTLEMEXAMPLE~ Here's an example of what you could do if you wanted to create a guard for the entrance to your castle: STEP 1) Go to your castle entrance----(where you want the guard to start at) STEP 2) Type: "MCREATE"---------------(which creates a "wafer golem") STEP 3) Type: "MSET golem NAME guard" -------------------------(step 3 changed the name of the "golem" to "guard") STEP 4) Type: "MSET guard SHORT A castle guard" (makes it so when the guard does an action it says "A castle guard" does it) STEP 5) Type: "MSET guard LONG A castle guard stands here." -----(sets what you see when you look in a room where the guard is standing) STEP 6) Type: "MSET guard SEX sex_male"-------(makes the guard a man) STEP 7) Type: "MSET guard RACE race_ogre" ---------------makes him an Ogre that speaks Ogre) STEP 8) Type: "MSET guard LEVEL 15"-----(makes him a level 15 mobile) STEP 9) Type: "MSET guard ACT cact_scavenger" -----------------------------(makes him pick up items that are on the floor) STEP 10) Type: "MSET guard ACT cact_aggressive" -------------------------------(makes the guard attack anyone who isn't you) (-) CASTLE MOBILE Menu {-}castlemobiles ~ -1 MSETNAME~ Syntax: MSET <old name> NAME <new name> cost: $1,000,000 Syntax: MSET TAG cost: $0 This command is used to change the name of <old name> to <new name>. It's most common use is to change the name of the "wafer golem" to whatever you created the mobile to be called. The MSET TAG command, when used, will add the name "mob" to all of your mobiles in the room you are in. This is handy if you forget (or can't figure out) the name you gave it. This command has no parameters. EXAMPLE: MSET golem NAME guard castle Would change the "golem" so that you can refer to it as "guard" or "castle" (so that if someone types "look castle guard" or "look guard" they will be shown this mobile that was renamed) EXAMPLE: MSET guard NAME guard castle frank Would change the "guard" you just renamed above to be named "frank" as well (to help you better distinguish among your many castle guards) (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 MSETDESC~ Syntax: MSET <mobile name> LONG <description> cost: $1,000,000 Syntax: MSET <mobile name> SHORT <description> Syntax: MSET <mobile name> DESC The LONG version of this command allows you to change the description of the mobile that is seen when you look in a room that the mobile is in. EXAMPLE: MSET guard LONG The Castle Guard is standing here at attention. The SHORT version of the command changes the description that is seen when the mobile does an action. EXAMPLE: MSET guard SHORT A Castle Guard The DESC version of the command changes the description of the mobile when someone looks at the mobile. It enters you into the online editor to edit the existing description or to create a new one. NOTE: The LONG and DESC versions of this command do a word-wrap on strings that are longer than the screen width. (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 MSETSEX~ Syntax: MSET <mobile name> SEX <sex flag> cost: $1,000,000 If you want your mobile to have a particular gender, you will need to use this command. The allowed <sex flag>'s are: SEX_MALE (he,him,his) SEX_FEMALE (she,her,hers) SEX_NEUTRAL (it,it,it's) EXAMPLE: MSET guard SEX sex_female (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 MSETLEVEL~ Syntax: MSET <mobile name> LEVEL <new level #> cost: $1,000,000 Setting the level of the mobile lets you set how strong it is. The game automatically adjusts the hitpoints, experience, and damage that a mobile has when you set it to a new level. NOTE: You cannot make a mobile have a level greater than 1/2 your own level. (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 MSETACT~ Syntax: MSET <mobile name> ACT <cact flag> cost: $1,000,000 Setting the ACT of a mobile lets you tell the mobile how it should react to certain situations. This command does NOT set <cact flag>'s, but it TOGGLEs them. So, if CACT_WIMPY is already set on your guard, then the command: > MSET guard ACT cact_wimpy would clear CACT_WIMPY, thus making the guard NOT be wimpy. The allowable <cact flag>'s are: CACT_SENTINEL (the mobile will stand in one place) CACT_SCAVENGER (the mobile will pick up items from the room) CACT_AGGRESSIVE (the mobile will attack other players) CACT_WIMPY (the mobile will flee if it's almost dead) CACT_WEAK (the mobile cannot carry anything) CACT_SMART (the mobile can talk) CACT_NO_ORDER (the mobile cannot be ordered (like a pet can)) (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 MSETRACE~ Syntax: MSET <mobile name> RACE <race flag> cost: $1,000,000 If you want your guard to be a German like Arnold Schwartzenheimer then you are out of luck. However, you can make your guard an Ogre by typeing: > MSET guard RACE race_ogre The allowable <race flag>'s are: RACE_HUMAN RACE_HALFING RACE_ELF RACE_DROW RACE_DWARF RACE_GNOME RACE_ORC RACE_OGRE (E) An Example of creating a mobile (-) CASTLE MOBILE Menu {e}castlemexample {-}castlemobiles ~ -1 CASTLEOBJECTS~ CASTLE OBJECTS: CREATION AND MODIFICATION. NOT IMPLEMENTED YET! (-) CASTLES Main Menu {-}castlemain ~ 0 CHANNEL~ Syntax: channel [<channel number>] This system allows the player to select and join in on a group of players. It broadcasts to all players in the game that have the same channel number selected. All language limitations apply. CHANNEL without a number lists all the player's channel numbers. CHANNEL with a number selects your channel. Channels work though the TALK command. Channel number 0 turns off the feature. Channel numbers range from 1 to 32. PLayers must be granted or declined access to a channel with existing players. (A) Info about the TALK command. (B) Information on GRANT. (C) Information on DECLINE. (-) Back {a}talk {b}grant {c}decline {-}groupcommo ~ 0 DECLINE~ Syntax: decline <player name> This declines access to someone requesting entry into your channel. Anyone that is already a channel member may decline access to another. Decline may also be used to remove a player from the channel group. Channels are assumed to be self regulated. (-) Back {-}channel ~ 0 GRANT~ Syntax: grant <player name> This grants access to someone requesting entry into your channel. Anyone that is already a channel member may grant access to another. Channels are assumed to be self regulated. (-) Back {-}channel ~ 0 TALK~ Syntax: talk <string> This command sends a message out to all the people tuned into the channel you have selected. You must select your channel through the CHANNEL command. This command can be shortened by using just a ':' for the command name, followed by the text you wish to send. (-) Back {-}channel ~ 99 SAVEAREA~ Syntax: savearea [n] [forreal] This command saves the area normally converting all field numbers to the flag text. Using the 'n' argument will save the fields in number format. The file is also normally saved with a '.are.bak' so it does not write over the loading file. The use of the 'forreal' option will overwrite the current '.are' file. ~ 0 COMMUNICATION~ {130}Communication Menu {120}(A){050} Commands for individual communication {120}(B){050} Commands for group communication {120}(C){050} Commands for room communication {120}(D){050} Language system {120}(E){050} Socials {120}(-){050} Back {a}indcommo {b}groupcommo {c}roomcommo {d}language {e}socialcommo {-}main ~ -1 SOCIALCOMMO~ Socials A social is a command that is used to convey an action that is used for communication, such as 'laugh'. These commands can be used to convey extra depth to a statement, and are intended to give a visual clue to the body language a character would normally use under person-to-person conversation. Socials can range from funny to vulgar, and can change meaning depending on the cercumstance of the conversation. Socials follow no set pattern, but have no real impact on the game. Socials only work in the same room. There are three modes of socials: (examples will use the laugh command) <social command> - Player will simply laugh <social command> {your name here} - Player will laugh at himself <social command> {another person's name here} - Player will laugh at another To get a complete list of all the socials at any time use the 'SOCIAL' command. Experiment with another player on what all the socials do, they can get rather funny. *smile* (-) Back {-}communication ~ -1 INDCOMMO~ {130}Individual Communication Commands {120}(A){050} TELL {120}(B){050} REPLY {120}(C){050} ETELL {120}(D){050} BEEP {120}(-){050} Back {a}tellcommo {b}replycommo {c}etellcommo {d}beep {-}communication ~ -1 TELLCOMMO~ Syntax: tell <character> <message> This command sends messages to another player. The player recieving the message does not need to be awake, but they must be able to understand the language you are speaking. The desired player does not need to be in the same room as you. (-) Back {-}indcommo ~ -1 ETELLCOMMO~ Syntax: etell <character> <message> This command sends messages to another player. The player recieving the message does not need to be awake, and they need not understand the language you are speaking. The desired player does not need to be in the same room as you. ETELL can be used in an emergency. It acts the same as TELL, but ignores languages altogether. ETELL subtracts 1% of the experience of the character. (-) Back {-}indcommo ~ -1 REPLYCOMMO~ Syntax: reply <message> REPLY sends a message to the last player who sent you a TELL. This is useful for on-going conversations, as the player's name need not be typed every time. (-) Back {-}indcommo ~ -1 GROUPCOMMO~ {130}Group Communication Commands {120}(A){050} GTELL {120}(B){050} CHAT {120}(C){050} SHOUT {120}(D){050} CHANNELS and TALK {120}(E){050} PLAN {120}(-){050} Back {a}gtellcommo {b}chat {c}shout {d}channel {e}plan {-}communication ~ -1 GTELLCOMMO~ Syntax: gtell <message> This command sends messages to other players in your current group. The player recieving the message does not need to be awake, but they must be able to understand the language you are speaking. The desired player does not need to be in the same room as you. This command may be shortened to the ';' symbol. (-) Back {-}groupcommo ~ -1 ROOMCOMMO~ {130}Communication with others in the same room {120}(A){050} SAY {120}(B){050} EMOTE {120}(C){050} POSE {120}(-){050} Back {a}saycommo {b}emotecommo {c}posecommo {-}communication ~ -1 SAYCOMMO~ Syntax: say <message> SAY sends a message to all awake players in your room. Languages do apply to the say command. This command may be shortened to the single quote symbol '. (-) Back {-}roomcommo ~ -1 EMOTECOMMO~ Syntax: emote <message> Emote is a special form of communication. It is used to make the others in your room think you are doing something that you are not. It is also used to do some form of social that does not exist. Emote simply types your character's name followed immediately by the message that you type. ex: emote hits you hard! Others would see (if you were named Bilbo ): Bilbo hits you hard! (-) Back {-}roomcommo ~ -1 POSECOMMO~ Syntax: pose This command does a random action based on your character's level and class. There are several actions that may happen at any time, if used repeatedly. (-) Back {-}roomcommo ~ 0 SPAM~ Syntax: SPAM [< option letter >] Spam is a command that turns off certain aspects of combat messages. It allows those with slow links to have a more timely combat, or just to filter out undesired combat messages. SPAM by itself shows a list of the current settings. It is suggested that the player try a few of these settings before deciding on any one setup. The default setting is everything on except the status list. The status list shows an extra line after each combat round as to the condition of each of the players in the current player's party. The data shown is current and maximum hitpoints. This may be used by itself as an extra piece of data with everything else on. Or a summary when some of the other statements are turned off. Spam used in conjunction with CONFIG can shortened overly long combat rounds significantly. ~ 0 INN~ Inns are special places in the realm, where sleeping is healthy for you. If you quit in an Inn, you will gain hit points, movement, and mana back while you are not on the game. The rate is one point per level of the character, per hour not on the game. The room will say "You feel safe to sleep here" when you are in an Inn. ~ 0 BARON ENFORCER ENFORCERS SHERIFF~ The following lists the abilities of a Baron or Baroness: Commands: SLAY, SLAUGHTER, GOTO, RSTAT, MSTAT, OSTAT, HOLYLIGHT A Baron/Baroness character, may not be murdered, but may murder anyone. They cannot be stolen from. They can take anything from any corpse, regardless if it's a player's corpse, or another group's kill. They are also required NEVER to assist in the furthering of any players. Their job is to patrol the realm looking for anti-social players, that go great lengths to harm others. Not in a killing sense, but in verbal abuse, vulgarities, harrassment, and other political problems that may exist. They are judge, jury and executioner in this role. It is desired that all peaceful attempts be made before any punishment takes place. They cannot punish someone more than once per problem, even if it affects several people. But punishment may resume if the guilty continues. Barons should be the pinnacle of game politics. Any barons found not following these guidelines we be punished severly by the Gods. There will usually be an equal number of barons from each God. You should never ask to be one of the barons, because this will disqualify your chance of being one. ~ 0 GUARD~ The GUARD skill gives you an enheightened awareness of the items you have in your possession, such that you can tell if anyone attemps to steal them. A well developed GUARD skill will prevent the majority of all attempted thefts from your person. Once this skill is learned, it is always in effect. ~ 0 PLANT~ Syntax: plant <item> <player> If you wish to give an item to a player without them realizing you have done it, then, PLANT is the skill for you! PLANT allows you to get rid of that HOT item before the Enforcers get to you. See also: STEAL, ENFORCER ~ 0 CAMP~ Syntax: camp After a long, hard few minutes of taking out large and aggressive monsters, your party needs to make a CAMP. When you make a CAMP, you REST or SLEEP much better. This enables you to regain your strength (HP,MANA,MOVEMENT) faster than mere resting on the path will. Also, while you are camped, all of the people who are in your group, in your current room, and are either RESTing or SLEEPing will get the same benefits! To break CAMP, simply STAND, or have one of your GROUP get attacked... ~ 0 'ENERGY SHIFT'~ Syntax: cast 'energy shift' <target> [<value>] This spell transfers magical energy in it's truest form to the target. The ration of transfered energy is 1 mana for the target for each 2 expended by the necromancer. This value is then compared to the level difference of the characters. A necromancer of 80th level would give 1/10 normal mana to an 8th level player. The value is the amount of mana you are willing to transfer. ~ 0 ILLUSION~ Syntax: cast illusion or: cast illusion <name> or: cast illusion <short description> This spell creates a pet of your choice. Well...at least a pet that looks like some creature or player or whatever. The first form of the illusion spell where you just type "cast illusion" will create a duplicate of yourself for you to command around. If you don't want a simulacrum of yourself, you can make one of ANYONE or ANY CREATURE. Simply be in a room with the creature you want to make an illusion of. For example: If you are in a room with "A Beastly Fido", typing: >cast illusion fido Would create an illusion of the fido that looked exactly like the Fido. The last form of the illusion spell lets you create your own creature. Unfor- tunately, you will only be able to specify a short description of the creature. Like: cast illusion "A Dark and Menacing Beast" or cast illusion "Frank the Illusionist" NOTE: All illusions will be 3/4 of your current level in the Illusionist guild. ~ 0 BERSERK~ Syntax: berserk This skill allows you to put away all thoughts except raw battle. When you are BERSERK, you will hit harder and more often. You will also be able to channel your adrenaline in such a way as to give you more stamina. A side effect of going BERSERK is that you will not be able to control your self beyond deciding where to go and who to KILL or MURDER. NOTE: Only PURE ranger's have the proper frame of mind to go BERSERK. ~ 0 INDUCTION~ Syntax: cast 'induction' [<value>] This spell drains your physical strength to add to your magical strength. You enter the amount of hit-points you wish to drain and you will gain one-half that amount of mana. ~ 0 RESTORE~ Syntax: cast 'restore' <target> [<value>] This spell uses large quantities of mana to heal large quantities of hit-points on the target. The ratio is one-half the hit-points for the mana. You select how much mana you are willing to spend. ~ 0 FORGE~ Syntax: forge <object name> <new short description> This skill lets you take an object and alter it to make it look like something it isn't. A lot of the effect is based upon your shear strength of suggestion, so the object will eventually revert to its original appearance. If, for example, you wanted to make a dagger look like a broadsword you would type: > forge dagger A long, dark broadsword Then, you could do with the "broadsword" whatever you could normally do with the dagger, and everyone would see that you were doing it with a "broadsword." ~ 0 'DETECT FORGERY'~ Syntax: N/A Once this skill is learned, it automatically lets you determine if an object is a forgery. ~ 0 'CRITICAL HIT'~ Syntax: N/A Once this skill is learned, you will be able to render wounds upon your enemy that will drain him/her of his/her life's blood, slowly, but methodically. The wounds will heal over time and with certain "healing" spells. This skill is an enhancement of your KNIFE skill. Even the best users of this skill will not be able to do it continually, but as the opportunities arise when using his/her KNIFE skill. It is possible for victims of critical hit to bleed to death after the assassin has been vanquished or the victim has somehow escaped the battle. ~ 0 'MIRROR IMAGE'~ Syntax: cast 'mirror image' [<name>] This spell creates several images of the target player (default target is the caster). The images make it harder for the player to be hit during combat. What happens, is that someone (or something) that attacks the player, will often actually attack one of the player's images instead. This destroy's the image, but does NOT hurt the player. Magical attacks are not fooled by mirror images, so all offensive spells will automatically attack the actual player. ~ 0 'HALLUCINATE'~ Syntax: cast 'hallucinate' [<name>] This COMBAT spell causes the named player to start seeing things. The player will no longer be able to tell who's doing something to anything. They will be able to see the events happen, but not exactly what the event is that is happening. For example, instead of the following line being seen by the player: "Newguy gets the large bow." The player might see: "Order gets a house plant." ~ 0 TACTICAL~ The tactical command allows you to bring up a drop down list of mobiles that are in the room, with a number specifying the hit/hit_max ratio in 10% increments, with 'F' being Full. The Bold names are those in your group. There are numbers between the status and name further discussed in Combat Mode. The tactical display also includes the top stat bar to optimize it's performance. This means we have added a few more features to it. The first is a game clock, which relates time in the realm. The second is a single letter for your current speed. A larger display should not change transmission rate, so use the largest you can stand. The TACTICAL command allows you to change the size of the tactical map, with the value '1' turning off the Tactical display. The maximum size of the tactical depends on your terminal display size. The absolute maximum is 19. (A) The Compass (B) The Combat Mode (C) The Index Values (D) TOP/BOTTOM modifiers (E) Future Additions (-) Back {a}compass {b}tact03 {c}tact04 {d}tact05 {e}tact02 {-}interface00 ~ 0 TACT03~ Each character and creature has a distinct index assigned to them. For players this means that your assigned number will Never change. For creatures, it means that it will change for each new creature created when areas reset. These numbers can be used to distinguish individual creatures of the same kind. The numbers only show the last two digits, so repeating is possible, but fairly slim chances. These numbers normally appear between the health status and the name of the character. When in combat, a fighting character will display the '>' symbol followed by another index number. This means that thar particular character is fighting the pointed to character. The tactical numbers may be toggled on and off using the 'TACTICAL N' command. The TACTICAL INDEX command allows you to change your designator from the default number. ~ 0 TACT04~ Syntax: TACTICAL INDEX <two letter index> The tactical index allows the player to choose 2 letters, numbers, or symbols to replace the default value given by the tactical system. ~ 0 COMPASS~ The Compass that is integrated into the Tactical map has several options. The Compass has two sizes depending on how large your Tactical map is. To change the width of the compass, type: TACTICAL COMPASS <Direction Name Width> This will change the length in characters of the words in the Compass. The possible values for widths are: 0 : Turns off Compass. 4 through 16: Turns on Compass with specified widths on words. The names of rooms have special colors that show what terrain type the room is. To get a complete list of these types, simply type 'TACTICAL COMPASS' without a number. The Compass may slow down your system a bit, but it's great for exploring. When using the compass, it is suggested to turn the AUTO_EXIT in the CONFIG command off. ~ 0 TACT02~ Future additions: Over-view of the room showing player and mobile arrangements during combat. This will allow a 'chess-like' feature to the game. ~ -1 TACT05~ Syntax: TACTICAL TOP Syntax: TACITCAL BOTTOM This command modifies the look to the tactical display. It moves the top status bar either to the very top of the screen or the bottom line of the tactical display. This command only affects the upper portion of the display. It may be of value to shift the tactical to the bottom for clarity. ~ -1 DISPLAY~ Syntax: DISPLAY <object or mobile name> This command works similar to looking at an object, but sends a picture of the object instead. This system is set up for objects and mobiles that have defined displayable pictures. Looking at an object normally will say if the object has a displayable picture. This mode requires that the system be a IBM-PC system with a color terminal. Any other system that has the ascii character 220 ( a half solid block ) will also work. The displayed image is 78 by 40 pixels with 8 colors. This is the first bitmap graphics format for MrMud, and is fairly basic. There are also very few objects or mobiles that incorporate this feature. This command incorporates special features when working with MrTerm. Notably a much higher transfer rate. ~ -1 CMB01~ {130}Combat Commands: {120}(A){050} Kill {120}(K){050} Throw {120}(B){050} Flee {120}(L){050} Assassinate {120}(C){050} Recall {120}(M){050} Murder {120}(D){050} Consider {120}(N){050} Death {120}(E){050} Rcast {120}(O){050} Backstab {120}(F){050} Cast {120}(P){050} Kick {120}(G){050} Wimpy {120}(Q){050} Knife {120}(H){050} Suicide {120}(R){050} Group {120}(I){050} Auto {120}(S){050} Follow {120}(J){050} Shoot {120}(-){050} Return {a}kill {b}flee {c}recall {d}consider {e}rcast {f}cast {g}wimpy {h}suicide {i}auto {j}shoot {k}throw {l}assassinate {m}murder {n}death {o}backstab {p}kick {q}knife {r}group {s}follow {-}mainmenu ~ -1 MOVE01~ {130}Movement Commands: {120}(A){050} North, South, East, West, Up, Down movements {120}(B){050} Stand, Rest, Sleep, Wake {120}(C){050} Recall {120}(D){050} Exits {120}(E){050} Speed {120}(F){050} Follow {120}(G){050} Travel {120}(-){050} Return {a}north {b}stand {c}recall {d}exits {e}speed {f}follow {g}travel {-}mainmenu ~ -1 OBJ01~ {130}Object Commands: {120}(A){050} Inventory {120}(B){050} Equipment {120}(C){050} Get, Drop, Give, Put, Take {120}(D){050} Sacrifice {120}(E){050} Wear, Wield, Hold {120}(F){050} Recite, Quaff, Zap, Brandish {120}(G){050} Lock, Unlock, Open, Close, Pick {120}(H){050} Compare {120}(I){050} Eat, Drink, Fill {120}(J){050} Buy, List, Sell, Value, Identify {120}(-){050} Return {a}inventory {b}equipment {c}get {d}sacrifice {e}wear {f}recite {g}lock {h}compare {i}eat {j}buy {-}mainmenu ~ -1 INFO01~ {130}Information Commands: {120}(A){050} Areas {120}(L){050} Status {120}(B){050} Commands {120}(M){050} Reincarnate {120}(C){050} Socials {120}(N){050} Affects {120}(D){050} Report {120}(O){050} Look {120}(E){050} Score {120}(P){050} Mana {120}(F){050} Time {120}(Q){050} Map {120}(G){050} Weather {120}(R){050} Most {120}(H){050} Where {120}(S){050} Save {120}(I){050} Who {120}(J){050} Config {120}(K){050} Skills, Class, Multiclass {120}(-){050} Return {a}areas {b}commands {c}socials {d}report {e}score {f}time {g}weather {h}where {i}who {j}config {k}skills {l}status {m}reincarnate {n}affects {o}look {p}mana {q}mapcommand {r}most {s}save {-}mainmenu ~ -1 MAPCOMMAND~ Syntax: MAP [<range>] The map command works with the range system to give you a view or the surrounding rooms. It shows all open exits at each room. The colors represent the sector type, the same as the tactical compass. Without a specificed range, the map is shown at it's maximum size, but the text size is reduced. The range value can limit it to a shorter, but clearer, view. ~ -1 REINCARNATE~ Reincarnate System: Syntax: REINCARNATE <class> <race> <password> The reincarnate system is designed to give players near-unlimited play length. Essentially, it allows a maxed level player (95th) to start the character over again. With each successive generation of reincarnations, the game setting gets increasingly harder, but gives out larger gains. The reincarnate command only allows the player to select the desired class. All other stats are rerolled, similar to the character generation system, when someone first starts playing. The reincarnate command may be executed successively, until the desired stats are found. The reincarnate command may not be issued after the character gains even one experience point, when rerolling stats, although a 95th level character may select to reincarnate at any time. The reincarnated character will lose all gold, items, and skills/spells. But they will retain their castle. The hours played will be maintained, but the age will reflect the correct value for the new character. The amount of reincarnations a character has been through can be seen in the FINGER command. There are only two places where reincarnation numerically affects the new character, bonuses when gaining a level, and amount of experience earned for a kill. With each successive reincarnation, bonuses per level will increase 33% over the basic bonus. This includes hit, move, and mana points, and also practices. With each successive reincarnation the amount of experience gained for a kill is divided by two. Example: Assume a second time reincarnate. Normal hp gain is 9. Actual hp gain is 15. (hp+33%+33%) Normal experience is 128. Actual exp gain is 32. (128/2/2) Currently there is no fixed limit on the amount of reincarnations a character may undergo. ~ -1 KNIGHTS~ Knights of the Realm Knights is a status given to those over 90th level. Players at 90th level are considered Squires. There are several special rules regarding Knights and Squires. These rules are set up to make Knighthood a desireable endeavor, but make it quite a challenge. When a player reaches 90th level, they automatically become a Squire, with it's associated title. Squires automatically have the ability to talk to anyone without language barriers, which continues through to Knighthood. During the stewardship as a Squire, all experience gained will be divided in half, as this experience is considered practice, and not full battle experience. This means that a Squire will advance rather slowly. When a player reaches 91st level, they become a Knight, with it's assigned title of 'Sir'. As a Knight, you may act as a normal player, but death has a special meaning. Advancement as a Knight is a bit tougher than normal advancement, but not as tough as a Squire, yet the status points gained in hit points, movement, mana and practices are all double a normal player. The concept behind a Knight is that starting out is the hardest part, and it is possible to be forced back down in ranking. Death for a 91st level Knight will cause a permanent loss in hit points, but no other non-normal detrimental loss to the character. This is not the case with Knights over 91st level. Each death of a Knight will reduce their level by one, and subtract out hit points, movement and mana appropriate for this death. It is set up so that regardless if a Knight gains back their level, they will experience a net loss in stat points. Therefore a character may eventually succome to a slow death by gradual weakening. At this point, it is suggested that the character try reincarnation, and make a better Knight. Further rules of engagement may apply, but a strong sense of tactics is required to advance beyond the lowest level of Knighthood. Even death by a lowly dragon would be a loss of face enough to require the associated loss of level. ~ -1 PROMPT~ The PROMPT command: Syntax: prompt [<arguments>] The PROMPT command is used to reconfigure the prompt display for players that do not use the tactical information, or cannot use the VT102 support. The player would simply give an argument of various terms. These terms would be directly displayed on the prompt. The player may also determine what kinds of information they are to receive. To add a variable, the user would place a '$' symbol followed by a key character that represents what the variable is. Key fields: '$h' Current Hit Points '$H' Maximum Hit Points '$v' Current Movement '$V' Maximum Movement '$m' Current Mana '$M' Maximum Mana '$x' Experience '$g' Gold '$$' Returns a single '$' symbol Example: prompt $h/$Hhp $vmv $xxp $g$$ The prompted defined would be: <35/46hp 110mv 5280xp 245$> To reset the layout to the default, simply use 'prompt $'. ~ -1 DUMP~ Syntax: DUMP The dump command is a method of saying things in a batch. It is designed to work with MrTerm or any other terminal package to display something stored in a clipboard, or other transfer system. Simply issue the DUMP command and any following lines are 'said' without having to specify a command in front of the individual 'says'. The character will continue to 'dump' statements into the room until the STOP command is issued. ~ -1 MOST~ Syntax: MOST The most command lists who has the "most" of a particular statistic. All values are cleared apon restarting of the game, and are searched for with every tick. It's quite possible that the names listed will change as the game progresses. ~ -1 TRAVEL~ Syntax: TRAVEL [<direction>] The travel command is to assist the player in traveling long distances. It simplifies journeys by following a path until it reaches an intersection for a spot that the character can no longer travel further on. Travel can also be used as a general movement command, but the player may past places of interest. Travel is the fastest way to travel lag free, and many may notice that it gets them past evil creatures better then wandering around. The travel direction may be reversed in mid-course, and stopped by issuing the travel command without a direction. ~ -1 LORDS~ . (Preliminary info to update denizens of Mortal Realms) {150} Lords of the Realm{050} Only the strong survive. {120}(A){050} Background {120}(B){050} Making a Lord {120}(C){050} Liege Knights {120}(D){050} Benefits of a Lord {120}(E){050} Requirements of a Lord {120}(F){050} Castles of a Lord {120}(G){050} Declaration of war {120}(H){050} Seige and war tactics {120}(I){050} Ranks and Nobility {120}(-){050} Return {a}lord01 {b}lord02 {c}lord03 {d}lord04 {e}lord05 {f}lord06 {g}lord07 {h}lord08 {i}lord09 {-}policy01 ~ -1 LORD01~ . {150} Lords of the Realm Background {030} The Lord is the player that has transcended the concept of a multi-user game, and wishes to actively control the political structure of a world of anarchy. The Lord is the player that cares more for strength and power than rank or status. The Lord is the player that wishes to finalize their history in a world that has no end. Lords as a system is designed for those that see the game as something that is not moving forward. This is usually the case when a player has reached the maximum level of Knighthood several times. Lords as a system differs from normal game play, in that status is gained by the summ total of the character's stats (hit points, mana, and movement). This, Lord's power, is the primary system that ranks the various lords. The Lord will never change from level 96. A Lord's power will shift depending how whether he is victorious or defeated in battle with other Lords. To protect the Lord, they will gain numerous benefits, and an entire set of willing Knights to do their bidding. Lords need not fear the wrath of player killers besides the Lords that have declared war on them. And yes, Lords are above the jihad war of the Gods Order and Chaos, and their status as a follower of a God remains, in a token form. ~ -1 LORD02~ . {150} Lords of the Realm Making a Lord {030} Making a Lord is a simple process. Become 95th level, and have a castle built to your specifications. Create a spot in your castle that you will reign in. Finally, use the command to turn yourself into a Lord. This process is relatively simple. Yet, the consequences of these actions are very strict. Once you become a Lord, there is no turning back. Lords cannot reincarnate. Lords do not lose a level. Any action that would be associated with deletions, such as a Knight's death due to old age, will become a new form of death, retirement. A retired Lord can be fingered to find out what they have done in their lifetime, but they cannot be accessed in any other fashion. These retired Lords will be the sole occupant of their name, and will never have to worry about cheap low-level imitators. Although the life of a Lord is not based on level, some will find that life before wasn't really life at all. Knights should think quite a bit before embarking on a future of being a Lord. One of the most prized statuses of a Knight becoming a Lord is that of a reincarnate. And the more lives the Knight has lead, the stronger the Lord will be. Once a Knight becomes a Lord, they will recieve a large and immediate bonus to their various statistics. ~ -1 LORD03~ . {150} Lords of the Realm Liege Knights {030} Lords may select Knights to be their Leige Knights. This benefits both the Lord and the Knight. But it also brings hardships for the Knight. There is also a minor enticement for those would-be 'lone' Knights that do not wish to follow a Lord. Lords may attack any 'lone' Knight of their choosing. Upon becoming a Liege Knight, the Knight gains bonuses immediately upon their various statistics. This bonus is lost if for some reason the Knight does not follow the Lord at a later date, such as a Lord's retirement, or a Lord's displeasure with the Knight. A Liege Knight will also gain a significant benefit during player combat against another Knight that they are at war with, if their Lord is currently present in the game. ~ -1 LORD04~ . {150} Lords of the Realm Benefits {030} The benefits of a Lord are many. The following is a list of these: Lords may give out four times the normal limit in gold. Lords get bonuses to combat during player battles. Lords may create castles up to 50% larger than normal players. Lords may carry 150 million gold coins on their person. ~ -1 LORD05~ . {150} Lords of the Realm Requirements of a Lord {030} Lords are required to do various tasks, or otherwise act different than normal players or Knights. Lords must enter their castle once per month, unlike normal players that need only get on the game once per month, to maintain a castle. Failure to do so will result in a drop in the power of the Lord. Lords must make kills on other Lords. Failure to do so will also result in a drop in the power of a Lord. These kills are accumulative, and each kill is worth an entire week of real-world time of leasure and relaxation. Lords will also lose power from things such as normal death, and fleeing. This loss of power is larger if the battle is with a Lord, and larger yet if in either Lord's castle. ~ -1 LORD06~ . {150} Lords of the Realm Castles of a Lord {030} The castle of a Lord is undoubtedly a home. Yet it should also serve as a fortress. The castle can be filled with mogile guards that attack any enemy that enters that is from a Lord that the owner is at war with. Normally aggressive mobiles will not attack a Liege Knight. The castle serves as the location where all Lord commands must be executed from. Liege Knights are envested in the castle's reign room. All declarations of war must be done in the castle. A Lord cannot recall or otherwise exit from any castle, besides the normal locomotion of walking. Lords are particularly vulnerable in castles. Lords in their own castles get a significant advantage during any battle. Lords that die in a castle lose the largest amount of power than any other location, with the reverse of gaining from a victory begin the largest. When a Lord retires, their castle is removed with them. The Lord does have the option to create an epitaph that will make a tome-stone with words of their choice in the location of the castle. This will be a permanent feature of the game that even the lowliest of players may venture to and read. ~ -1 LORD07~ . {150} Lords of the Realm Declaration of War {030} Lords may choose one other Lord to war with. This is a battle the in not one way, or one sided. If any Lord declares war on another, both parties may attack the other freely. The game will notify the Lord or Liege Knights upon entering the game of all current wars that affect those characters. Also, any player may request a list of currently active wars. It should be noted that a Lord may be picked by several other Lords to be at war with. This will produce a situation of a one-to-many battle. ~ -1 LORD08~ . {150} Lords of the Realm Siege and war tactics {030} Several tactics have been deveoped by your creators, with the idea that the discussion of these will benefit the Lord by example. It is also assumed that the Lords will themselves either personal tactics, or general tactics. The creators of Mortal Realms do not assume that any of these will be used for any length of time. The most probable tactic is that of stealth. The Lord that can catch another unaware will most likely have the largest chance of success. The Liege Knights may not attack another Lord directly, but they may prove to be of significant value during a siege. A siege is a battle to attack another Lord in their castle. This may require the defeat of several or many guards under a time constrained situation. The Lord in this case should follow, as the Knights clear the way. This tactic would climax with the two Lords engaging in combat. This tactic may prove to be common, in that it does give the most gain in Power for the victorious Lord. With a ranked system of Lords based on power. The strongest will most likely develope a large force of Liege Knights. This will most likely make them a target of war by other Lords, that realize that they will gain more power by killing a stronger Lord than a weaker one. There may also be battle to gain the status of the power given by higher ranks. ~ -1 LORD09~ . {150} Lords of the Realm Ranks of Lords {030} Lords will usually start out as minor nobility. Although this is not necessarily true. A Lord's rank and title will be determined by his or her power. The strongest of the Lords will be named King or Queen, with various other titles bestowed upon the few upper ranked Lords. This rank will also be their title. There will be only one King or Queen of Mortal Realms, and although they do not have the ruling power of such a figure, they will have all the respect and prestege of the most powerful denizen of the world. It may seem obvious in such a world of anarchy and savage battle, but the nobility of Mortal Realms will most likely have a short life span. Although if they are strong enough, the ability exists to live forever as the ultimate player. ~ -1 'MAGE BLAST'~ Syntax: cast 'mage blast' <target> Mage blast is a very powerful spell. It reduces the magical defensive strength of creatures and characters. This spell is so powerful that it may only be cast once on any creature during a fixed amount of time. If the spell is successful, then the victim is more open to magical attack. If the spell is a failure, then the aura of the mage blast will remain around the target, but it will not effectively cause any damage. This spell is relatively fast in casting time, but costs a significant amount of mana. ~ -1 MARTIALARTS 'MARTIAL ARTS'~ Syntax: martialarts Martial arts is a form of advanced attack for Rangers. This is not a single type of attack, but an entire group. During the course of advancing through the various levels, the Ranger will aquire the ability to use new forms of martial arts attacks. During combat, the ranger may not always be in the position to use the most powerful martial arts attack. It should be noted that the weaker attacks are most the commonly employed, but the weakest martial arts attack is still stronger and faster than a basic kick. You cannot concentrate enough while berserk to use martialarts. ~ -1 CLIMB~ . Climb skill is the ability to climb rocky terrain that a character may fall from. Falling from terrain may be deadly. Climbing skill is a significant benefit to traversing this type of terrain, as it is usually windy so that any flying spell serves no value. Normal characters must rely on their dexterity to get them up or down a cliff, while Rogues have the added benefit of the practice and training of the climb skill. ~ -1 'BREATH WATER'~ Syntax: cast 'breath water' <target> This spell lets the target breath water as if it was air. This is a manditory spell for the traversal of underwater areas, as most people can't normally breath water. This spell, similar to astral travel, can be cast upon the target repeatedly, with each cast replenishing the 'air supply'. Although the effects are not cumulative, they don't let the character choke on water at any time. ~ -1 CONFUSION~ Syntax: cast 'confusion' <taget> The confusion spell makes the victim occasionally get confused during combat and attack the handiest body available. This may be another party member, or some innocent creature that just happens to be wandering through. Confusion is only partially effective as a means to divert attacks, yet is quite handy against a group of creatures, with few on the casting side, as odds should point out that there are more bodies to attack on the victim's side. ~ -1 'MAKE POISON' MAKEPOISON~ Syntax: makepoison <type> <color> <object> The Make Poison skill allows an assassin to put together a batch of various types of materials, and brew up a very vile poison. This poison may be placed upon weapons, ammo, food and drink. This is quite possibly one of the nastiest of all abilities in the Realm. TYPE is either 'CLEAR' for players or 'MURKY' for mobiles. COLOR is one of: BLUE - Slow duration poison of strong strength. GREEN - Combination instant and slow duration. PURPLE - Instant damage without duration. OBJECT is the object that the poison is being placed upon. This skill is not only hazardous to make use of, but also the final use of the poison is hazardous. If the assassin fails in the task of creating the poison, it ends up affecting the assassin immediately. Only the assassin may see and use the poison weapons that they have created. Since each assassin is unique, this applies to other assassins as well. Poisons applied to ammo will affect the victim at approximately one-half normal damage. Each object may have only one dosage, yet a creature or player may be affected by numerous poisons. Miss-matching the TYPE of poison will cause one-half damage. If an assassin manages to kill a player with poison, he will be credited with a kill as normal. A smart player will not accept weapons, food, or generally anything from assassins, as they may have a bit of vile poison accidently boobie-trapping the innocent player. ~ -1 SANCTIFY~ Syntax: cast sanctify The Santify spell allows the monk to bless an entire room with the spirit of their God. It dis-allows violence to be initiated, or damaging spells to be cast. There is a time limit on the duration of this 'safety', but generally in the range of about one game day. ~ -1 RACEWAR01 RACEWAR~ . {130}Race Wars {120}(A){050} Background of Race Wars. {120}(B){050} VICTORY command for statistics. {120}(C){050} ARMY command to join. {120}(D){050} WAR command to see who are battling. {120}(E){050} Where are the Army Headquarters? {120}(-){050} Return to Race/Class menu. {a}racewar02 {b}victory {c}army {d}war {e}racehq {-}rc01 ~ -1 RACEWAR02~ . {130}Background of Race Wars{050} As with any mixed community of races, problems do arise. There are those that wish to vent their frustrations in the form of physical combat. Various races of Realm have resented each other, and now are forming into armies. These armies march individually against their chosen mortal enemy. This system will operate similar to the God wars that have been going on for eons. The commands involved in this war are quite simple. The RACE command will show a brief list for a selected class showing who has killed whom recently. The ARMY command will allow you to both join, resign, and get some information on your army as it stands. The MURDER command will contribute it's best to make life messy for the enemy. All limitations that apply to the God wars will apply to Racial Combat. Joining the Army of your race is a one-time operation. You may join at any time you wish, after level 10. You may resign any time after that, but after resigning you may never join again. There is basically no inherent structure to the organization of these armies, and it is left up to each race to decide their ranking, or if they want ranking at all. While in the army of your race, your race field in the WHO command will be highlighted and capitalized to mark your aggressiveness. Joining the army is quite a simple operation, requiring you only to find the army headquarters, and execute the necessary commands. There is no fee to these operations, as armies are always in need of a few good men and women. There are some interesting feuds that have arisen between some races, though a race's enemy will change from time to time. The ongoing wars: Gnomes war with Drows A deep seated enmity has developed between these races. Both having great arrogance but with equally great ambitions and abilities has lead to the most violent of the wars. Dwarves fight with Orcs Both races historically occupy the same limited territories of caverns and mountain holds. This enevitibly lead to bloodshead on a massive scale, due mainly to both race's stubbornness to yield ground. Elves combat with Ogres Denizens of the forest, both. Ogres of old chose elves as a staple diet. The elves in return seemed to dislike this and responded inkind. Elves and ogres are not usually found massing armies, but they do tend to kill each other when given the chance. Halflings battle the Humans Reputedly begun by a social blunder on the part of their two kings, the Humans and Halflings have engaged in a sort of 'cold war' of limited combat. Trade between these races are known to cause extreme headaches on the part of the two parties. The kind that doesn't cure in this life. It can be said that there are no rules to war. To emphasize this, the struggles seen in the history of the Realm have shifted, and now battles sprout up almost every month. The most that can be said is that there is celebration in victory and gloom in defeat. Consult the WAR command to see with whom the races are at war with. See also WAR, ARMY, RACEWAR, VICTORY, RACEHQ. ~ -1 VICTORY~ Syntax: VICTORY They VICTORY command lists the most recent battles. The left column lists the victories. The right column is for losses. Multiple battles between the same two individuals will only register once. All players may execute this command anywhere in the game. See also RACEWAR, WAR, ARMY, RACEHQ. ~ -1 WAR~ Syntax: WAR The WAR command lists who the combatants of the race war battles are. The combatants are decided randomly every game month. This system is persistant over game reboots and crashes. All active army members are notified of changes in the battle line-up. See also VICTORY, RACEWAR, ARMY, RACEHQ. ~ -1 ARMY~ Syntax: ARMY [<race>] Syntax: ARMY join <password> Syntax: ARMY retire <password> The ARMY command executed without arguments lists all those members of the selected race's army that are on the game currently. The ARMY command is also used to join and resign from your race's army. Joining and Retiring must be executed at your race's headquarters, while lists of members may be executed by anyone on the game, anywhere. You are required to be 10th level to join the army. See also WAR, RACEWAR, VICTORY, RACEHQ. ~ -1 RACEHQ HEADQUARTERS~ Here is a listing of the different Race Army Headquarters: RACE ARMY HEADQUARTERS ------------- ---------------- Drow Caverns of the Duorp Dwarves The Tunnels Orcs Outpost of Kric'crsk Ogres High Mound Gnomes Imperial HQ Humans Fort Tellurian Halflings Halfling HQ Elves Elven Camp See also WAR, RACEWAR, VICTORY, ARMY. ~ -1 ORDER ORDERS~ Syntax: ORDERS or ORDERS <order name> The order command shows the names of all the orders currently on Mortal Realms. You can recieve various pieces of information about the order by using order with the name of the order as an argument. An Order is the peaceful alternative to joining a clan. Orders have a more relaxed and peaceful outlook on life than the more bloodthirsty clans. See also: (A) Initiate (G) Clanwhere (M) Clans (B) Outcast (H) Renounce (C) Setclan (I) Rent (D) Coffer (J) Makeclan (E) Pledge (K) Nominate (F) Gohome (L) Donate {a}initiate {b}outcast {c}setclan {d}coffer {e}pledge {f}gohome {g}clanwhere {h}renounce {i}rent {j}makeclan {k}nominate {l}donate {m}clans ~ -1 CLAN CLANS~ Syntax: CLANS or CLANS <clanname> The clan command shows the names of all the clans currently on Mortal Realms. You can recieve various pieces of information about the clan by using clan with the name of the clan as an argument. Clans are generally bloodthirsty in demeanour and strive to be the best killers around. See also: (A) Initiate (G) Clanwhere (M) Orders (B) Outcast (H) Renounce (C) Setclan (I) Rent (D) Coffer (J) Makeclan (E) Pledge (K) Nominate (F) Gohome (L) Donate {a}initiate {b}outcast {c}setclan {d}coffer {e}pledge {f}gohome {g}clanwhere {h}renounce {i}rent {j}makeclan {k}nominate {l}donate {m}orders ~ -1 DONATE <item name>~ Syntax: Donate <item> Clan members can use this item to donate unwanted equipment to the clan storeroom for other members. ~ -1 MAKECLAN~ Syntax: Makeclan <clan name> <peaceful|warlike> Anybody can use this clan to make a new clan. It will cost 150million which will be taken out of your bank account. The command must be used from within the person's castle, and when it is used, that room will become the clans gohome room. The founder must also choose whether the clan will be a peaceful or warlike clan when typing this command. Note: Clan names can only be one word long. ~ -1 NOMINATE~ Syntax: Nominate <position> <player name> This command is used by a clan's founder to make new leaders of a clan. There are 4 other leader positions numbered 1 to 4. Example: Nominate number3 Facade The Player name you enter is how it shows exactly. Example: nominate number3 FaCaDe would show the name FaCaDe in the list. ~ -1 INITIATE~ Syntax: Initiate <player name> Clan leaders can use this command to initiate new recruits. This will cost the clan 2500000 gold coins. The new recruit must pledge their support to become a full member. ~ -1 OUTCAST~ Syntax: Outcast <player name> Clan leaders can use this command to kick people out of their clan. A message is echoed throughout the mud to announce their shame. ~ -1 COFFER~ Syntax: Coffer <withdraw|deposit|transfer|balance> With the coffer command, the clan leader can withdraw and transfer cash from the clans coffers into his own pocket or into a member's bank account. Clan members can only deposit money into the coffers. ~ -1 PLEDGE~ Syntax: Pledge <clan name> This command is used by a newly initiated recruit to become a full member of a clan. It will cost the player 5000000 gold coins. ~ -1 GOHOME~ Syntax: Gohome This command will transfer the player to their clan's home. It can only be used when the player is above 75% health. ~ -1 CLANWHERE~ Syntax: Clanwhere This command can be used by clan leaders to discover the whereabouts of their clan members. ~ -1 RENOUNCE~ Syntax: Renounce <password> This command is used by players who wish to cut all ties with their current clan. To avoid accidentally leaving your clan, your password is required. ~ -1 SETCLAN~ Syntax: Setclan motto <new motto> Syntax: Setclan email <new email> Syntax: Setclan tax <new tax rate> Syntax: Setclan storeroom Syntax: Setclan desc Clan leaders can use this command to set various pieces of information about their clan. Setclan desc enters the leader into the editor for editing their clan's description. Please keep your description to about 3-4 lines and bear in mind that the clan description does not support colour. The tax rate set is the percentage deducted from cash gained by clan members and put into the clan coffers for the paying of clanhall rent or to be loaned to clan members. The Setclan storeroom command sets the current room (in the clanhall of the clan) to be a donation room. Items donated via the donate command will appear here. ~ -1 CL30 OLDCLAN~ Syntax: CLAN - Users Syntax: CLAN <clan name> - Users Syntax: CLAN <player name> - Users Syntax: CLAN ACCEPT <clan name> - Users Syntax: CLAN TEXT <clan title> - Members Syntax: CLAN MADD <player name> - Leader Only Syntax: CLAN MDEL <player name> - Leader Only Syntax: CLAN MTEXT <clan member> <clan title> - Leader Only Syntax: CLAN CTEXT <clan title> - Leader Only The CLAN command allows displaying and changing of clan status. The CLAN command by itself will list the various clans. Clans that request your membership will state this in the text after the clan name. The CLAN command with the name of a clan will list the members of that clan. To join a clan, the user must issue the CLAN ACCEPT <clan name> command. You may find out if a character is in a clan, and their rank with the CLAN <character name> command. Clan members may change their clan title with the CLAN TEXT command. Clan leaders can add and subtract clan members with MADD and MDEL. Clan leaders may also change the text of the clan titles of their members. The CLAN CTEXT command can be used to change the title for the clan itself. Only Enforcers may create new clan leaders. Only Gods can create new clans. Clans do not require clan halls, or clan cards. Clans without halls are not forgotten, but are termed "Rogue Clans". Gaining a clan hall is a long and painstaking process, and leaders should consult an area editor on this issue. (A) Email commands (B) Enforcer and God commands See also HELP CLANS. {a}clanemail {b}clangod ~ -1 OLDCLANEMAIL~ Syntax: CLAN CMAIL Syntax: CLAN EMAIL Syntax: CLAN LMAIL Syntax: CLAN SMAIL <player email address> Syntax: CLAN MMAIL <player name> <player email address> Syntax: CLAN CHMAIL <clan email address> The following commands are for the clan email system. CMAIL - Displays the list of the clans and their email box. EMAIL - Displays the members of your clan and their email addresses. LMAIL - Creates a mailing list of members. For Clan Leaders only. SMAIL - Sets your email address. MMAIL - Modifies a player's email. For Clan Leaders only. CHMAIL - Sets your clan email box. For Clan Leaders only. ~ -1 OLDCLANGOD~ Syntax: CLAN COUNCIL <player name> - Create a council member Syntax: CLAN LADD <player name> <clan name> - Add a leader Syntax: CLAN LDEL <player name> - Delete a leader Syntax: CLAN CADD <clan name> - Add a clan Syntax: CLAN CDEL <clan name> - Delete a clan Syntax: CLAN GODMAIL - Council mailing list These commands are only available to Enforcers and Gods. ~ -1 COLORS~ Custom color may be added to certain strings. Player descriptions and Clan descriptions may all have custom color. Adding color is as simple as adding a pair of matching brackets, with three digits between them. The three numbers are the parameters of the color change request. Format: '{abc}' with a, b, c being parameters. Parameter 'a': VT102 code. 0 - Dim 1 - Bold 3 - Restore color to text default regardless of the b/c parameters 4 - Reverse 5 - Underline 7 - Flashing (All VT102 systems support Dim, Bold, Restore, and Reverse) Parameter 'b': Foreground color Parameter 'c': Background color 0 - Black 1 - Red 2 - Green 3 - Yellow 4 - Blue 5 - Purple 6 - Cyan 7 - White Example: The small (130}dog(300} sits by the (164}cat.(020} The small {130}dog{300} sits by the {164}cat.{020} This example starts with normal colors. 'dog' is bold, yellow on black. The 'cat.' is light cyan text on dark blue. In the example showing a starting "(" instead of "{", the reason is that this "help text" is color active and would have interpereted. ~ -1 muffle~ {171}muffle{300} The assassin is a character who relies on stealth and silence to kill his prey. Unfortunately even the strongest of prey will cry for help, alerting others of the vicious attack. Luckily, skilled assassins have learned to muffle this shout for help, making it easier and safer to do their jobs. Use of this skill is automatic once learned. ~ -1 'quick draw'~ {171}Quick Draw{300} An assassin with this ability has learned to quickly unsheath his or her or even its knife quickly. This allows the assassin to knife his victim in the first round of combat. Use of this skill is automatic once learned. ~ -1 flashpowder 'flash powder' ~ {171}Flash powder{300} An assassin is a char who specializes in offense, not defense. Attack quickly and get away before help arrives. Sometimes hunters will arrive unexpectedly, making it tough on the poor assassin. Skilled assassins have developed a skill to escape unwanted attacks, using a substance called flash powder. The assassin must first go to a guild and create this powder with the command 'makeflash'. Once a powder is created, he/she/it can escape an initial murder attempt, but not always. If used successfully, the assassin escapes the attack, and blinds his attacker in blinding flash. Use of this skill is automatic, as long as you have made a flashpowder. ~ -1 'pass without trace'~ {171}Pass without trace{300} Syntax: Sneak Highly experienced assassins have learned to cover their tracks so well, that they can literally pass without trace. This means leaving no tracks or any evidence of their visitation. Use of this skill is automatic if sneaking. Use of this skill is automatic. See also: TRACK, GREATER TRACK, SNEAK ~ -1 'greater stealth'~ {171}Greater stealth{300} Syntax: stealth Over many years of hiding, the most experienced of assassins have learned to hide themselves so well, that they can not be detected by normal means. Thus, possessors of this skill will not appear on the 'who' command. See also: STEALTH ~ -1 slow~ {171}Slow{300} Syntax: Cast slow <target> This spell is used to slow down the victim to a leisurely pace. It maybe be cast upon yourself, or on others in combat. See also: HASTE, SPEED, MOVEMENT ~ -1 'brew potion' brew~ {171}Brew potion{300} Syntax: Cast 'brew potion' This skill allows one to brew potions of spells one currently knows. You must be holding a potion for this spell to work. See also: WRITE, RECHARGE ~ -1 elemental~ {171}Create Elemental{300} Syntax: Cast 'elemental' This skill allows an elementalist to create an elemental construct from his surrounding environment. The type of terrain the elementalist is in determines the type of elemental created: Type Abilities when grouped with party -------------------------------------------------- Fire - Nullifies damage from Lava Air - Allows party to fly through the air Water - Allows party to breath underwater Earth - Allows greater movement in outside areas Note: Your elemental will perish when outside of its natural environment ~ -1 'unbarring ways' unbarring~ {171}Unbarring ways{300} Syntax: Cast 'unbarring ways' <direction> This spells allows the user to temporarily destroy doors which block his way. This will not work on magically sealed doors however. ~ -1 'fire shield' fireshield~ {171}FIRESHIELD{300} Syntax: cast 'fireshield' This protective spell envelops the caster in an aura of flames. Physical attacks vs the caster do normal damage, but a fraction of the inflicted damage is returned to the attacker. ~ -1 'improved invis' improved 'improved invisibility'~ {171}Improved Invisibility{300} Syntax: cast 'improved invis' An experienced illusionist with this skill can stay invisible during and after combat, rather than having to recast invisiblity. ~ -1 smoke~ {171}Smoke{300} Syntax: cast smoke This spell creates a large cloud of smoke which fills a room and obscures vision. Creatures within the room can be masked, and exits from the room will be harder to find. ~ -1 truesight~ {171}Truesight{300} Syntax: Cast truesight This incredible spells allows the caster to see through the facades of mundane reallity. In laymans terms, if you have this spell, you can see through disguises, detect even the greater stealth of high assassins, as well as detect hidden and invisible, as well as all forms of illusions. ~ -1 nightmare~ {171}Nightmare{300} Syntax: cast nightmare <target> This horrific spell summons a nightmarish apparition upon your opponent. It strikes terror into your enemy, lowering his defenses and attack capabilities. ~ -1 'hallucinatory terrain' hallucinatory~ {171}Hallucinatory terrain{300} Syntax: cast 'hallucinatory terrain' <direction> This spell is the highest form of illusion possible, making illusions of an entire room. One simply stands in the room he wishes to create the illusion in, then chooses the room he wishes to copy into the current room he is standing. ~ -1 'righteous fury' righteous~ {171}Righteous fury{300} Syntax: cast 'righteous fury' <target> This beneficial spell invokes the natural rage within a person. The effect is increased hit roll and damage roll of the target. The effects are lessened if cast upon others however. ~ -1 invigorate~ {171}Invigorate{300} Syntax: cast 'invigorate' <target> This wonderful spell is used to restore the movement points of the target. Its restores them all with one spells, unlike the refresh spell. See also: REFRESH ~ -1 benediction~ {171}Benediction{300} Syntax: Cast 'benediction' <target> This usefull spells bestows extra temporary hitpoints upon the target. The amount is lessened if cast upon another. The amount of hitpoints granted increases as the monk gains levels. ~ -1 'soothing touch' soothing~ {171}Soothing Touch{300} Syntax: Cast 'soothing touch' This spell heals everyone in your current party. Unlike mass, it heals everyone in a single spell, thus conserving much mana if your party is quite large. The great effort in healing so many means you can't cast this spell quite as fast however. ~ -1 farheal~ {171}Farheal{300} Syntax: cast 'farheal' <target> This powerful spell allows the caster to reach across the realms and heal anyone anywhere. Well, almost anywhere. The target must be severely injured for this to work as well. Not all locations can be reached by the spell, as certain magics in some areas can block the affects. ~ -1 'vampiric touch' vampiric~ {171}Vampiric touch{300} Syntax: cast 'vampiric touch' <target> This spell drains the target of his lifeforce while healing the caster. The user gets no saving throw vs its effects, but the necromancer must physically touch the target for this to work. ~ -1 recharge~ {171}Recharge{300} Syntax: cast 'recharge' <item> This spell is used to recharge staves and wands. Each casting adds one charge to the item being charged. Beware, for there is a slight chance the item may shatter. ~ -1 transport~ {171}Transport{300} Syntax: cast 'transport' <item> <target> This usefull incantation allows the caster to send an item to anyone or any creature. Certain rooms and areas can block this affect however. ~ -1 'anti-magic shell' antimagic 'antimagic shell'~ {171}Anti-magic shell{300} Syntax: cast 'anti-magic shell' This great spell of powerful sorcery destroys all magical spells upon the caster, and inhibits any magic from being cast upon him as well. This also means the caster cannot cast any spells while the shell is in effect. The anti-magic shell can be dispelled at any time with the 'stop anti-magic' command. ~ -1 'trip'~ {171}Trip{300} Syntax: trip <target> This skill allows the user to trip up his target, causing him to lose a round of combat. Tripped targets will automatically stand after being tripped. ~ -1 'anatomy'~ {171}Anatomy{300} This skill allows a rogue to kill a mob in a single hit. Only lower level mobs can be killed with this skill however. The rogue must also backstab the target for this skill to work. Use of this skill is automatic. ~ -1 'gouge' ~ {171}Gouge{300} Syntax: gouge <target> This skill pokes your opponent in the eyes, causing temporary blindness and physical damage. The effects are short, but the pain is great. ~ -1 'greater backstab'~ {171}Greater Backstab{300} Highly experienced rogues with this skill can increase their maximum damage when backstabbing. Use of this skill is automatic when backstabbing. ~ -1 'DOORBASH'~ Syntax: doorbash <direction> This skill enables a ranger to smash down any doors that get in his way. ~ -1 'GREATER TRACK' 'GREATER HUNT'~ GREATER HUNT GREATER TRACK Syntax: track <victim> Using greater track, a ranger can follow the tracks of his intended victim to the source, and if he has greater hunt and hunt turned on, immediately launch a surprise attack. See Also Hunt, Track. ~ -1 'DUAL WIELD'~ With this skill, a ranger can replace his light and held item with a second weapon. This second weapon will allow the ranger to have one extra attack per combat round and also increase his chances of getting multiple strikes. ~ -1 HEAL~ Syntax: heal <type> This skill is used in the presence of a clan healer to request some services from him. Heal with no arguments lists the spells the healer can cast. ~ -1 BASH'~ Syntax: Bash With this skill, the ranger attempts to knock his foe off balance by bashing them in the chest with their shoulder. If successful, the opponent is knocked off balance and is slightly stunned. ~ -1 'circle' ~ {171}Circle around{300} Syntax: Circle When using this skill, the rogue attempts to circle around its target and attack from behind. This skill may not be used on creatures who are attacking the rogue. In other words, the rogue may not use circle if he is the tank or any creatures are attacking him. ~ -1 BOUNTY~ Usage: bounty [list] bounty post <amount> <victim> The bounty command gives you the ability to place a bounty on another player. The minimum value for a bounty is 1 million gold coins. Bounties are cumulative, meaning if two people post bounties on the same character, their bounties get added together. The maximum value for a bounty is 335 million. If you are carrying insufficient funds to place a bounty, the amount will be taken from your bank account. When collecting a bounty, any gold you can't carry will be redirected to your bank account. Bounties may only be placed on players. Bounties last for 1 week, plus about 3 hrs for each million that the bounty is worth. Adding gold to a bounty will reset the timer. See also BANK~ 0 $~ #$