dotd-2.3.7/area/
dotd-2.3.7/clans/
dotd-2.3.7/classes/
dotd-2.3.7/councils/
dotd-2.3.7/deity/
dotd-2.3.7/dict/
dotd-2.3.7/doc/mudprogs/
dotd-2.3.7/player/a/
dotd-2.3.7/player/g/
#HELPS

0 !~
Repeat the last command typed at the keyboard.
~

0 "ACID BLAST"~
Usage        : cast 'acid blast' <victim>
Duration     : Combat - unable to process commands for 2 rounds.
Level        : 6 Mage, 6 Sorcerer
Damage       : (caster's level)*d6
Save         : vs. spells for half damage
Minimum Cost : 15 magic points

	Acid blast creates a powerful blast of acid that does 1d6 per level
acid damage. The only advantages to this spell over lightning bolt is that
fewer things are immune to acid and you get it at a lower level.  This spell
is VERY destructive to mob equipment.

See Also: LIGHTNING BOLT
~

0 "ACID RAIN"~
Usage        : cast 'acid rain'
Duration     : Combat-type spell
Damage       : (caster's level divided by 4) * d2 (zone effect)
Level        : 56 Mage, Sorcerer
Save         : vs. acid
Minimum cost : 150 magic points

	All the creatures in the zone that are not under some shelter will
suffer acid damage. <cackle in maniacal glee as you depopulate a town!>

~

0 "AID"~
Usage        : cast 'aid' <victim>
Duration     : 10 hours
Level        : 4 Cleric
Minimum Cost : 5 magic points

	This spell grants an additional 1d8 hitpoints to the victim and improves
their ability to hit by +1.  The hitpoints gained can exceed the victim's
normal maximum, but if they do, they will only last until the hour is up.

See Also: BLESS, LEND HEALTH, CURE LIGHT
~

0 "ANIMAL FRIENDSHIP"~
Usage        : cast 'animal friendship' <victim>
Duration     : 24 hours
Level        : 5 Druid, 3 Ranger
Save         : Save vs spells for negation
Minimum cost : 2 magic points

	This spell may be cast once every 24 hours.  It can only be cast on a
neutral animal of less than your level.  The animal will remain your friend for
24 hours.

See Also: CHARM PERSON, CHARM MONSTER
~

0 "ANIMAL GROWTH"~
Usage        : cast 'animal growth' <victim>
Duration     : (caster's level) * 2 hours
Level        : 35 Druid
Minimum cost : 20 magic points

	This spell causes the victim, which must be an animal, to grow to twice 
it's original size, which causes it to do more damage, lowers its saves, and
gives it more hit points.  This spell may not be cast on Player Characters,
regardless of if you think they are an animal.  It is also impossible to 
make a victim more powerful than you, so this spell will only work on 
those victims that are no more than half your level.

See Also: INSECT GROWTH
~

0 "ANIMAL SUMMON"~
Usage        : cast 'animal summon #'
("#" is the word "one", "two", or "three", depending on which spell you have)
Duration     : 48 hours
Level        : 15, 20, 25 Druid, 20, 25, 30 Ranger
Minimum cost : 15, 20, 25 magic points

	When casting this spell, the caster undergoes a ritual that enables
him/her to summon animals to their aid. You can summon 6 animals, and they are
of varying types and abilities. The animals will aid you for 48 hours, upon
which time your control over them is broken. Normally hostile animals will not
be so while under your control. This spell can be cast only once every 48 hours.

See Also: MONSUM
~

0 "ANIMATE DEAD"~
Usage        : cast 'animate dead' corpse
Duration     : 24 hours
Level        : Cleric, 16 Mage, 16 Sorcerer
Minimum cost : 5 magic points
 
	This spell creates a zombie servant who will obey your commands.  It
has your level/2 d8 hit points (with a minimum of 5d8), hits as a 2 HD monster,
and is resistant to piercing weapons.  Cityguards and vampire bats hate zombies,
and attack them immediately.

See Also: ORDER, CHARM PERSON
~

0 "ANIMATE ROCK"~
Usage        : cast 'animate rock' <object>
Duration     : 24 hours
Level        : 31 Druid
Minimum cost : 15 magic points
 
	Casting this spell enables the caster to animate a rock, thereby
creating a follower.  The object must be a rock (i.e.: ITEM_ROCK).  The type of 
creature resulting from this animation varies with the weight of the rock. The
heavier the rock, the stronger the resulting rockman.

See Also: ANIMATE DEAD
~

0 "ANTI MAGIC SHELL"~
Usage        : cast 'anti magic shell'
Duration     : 1 hour
Level        : 48 Mage, 48 Sorcerer
Minimum Cost : 100 magic points
 
        This spell enables the caster to shell him/herself from ANY magic
force. However, it also prevents the caster from using any magic spells of
his/her own as well.
~

0 "ARMOR CLASS" AC~
Armor Class is based on the AD&D idea that the lower ones AC is, the
less often they get hit.  Armor classes range from "barely armored"
to "armored like a tank".  In numeric terms, this is a range from 100
to -100.  If you are acquainted with AD&D, a 100 corresponds to a 10 AC,
and a -100 corresponds to a -10 AC.  Dexterity also affects how often
you get hit, the higher your dexterity (up to 18) the lower your natural
AC (your AC without any armor or spells on).  For every point of
dexterity above 15 (16+) your natural (100) AC is reduced by 10.  This
does not apply to monks.
~

0 "ASTRAL WALK"~
Usage        : cast 'astral walk' <victim>
Duration     : Instant
Level        : 30 Cleric
Minimum Cost : 30 magic points

	By means of this spell, the caster is able to transport a victim to the
astral plane.  The victim may ONLY be someone in the caster's group (including
the caster).  If followers are present when the spell is cast on the group
leader, anyone in the room that is grouped is transported.

See Also: TELEPORT WITHOUT ERROR, PROBABILITY TRAVEL
~

0 "AURA SIGHT" AURASIGHT~
Usage        : aura sight
Duration     : (psionist's level) * 5 hours
Level        : 5 Psionist
Minimum cost : 40 magic points

	The psionist calls forth mental powers to seen unseen auras.

See Also: DETECT EVIL, DETECT MAGIC, GREAT SIGHT
~

0 "BALLISTIC ATTACK"~
Usage        : mind 'ballistic attack'
Duration     : Combat - unable to process commands for 2 rounds
Damage       : 1d20 + (psionist's level divided by 4)
Level        : 41 Psionist
Minimum cost : 40 magic points

	This spell lets the psionist pick up a rock using telekinesis, and
chuck it at his unwary opponent, doing some damage. This damage is halved, if
the opponent is protected by the shield spell.
~

0 "BARBARIAN SKILLS"~
~

0 "BARKSKIN"~
Usage        : cast 'barkskin' <victim>
Duration     : 24 hours
Level        : 3 Druid
Minimum Cost : 5 magic points 

	This spell causes the victim's skin to turn hard and bark like. This 
effectively reduces their armor class by 10 points. It also improves their
saving throw by 1, except for saving throws vs. spells.  A druid may cast this
spell anywhere.

See Also: ARMOR, SHIELD
~

0 "BOA ACKNOWLEDGEMENTS"~
You may notice inconsistent use of "I" and "we" in this document. In
   general, "I" refers to Paul Phillips, who actually wrote Boa. On the
   other hand, "we" refers to shared opinions of Larry Doolittle, Charles
   Randall, Jon Nelson, and Paul Phillips, who have all actively
   developed pieces of this code. Larry Doolittle takes the blame for the
   current release. We are all grateful that Russ Nelson stepped forward
   to host a real net presence for Boa. Of course, Larry, Charles, and
   Jon wish to thank Paul for writing code that is worth maintaining and
   supporting.
   
   Paul Phillips records his acknowledgments as follows: Thanks to
   everyone in the WWW community, in general a great bunch of people.
   Special thanks to Clem Taylor <ctaylor@eecis.udel.edu>, who provided
   invaluable feedback on many of my ideas, and offered good ones of his
   own. Also thanks to John Franks, author of wn, for writing what I
   believe is the best webserver out there.
     _________________________________________________________________
   
   [2]Boa home page
   Last update: 16 December, 1996
   [3]Larry Doolittle

  See Also: "BOA LICENSE" "BOA REFERENCES" "GNU LICENSE"

~

0 "BOA LICENSE" BOA~
This program is distributed under the [1]GNU General Public License,
   as noted in each source file:

/*
 *  Boa, an http server
 *  Copyright (C) 1995 Paul Phillips <psp@well.com>
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 1, or (at your option)
 *  any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
 *
 */

  See Also: "BOA REFERENCES" "BOA ACKNOWLEDGEMENTS" "GNU LICENSE"

~

0 "BOA REFERENCES"~
1. http://www.boa.org/Gnu_License
  2. http://www.boa.org/readme.html
  3. http://recycle.cebaf.gov/-doolitt/

  See Also: "BOA LICENSE" "BOA ACKNOWLEDGEMENTS" "GNU LICENSE"

~

0 "BURNING HANDS"~
Usage        : cast 'burning hands' <victim>
Duration     : Combat - unable to process commands for 2 rounds
Level        : 6 Mage, 6 Sorcerer
Damage       : (caster's level / 2) + 1d4 + 1 AREA
Save         : Versus spell for half damage.
Minimum cost : 15 magic points
 
	This spell sends a jet of searing flames shooting from the caster's 
fingertips.  The spell blasts all people not in the casters group for 1d4+1 / 
level.
 
 
See Also: CHILL TOUCH
~

0 "CACAODEMON"~
Usage        : cast 'cacaodemon' <#>
Duration     : Unknown
Level        : 29 Cleric, 30 Mage, 30 Sorcerer
Minimum cost : 50 magic points

	This spell is shrouded in mystery. The only sure knowledge about it is
that it is cast in the following manner:

	cast 'cacaodemon' one 
		.
		.
	cast 'cacaodemon' six

Rumor has it, however, that the drow know quite a bit about the use of
this spell.
~

0 "CALL LIGHTNING"~
Usage        : cast 'call lightning' <victim>
Duration     : Combat - unable to process commands for 3 rounds
Level        : 45 Cleric, 18 Druid
Damage       : (caster's level + 2) * 1d8 damage
Save         : Versus spell for half damage.
Minimum cost : 15 magic points

	This spell will use the "force of nature" to make a lightning strike the
victim. It is therefore only possible to call lightning outside, and it has to
be raining (or worse).

The lightning will inflict (level+2)d8 points of damage upon the victim.

See Also: WEATHER and CONTROL WEATHER
~

0 "CALM"~
Usage        : cast 'calm' <victim>
Duration     : Instant
Level        : 2 Cleric, 4 Mage, 18 Paladin, 4 Sorcerer
Save         : vs. spells to negate
Minimum cost : 15 magic points

	Calm makes an aggressive monster non-aggressive. This generally 
does no good if the monster is already attacking.
~

0 "CAUSE CRITIC"~
Usage        : cast 'cause critic' <victim>
Duration     : Combat - unable to process commands for 2 rounds.
Level        : 10 Cleric, 13 Druid
Damage       : between 6 and 27
Save         : vs spell
Minimum cost : 11 magic points

	This spell causes 3d8+3 hitpoints of damage.
 
See Also: CAUSE LIGHT, CAUSE SERIOUS, HARM
~

0 "CAUSE CRITICAL"~
Usage        : cast 'cause critical' <victim>
Duration     : Combat - unable to process commands for 2 rounds.
Level        : 10 Cleric, 13 Druid
Minimum cost : 11 magic points

	Upon casting this spell, the caster sends wracking pain through the
body of the victim, if the caster successfully touches (hits) the victim.
This spell does 3d8+3 points of damage.

See Also: CAUSE LIGHT, CAUSE SERIOUS, HARM
~

0 "CAUSE LIGHT"~
Usage        : cast 'cause light' <victim>
Duration     : Combat - unable to process commands for 1 round.
Level        : 1 Cleric, 2 Druid
Damage       : between 1 and 8
Save         : vs spell
Minimum cost : 8 magic points

	This spell causes 1d8 hitpoints of damage.

See Also: CAUSE SERIOUS, CAUSE CRITIC, HARM
~

0 "CAUSE SERIOUS"~
Usage        : cast 'cure serious' <victim>
Duration     : Combat - unable to process commands for 1 round.
Level        : 7 Cleric, 8 Druid, 45 Sorcerer
Minimum Cost : 9 magic points

	This spell (if a successful hit is made) does 2d8 + 2 points of damage
to the victim.  If you do not hit the victim, no damage is done.  Either way,
this spell generally annoys the victim.

See Also: CAUSE LIGHT, CAUSE CRITIC, HARM
~

0 "CELL ADJUSTMENT" "CELLADJUSTMENT"~
Usage	     : mind 'cell adjustment'
Duration     : Restorative - but stuns you!
Level        : 14 Psionist
Minimum cost : 100 magic points

	When a psionist uses this skill he controls the cells of his body, thus 
allowing himself/herself to heal wounds. This skills takes much concentration
and is very exhausting. The most that a psionist can heal on himself is 100 hit
points. This skill is self only.

See Also: HEAL
~

0 "CHAIN LIGHTNING"~
Usage        : cast 'chain lightning' <victim>
Duration     : Combat - unable to process commands for 2 rounds
Level        : 25 Mage, 25 Druid, 25 Sorcerer
Damage       : See below
Minimum cost : 30 magic points

	This spell calls upon the force of lightning to deliver damage to all
the non-grouped people in the room.  The lightning is directed at the victim,
upon whom it does 1d6/level of damage.  It then arcs to the next non-grouped
person in the room and does 1d6/ (level-1) damage to them.  This continues
until there are no more targets, or no more levels.

See Also: LIGHTNING BOLT
~

0 "CHANGE FORM"~
Usage        : cast 'change form' <creature>
Duration     : Until you return.
Level        : 12 Druid
Minimum cost : 20 magic points

	This spell changes you into one of the following creatures.  What
creature you can change into is determined by your level.  In order to return to
your normal form, enter: "return", and you will do just that. You may not cast
this spell more than once in a twelve hour period.
  
  Creature      Level (Comments)
  ------------------------------
  "bear"        10    (Grizzly)
  "spider"      10    (Bird)
  "lamia"       10
  "lizard"      10    (Snow)
  "bear"        12    (Polar)
  "gator"       12
  "basilisk"    13
  "snake"       15
  "spider"      15    (Huge Poisonous)
  "lizard"      16    (Giant)
  "allosaurus"  18
  "tiger"       28    (White Bengal)
  "mulichort"   30
  "tiger"       35    (Sabre-Toothed)
  "lion"        35    (Nemean)
  "salamander"  35
                        
See Also: POLYMORPH
~

0 "CHANGESTAFF"~
Usage        : cast 'changestaff'
Duration     : Varying
Level        : Level 30 druid.
Minimum cost : 30 magic points

	This spell enables the druid to call upon the forces of nature and cause
a magical staff to be transformed into a huge ancient tree. In order for this
spell to work you must be holding the staff and outdoors.  The staff must have
charges left in it, and the number of charges left affects the duration that
the tree will exist.  The staff will be destroyed upon completion of the spell.
~

0 "CHARM MONSTER"~
Usage       : cast 'charm monster' <victim>
Duration    : 24 hours
Level       : 10 mage, 12 druid.
Save        : vs. paralyzation

	With this spell you can try to charm ANYTHING, not just people.

See Also: CHARM PERSON
~

0 "CHARM PERSON"~
Usage        : cast 'charm person' <victim>
Duration     : Varying, depending on caster's charisma.
Level        : 4 Mage, 4 Sorcerer
Save         : save vs paralyzation
Minimum cost : 10 magic points

	It is not possible to charm anyone that is already charmed, if you are
charmed yourself, or if the person is more than three levels higher than 
yourself.  The person will get a saving throw versus "paralyzation".
 
A charmed person will follow you, and not be able to attack you. You can 
order persons under your control using the order command.

See Also: FOLLOW ORDER
~

0 "CHARM VEGETABLE"~
Usage        : cast 'charm vegetable' <victim>
Duration     : See below
Level        : 17 Druid
Save         : vs. paralysis for negation.
Minimum cost : 5 magic points

	The victim of this spell must be a plant, and the victim's level may not
exceed the caster's own by more than 10. The spell lasts a minimum of a day,
but beyond that it is modified to reflect the victim's intelligence.

See Also: CHARM PERSON, FOLLOW, ORDER
~

0 "CHECK MAIL"~
Usage : check

	This command allows you to see if you have WAITING mail. Simply type
'check' at the scribes office and he will tell you if you have mail. Use 
'receive' to get the mail.
 
See Also: RECEIVE MAIL,MAIL
~

0 "CHEMICAL STIMULATION" CHEMSTIMULATION~
Usage        : mind 'chemical stimulation'
Duration     : Combat - unable to process commands for 2 rounds
Damage       : (psionist's level) d6
Level        : 25 Psionist
Minimum cost : 40 magic points

	This spell allows the psionist to secrete acid onto a single opponent,
doing minor damage.

See Also: ACID BLAST
~

0 "CHILL TOUCH"~
Usage        : cast 'chill touch' <victim>
Duration     : Combat - unable to process commands for 1 round
Level        : 3 Mage, 3 Sorcerer
Damage       : (caster's level) * 1d3
Save         : Versus spell for half damage.
Minimum cost : 15 magic points

	This spell chills the victim to the bone, doing level d3 damage and
reduces its strength by one.

See Also: MAGIC MISSILE
~

0 "COLOUR SPRAY" "COLOR SPRAY"~
Usage        : cast 'colour spray' <victim>
Duration     : Combat - unable to process commands for 2 rounds
Level        : 14 Mage, 14 Sorcerer
Damage       : (caster's level) * 4
Save         : Versus spell for half damage.
Minimum cost : 20 magic points

	This spell fires a beam of rainbow colors at the poor subject of the
spell. This spell does 4 points of damage per level.

See Also: LIGHTNING BOLT
~

0 "COMMUNE"~
Usage        : cast 'commune' 
Duration     : Instant
Level        : 20 Druid, 20 Ranger
Minimum cost : 10 magic points

	Upon casting this spell, the caster becomes closer to his surroundings
and is able to determine what creatures are near him.  Specifically, it lists
their names and locations.  This spell will not work indoors.

See Also: WHERE
~

0 "COMPREHEND LANGUAGES"~
Usage        : cast 'comprehend languages' <victim>
Duration     : (caster's level divided by 2) hours
Level        : 3 Cleric, 1 Mage, 1 Sorcerer
Minimum cost : 10 magic points

This spell enables the caster to understand any language spoken by a pc/npc. 

See Also: ESP
~

0 "CONE OF COLD"~
Usage        : cast 'cone of cold'
Duration     : Combat - unable to process commands for 2 rounds.
Level        : 17 Mage, 17 Sorcerer
Save         : vs spells for half damage
Damage       : (Caster's level)*d5
Minimum Cost : 15 magic points

	This spell creates a cone-shaped ray of cold that shoot from the
caster's hand that targets all entities not grouped with the caster who
are in the room.

See Also: ICE STORM
~

0 "CONJURE ELEMENTAL"~
Usage       : cast 'conjure elemental' <"earth" or "air" or "water" or "fire">
Duration    : 24 Hours.
Level       : Level 11 druid, 13 cleric, 16 mage.
Minimum cost :
 
	Upon casting this spell the caster calls forth an elemental from
another plane to serve him/her for a period of time.  In order to cast this
spell you must have a special material component which will be destroyed when
you casting of the spell.  The components are as follows:
 
red stone       - fire elementals
pale blue stone - water elementals
gray stone      - earth elementals
clear stone     - air elementals

	You may conjure as many elementals as your charisma will allow.

See Also: EARTH, WIND, FIRE, AND WATER SERVANT
~

0 "CONTINUAL LIGHT"~
Usage        : cast 'continual light'
Duration     : Instant, permanent effect
Level        : 26 Cleric, 10 Mage, 16 Druid, 10 Sorcerer
Minimum cost : 10 magic points

	This spell creates a ball of light.  Unlike the spell, 'create light',
this ball lasts forever.

See Also: CREATE LIGHT
~

0 "CONTROL WEATHER"~
Usage        : cast 'control weather' ("better" or "worse")
Duration     : Until it decides to change back.
Level        : 26 Cleric, 15 Druid
Minimum cost : 25 magic points

	This spell will change the "course" of the current weather. You can cast
this spell many times in a row to achieve the desired weather.

Example: 
 > cast 'control weather' worse

See Also: CALL LIGHTNING
~

0 "CREATE FOOD"~
Usage        : cast 'create food'
Duration     : Food is stable, fills the consumer by (see below)
Level        : 5 Cleric
Minimum cost : 5 magic points
 
	This spell instantly creates an edible magic mushroom. The mushroom
will fill whoever eats it for the next (5+level) hours, up to a maximum of 24
hours.

See Also: CREATE WATER
~

0 "CREATE LIGHT"~
Usage        : cast 'create light'
Duration     : (24 + level of caster) hours
Level        : 2 Cleric, 1 Mage, 3 Druid, 1 Sorcerer
Minimum Cost : 5 magic points

	Using this spell focuses the caster's mana into a bright ball of light.
You must HOLD/GRAB the light before it lets you see in dark rooms.

See Also: CONTINUAL LIGHT
~

75 "CREATE QUEST"~
~

0 "CREATE WATER"~
Usage        : cast 'create water' <drink container>
Duration     : Water lasts until somebody drinks it.
Level        : 2 Cleric
Minimum cost : 5 magic points
 
	Expect icky results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled depending
on the level of the caster.

Double amount of water will be created if it is raining (or snowing).

See Also: CREATE FOOD
~

61 "CREATING QUESTS" "QUESTMAKING"~
There are several help files for quest.  This file, Questcommands, and Questtasks
are used by immortals to create, initiate, and administer the quests.  Another
help file, called Quest, offers some help for the participating players.
Usage:
     quest list: Does just that.  It lists all quests that are available either
                 active or inactive
     quest create [name]: This command creates a new quest and gives it a name
                          that will then appear on the quest list
     quest [name] [command]: See help file called Questcommands
     quest [name] task <number> [subcommand]: See help file called Questtasks
  
     SEE ALSO: QUESTS, QUESTCOMMANDS, QUESTTASKS
~

0 "CREEPING DEATH"~
Usage        : cast 'creeping death' <direction>
Duration     : Very Short
Level        : 45 druid.
Minimum cost : 50 magic points
 
This spell causes swarms of angry insects to issue forth from the caster's
mouth.  These insect coalesce into a solid mass which advances in the dire-
ction specified.  This mass of insects then attacks whatever is in the room.
It dissipates right after it attacks.  This spell can only be cast outdoors,
and it incapacitates the caster for a brief period after the casting. 

NOTE: This spell is very dangerous and can KILL the caster if s/he is NOT
careful!
 
Note : This spell is broken right now.
~

0 "CURE BLIND"~
Usage        : cast 'cure blind' <victim>
Duration     : Restorative
Level        : 6 Cleric
Minimum cost : 5 magic points

	This spell will cure a person blinded by the "blindness" spell, it
can not remove blindness caused by for example cursed items.

See Also: HEAL
~

0 "CURE CRITIC" "CURE CRITICAL"~
Usage        : cast 'cure critic' <victim>
Duration     : Restorative
Level        : 10 Cleric, 13 Druid
Minimum cost : 11 magic points
                                       
 This spell cures 3d8+(l-10) hitpoints of damage.
 
See Also: CURE LIGHT, CURE SERIOUS, HEAL
~

0 "CURE LIGHT"~
Usage        : cast 'cure light' <victim>
Duration     : Restorative
Level        : 1 Cleric, 2 Druid, 9 Paladin.
Minimum cost : 5 magic points

 This spell cures 1d8+(l/3) hitpoints of damage.
 
See Also: CURE SERIOUS, CURE CRITIC, HEAL
~

0 "CURE SERIOUS"~
Usage        : cast 'cure serious' <victim>
Duration     : Restorative. Combat - unable to process commands for 1 round.
Level        : 7 Cleric, 8 Druid, 45 Sorcerer, 50 Paladin
Minimum Cost : 9 magic points

 This spell restores the victim's hitpoints by 2d8+(l/2)

See Also: CURE LIGHT, CURE CRITIC, HEAL
~

0 "DARK DWARF" DUERGAR DARK-DWARF~
Dark dwarves are usually found only in the subterranean depths of the 
earth, having rebelled against their surface-dwelling brothers.  Duergar are
powerful, but lack a little in speed.  They can give and take punishment in
battle, and they also make decent clerics.  They are as evil as drow, in 
their own way. 
~

0 "DARK ELF" DROW DARK-ELF~
The most evil race of elves, these live under the ground and rarely
tunnel out to the surface (some Drow took exception to this rule, many 
years ago, and those were the founders of Malaria). The sun and any light 
hurts their eyes extremely so. Generally drow have black colored skin and 
white hair.  Drow, like their surface dwelling cousins, are magical in nature.
They are also basically evil.  Drow elves are somewhat good spellcasters.
They are unliked, generally, due to their history, and persecution has caused
them to hone their speed to its utmost, and sacrifice their health.
~

0 "DEATH FIELD"~
Usage        : mind 'death field' <target>
Duration     : Combat - unable to process commnads for 3 rounds
Level        : 50 Psionist
Damage       : 1d50 (area effect)
Save         : vs. Paralysis
Minimum cost : 40 magic points

	This nasty mental excersise will do damage to everything in the same
room as the psionist. This includes the psionist!
~

0 "DEEP GNOME" DEEP-GNOME~
Deep gnomes are a breed of gnome that has grown to shun the surface 
world altogether.  They are much like their cousins who enjoy sunlight, but
the are even smarter and more foolish due to their anti-social behavior.
Powerfully built as well, deep gnomes run to warriors as often as mages.
~

0 "DETECT EVIL"~
Usage        : cast 'detect evil' <victim>
Duration     : (caster's level) * 5 hours
Level        : 1 Cleric, 6 Druid
Minimum cost : 5 magic points

	Detect evil will enable the target to see the red aura surrounding evil
persons and items.

See Also: DETECT MAGIC, AURA SIGHT
~

0 "DETECT INVISIBILITY"~
Usage        : cast 'detect invisibility' <victim>
Duration     : (caster's level) * 5 hours
Level        : 5 Cleric, 2 Mage, 7 Druid, 2 Sorcerer
Minimum cost : 5 magic points

	This spell enables the target to see invisible beings and objects.
Mobiles which are invisible are shown with an asterisk '*' before the name.

See Also: TRUE SIGHT, GREAT SIGHT
~

0 "DETECT MAGIC"~
Usage        : cast 'detect magic' <victim>
Duration     : (caster's level) * 5 hours
Level        : 3 Cleric, 1 Mage, 5 Druid, 1 Sorcerer
Minimum cost : 5 magic points

	This spell will let the target see the aura surrounding magical objects.

See Also: DETECT EVIL, DETECT INVISIBILITY
~

0 "DETECT POISON"~
Usage        : cast 'detect poison' (victim / food / drink)
Duration     : Instant
Level        : 1 Druid, 3 Ranger
Minimum cost : 5 magic points
 
	Cast on food or drinks (drink containers) you will be able to sense if
it is poisoned.
 
	Cast on a person you will be able to see if that person is poisoned.
Of course, you could always just look at them, to see if they're ill.

See Also: SLOW POISON, REMOVE POISON
~

0 "DISPEL EVIL"~
Usage        : cast 'dispel evil' <victim>
Duration     : Instant
Level        : 20 Cleric
Save         : Special
Minimum cost : 15 magic points
 
	This spell will banish evil summoned creatures.

See Also: DISPEL GOOD
~

0 "DISPEL GOOD"~
Usage        : cast 'dispel good' <victim>
Duration     : Instant
Level        : 20 Cleric
Save         : Special
Minimum cost : 15 magic points

	This spell will banish good summoned creatures.

See Also: DISPEL EVIL
~

0 "DISPEL MAGIC"~
Usage        : cast 'dispel magic' <victim>
Duration     : Instant or Combat - unable to process commands for 1 round.
Level        : 10 Cleric, 9 Mage, 9 Druid, 9 Sorcerer
Save         : See below.
Minimum cost : 15 magic points

	This spell attempts to remove all spell affects from the victim. If the
victim is lower level than the caster, the dispelling will always work. If the
victim's level is equal or higher than the caster's level, then the victim gets
a save vs. spells for each spell affect the victim has. If the victim fails the
saving throw, the spell affect is removed. This spell is not hostile when cast
on other Player Characters, but monsters will generally take offense at it.
~

0 "DOORBASH"~
Doorbashing is a skill that allows one to open locked doors.  One must
refer to the door by name, not the direction of travel.  For example
doorbash gate
doorbash door north
etc.

  Success means that the door is unlocked and opened and the attempter is placed
in the room on the other side of the door, while failure causes the attempter 
to be stunned for a short time, and take a fair amount of damage in the process.
~

0 "DRAGON RIDE"~
Usage         : cast 'dragon ride'
Duration/Type : (caster's level) hours
Level         : 32 Mage, 32 Sorcerer
Minimum Cost  : 20 magic points
 
      Dragon Ride is a particularly unique spell, it allows you to
mount any creature you wish (Yes, Even Dragons), Without worry of being bucked
off and attacked by the creature. You will not be immune to attack by
hostile mounts, you will need to "calm" them first. And, this spell does not
substitute for the MOUNT command.
 
See Also: MOUNT, CALM
~

0 "DRUID SKILLS"~
Druids are the tree-hugging protectors of the forest, but they
also wield a mean flaming sword, when duty calls. Of course, druids must 
stay neutral, or they become mere clerics. The evil wargs and happy 
fuzzies must be given an equal chance to live (and die!)

See Also: SKILLS (skills druid)
~

0 "DUAL WIELD"~
This skill is something that allows a ranger to wield two weapons at
once. Generally this means a smaller/lighter weapon in the holding hand. If
you are not very good at this skill you will be frequent to fumble your
weapons in combat. This skill is only used by the ranger class. Your
secondary weapon is not used via the wield command, you must HOLD it. Some
weapons cannot be held.
~

0 "DUST DEVIL"~
Usage        : cast 'dust devil'
Duration     : 24 Hours
Level        : 3 Cleric, 1 Druid
Minimum cost : 10 magic points

	Upon casting this spell the caster calls into being a dust devil.  The 
dust devil will faithfully obey the caster for 24 hours. This spell may only be
cast once every 24 hours.  It is recommended that you note the time you cast the
spell, so you know when you can cast it again. This spell can not be cast 
indoors.

See Also: TIME, ORDER
~

0 "EARTH SERVANT"~
Usage        : cast 'earth servant'
Duration     : 24 hours (special)
Level        : 36 druid.
Minimum cost : 30 magic points
 
	When this spell is cast, the caster opens a momentary rift between
planes and forces an earth elemental to come and do the caster's bidding. Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will only do
the caster's bidding for (caster's charisma) * 24/11 hours. This spell can be
cast only once every 24 hours.

See Also: CONJURE ELEMENTAL, FIRE SERVANT, WATER SERVANT, WIND SERVANT
~

0 "EGO WHIP"~
Usage        : mind 'ego whip' <victim>
Duration     : (psionist's level / 10) Hours
Level        : 36 Psionist
Minimum cost : 40 magic points

	The psionic bad-vibes machine, ego whip will cause the victim to become
somewhat more klutzy, resulting in a minor loss in ability to hit, and a more
pointed effect on how poorly the victim can cast spells.
~

0 "ENCHANT ARMOR"~
Usage        : cast 'enchant armor' <item>
Duration     : permanent (can be dispelled)
Level        : 16 Mage, 16 Sorcerer
Minimum Cost : 100 magic points
 
	This spell is similar to the spell enchant weapon, but it allows you to
increase the benefits of *armor* that has not been enchanted.
 
Here are the bonuses and at what levels you get them:

Lev------AC	Lev----SAVE
 1-19	 -1	 1-30	 0
 20-39	 -2	 31-50	-1
 40-49	 -3	 51-59	-2
 50-59	 -4	 60-69	-3
 60-69   -5	 70     -4
 70      -6	-----------
-----------
 
Note, this spell also alters the ALIGNMENT of the object to match that of the
caster.

See Also: ENCHANT WEAPON
~

0 "ENCHANT WEAPON"~
Usage        : cast 'enchant weapon' <weapon>
Duration     : Permanent (can be dispelled)
Level        : 14 Mage, 14 Sorcerer
Minimum Cost : 100 magic points
 
This spell will enchant non-magical (non-modifying) weapons only.  By
non-modifying weapons we refer to weapons that might be damage-modifying 
and/or hit-modifying. The only way to know if a weapon is suitable for
enchantment is to 'identify' it.
 
The enchantment will modify the weapon as:

Level    Hit Roll    Damage
 
 0-17     +1         +1
18-25     +2         +1
26-40     +2         +2
41-50     +3         +3
51-60     +4         +4
61+       +5         +5

See Also: ENCHANT ARMOR
~

0 "ENERGY DRAIN"~
Usage        : cast 'energy drain' <victim>
Duration     : Instant
Level        : 22 Mage, 22 Sorcerer
Damage       : Kills level 1 victim, does 1 damage otherwise.
Save         : Versus spell for half damage.
Minimum cost : 35 magic points

	Drains one level from a PC, or a mob.  When you lose levels, you also
lose max hit points, and practices.  Beware of monsters with level draining
ability. Also be aware that this spell makes you evil very quickly. This 
spell basically lowers the max hp of the victim and gives you the caster a
portion of experience. Cast on PCs, and you are not long for this world.

	(Due to popular demand, an explanation of the unusual properties of
energy drain follows...)

	When you cast energy drain, you are tying your soul, or your essence,
in other words, to the target.  The theory is, at this close contact, you
have the opportunity to suck the experience out of a creature.  Creature who
are immune to being drained (and to a lesser degree, those resistant) are
immune in the first place because they may be soulless parasites, blights 
upon the land, undead, REALLY powerful, etc. While attempting to drain 
levels, you may actually be exposing yourself.  These types of creatures 
will use the channel you have opened to suck *your* experience away.
~

0 "ENTANGLE"~
Usage        : cast 'entangle' <victim>
Duration     : 1 hour
Level        : 16 Druid.
Save         : vs. spells for negation
Minimum Cost : 20 magic points

	By means of this spell, the druid calls upon the forces of nature to
cause trees, shrubs, vines, weeds and the like to surround the victim. This
effectively paralyzes the victim (if the saving throw was failed). This spell
lasts until the hour is out.  This spell must be cast outdoors in a forest.

See Also: SNARE, PARALYZE
~

0 "FAERIE FIRE"~
Usage        : cast 'faerie fire' <victim>
Duration     : (caster's level) hours
Level        : 4 Cleric, 5 Mage, 1 Druid, 5 Sorcerer
Minimum Cost : 10 magic points

	When this spell is cast, the caster outlines the victim in a pale
glowing light. While the faerie fire does not itself inflict harm upon the
victim, it increases the victim's armor class by 20 points, making the victim
easier to hit.

See Also: ARMOR CLASS
~

0 "FAERIE FOG"~
Usage        : cast 'faerie fog'
Duration     : Instant
Level        : 11 Cleric, 16 Mage, 10 Druid, 16 Sorcerer
Save         : vs. spells to avoid affect
Minimum cost : 20 magic points

The caster of this spell creates a large volume of purple smoke to spew forth
from his or her fingertips.  This smoke will reveal the presence of any 
invisible people in the room, provided they fail a saving throw vs. spells.
It does not reveal hidden people.

See Also: TRUE SIGHT, DETECT INVISIBILITY
~

0 "FEAR"~
Usage        : cast 'fear' <victim>
Duration     : Instant
Level        : 8 Mage, 8 Sorcerer
Save         : vs. spells to negate.
Minimum cost : 15 magic points

	With this spell the caster can instill fear in the victim, provided the
victim is at least 2 levels lower than the caster.  This fear, if successful,
will cause the victim to flee.

See Also: FLEE
~

0 "FEEBLEMIND"~
Usage        : cast 'feeblemind' <victim>
Duration     : 24 hours
Level        : 34 Mage, 34 Sorcerer
Save         : vs. spells for negation
Minimum cost : 30 magic points

	This spell causes the victim to become a moron if they fail their save.
The chance of spell casting successfully is greatly reduced, the victim's
intelligence drops by 5 points, and its ability to use skills drops sharply, 
due to the victim's profound lack of intelligence.  

See Also: MIND WIPE
~

0 "FIND FAMILIAR"~
Usage        : cast 'find familiar' <name>
Duration     : Indefinite, can only be cast once every 24 hours
Level        : 2 Mage, 2 Sorcerer
Minimum cost : 30 magic points

	This spell causes a creature to become a companion of the spell caster.
This creature will be loyal to the creature for it's lifetime, provided the
caster does not attack it.  Having this familiar lowers the caster's armor class
by a very small amount for 24 hours.  The kind of creature you get is dependent
on your level.  The name field is the name you want the familiar called.    

                        Level(s)    Creature
                        --------------------
                          2-3       Puppy
                          4-5       Beagle
                          6-7       Rottweiler
                           8+       Wolf

See Also: CHARM MONSTER
~

0 "FIND FOOD"~
Usage : find food

	This skill will allow a person to find food outside.

See Also: FIND WATER
~

0 "FIND TRAPS"~
Enables you to detect the presence of traps in a room.  If you don't
know how to "hunt" for them, seek someone to teach you this skill.

See Also: SPELL FIND TRAPS
~

0 "FIND WATER"~
Usage : find water

	This skill will allow a person to find water outside.

See Also: FIND FOOD
~

0 "FIRE SERVANT" ~
Usage        : cast 'fire servant'
Duration     : 24 hours (special)
Level        : 35 Druid
Minimum cost : 30 magic points

	When this spell is cast, the caster opens a momentary rift between
planes and forces a fire elemental to come and do the caster's bidding. Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will only do
the caster's bidding for (caster's charisma) * 24/11 hours. This spell can be
cast only once every 24 hours.

See Also: CONJURE ELEMENTAL, EARTH SERVANT, WATER SERVANT, WIND SERVANT
~

0 "FIRESHIELD"~
Usage        : cast 'fireshield'
Duration     : 4 hours
Level        : 45 Cleric, 40 Mage, 48 Druid, 40 Sorcerer
Minimum cost : 40 magic points

	This spells causes the caster's garb to take fire.  Any person who
attacks the caster will get a small fireball shot back at them if they hit the 
caster. The fireball will do the same damage to the attacker that they did to 
the caster. Some mobs will realize that attacking a person with fireshield
isn't such a good idea and they may randomly attack another person in the same
room, even if they arent attacking the mob or even in the casters group!

See Also: FLAME SHROUD, SANCTUARY
~

0 "FIRESTORM"~
Usage        : cast 'firestorm'
Duration     : Combat - unable to process commands for 1 round.
Level        : 22 Druid
Damage       : (caster's level) + 2d8 + 1
Save         : vs. spells for half damage.
Minimum cost : 15 magic points

	By this spell the caster calls into being an enormous cloud of flame
which whirls around the room, searing those not in the caster's group. The
intense heat does (2d8 + 1 + caster's level) hitpoints of damage. People with
infravision who are not affected by truesight and are in a dark room will be
momentarily blinded.

See Also: Earthquake
~

0 "FIRST AID"~
Usage : first aid

	This skill allows a character to cure themself of a few points per level
of damage. He/She can do this but once per day.
~

0 "FLAME SHROUD"~
Usage        : flame shroud
Duration     : ((caster's level) / 5) + 10 hours
Level        : 15 Psionist
Minimum cost : 20 magic points

	The flame shroud summoned by a psionist is that like a magic user
that calls fire shield. The duration, however, is much longer.

See Also: FIRESHIELD 
~

0 "FLAMEBLADE" "FLAME BLADE"~
Usage        : cast 'flame blade'
Duration     : Permanent
Level        : 7 Druid
Minimum cost : 10 magic points
 
	This spell calls into being a 1d4 +4(to dmg) blade of flame. This spell
is _very_ important if you want to advance past 10th level.

See Also: MINOR CREATION
~

0 "FLY"~
Usage        : cast 'fly' <victim>
Duration     : (caster's level + 3) hours
Level        : 22 Cleric, 11 Mage, 14 Druid, 11 Sorcerer
Minimum cost : 15 magic points

	This spell enables the victim to fly.  This will prevent drifting on
rivers (not to mention enabling boatless travel.) It will also prevent 
you from falling to death in flying rooms.

See Also: GROUP FLY
~

0 "FULL HEAL"~
Usage        : cast 'full heal' <victim>
Duration     : Restorative
Level        : 54 Cleric
Minimum cost : 100 magic points

        This spell simply brings the victims hp to max. No frills.

Disclaimer : Caster must be standing to deliver the spell.

See Also: HEAL
~

0 "GEYSER"~
Usage        : cast 'geyser' <victim>
Duration     : Instant (cannot be cast in combat)
Level        : 42 Mage, 37 Druid, 41 Sorcerer
Save         : vs. spells for half damage
Damage       : (caster's level) d3
Minimum Cost : 50 magic points

	Geyser opens a rift in the earth and causes a geyser to erupt, searing 
everybody in the room. The boiling water does (d3 * level of caster) damage if
save fails. This spell may also extinguish fires.

See Also: CHAIN LIGHTNING
~

0 "GNU LICENSE 2"~
Previous Section: "GNU LICENSE"

  2. You may modify your copy or copies of the Program or any portion of
it, and copy and distribute such modifications under the terms of Paragraph
1 above, provided that you also do the following:

    a) cause the modified files to carry prominent notices stating that
    you changed the files and the date of any change; and

    b) cause the whole of any work that you distribute or publish, that
    in whole or in part contains the Program or any part thereof, either
    with or without modifications, to be licensed at no charge to all
    third parties under the terms of this General Public License (except
    that you may choose to grant warranty protection to some or all
    third parties, at your option).

    c) If the modified program normally reads commands interactively when
    run, you must cause it, when started running for such interactive use
    in the simplest and most usual way, to print or display an
    announcement including an appropriate copyright notice and a notice
    that there is no warranty (or else, saying that you provide a
    warranty) and that users may redistribute the program under these
    conditions, and telling the user how to view a copy of this General
    Public License.

    d) You may charge a fee for the physical act of transferring a
    copy, and you may at your option offer warranty protection in
    exchange for a fee.

Mere aggregation of another independent work with the Program (or its
derivative) on a volume of a storage or distribution medium does not bring
the other work under the scope of these terms.

  3. You may copy and distribute the Program (or a portion or derivative of
it, under Paragraph 2) in object code or executable form under the terms of
Paragraphs 1 and 2 above provided that you also do one of the following:

    a) accompany it with the complete corresponding machine-readable
    source code, which must be distributed under the terms of
    Paragraphs 1 and 2 above; or,

    b) accompany it with a written offer, valid for at least three
    years, to give any third party free (except for a nominal charge
    for the cost of distribution) a complete machine-readable copy of the
    corresponding source code, to be distributed under the terms of
    Paragraphs 1 and 2 above; or,

    c) accompany it with the information you received as to where the
    corresponding source code may be obtained.  (This alternative is
    allowed only for noncommercial distribution and only if you
    received the program in object code or executable form alone.)

Source code for a work means the preferred form of the work for making
modifications to it.  For an executable file, complete source code means
all the source code for all modules it contains; but, as a special
exception, it need not include source code for modules which are standard
libraries that accompany the operating system on which the executable
file runs, or for standard header files or definitions files that
accompany that operating system.

Next Section: "GNU LICENSE 3"

~

0 "GNU LICENSE 3"~
Previous Section: "GNU LICENSE 2"

  4. You may not copy, modify, sublicense, distribute or transfer the
Program except as expressly provided under this General Public License.
Any attempt otherwise to copy, modify, sublicense, distribute or transfer
the Program is void, and will automatically terminate your rights to use
the Program under this License.  However, parties who have received
copies, or rights to use copies, from you under this General Public
License will not have their licenses terminated so long as such parties
remain in full compliance.

  5. By copying, distributing or modifying the Program (or any work based
on the Program) you indicate your acceptance of this license to do so,
and all its terms and conditions.

  6. Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the original
licensor to copy, distribute or modify the Program subject to these
terms and conditions.  You may not impose any further restrictions on the
recipients' exercise of the rights granted herein.

  7. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time.  Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.

Each version is given a distinguishing version number.  If the Program
specifies a version number of the license which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation.  If the Program does not specify a version number of
the license, you may choose any version ever published by the Free Software
Foundation.

  8. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission.  For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this.  Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.

			    NO WARRANTY

  9. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.

  10. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.

Next Section: "GNU LICENSE 4"

~

0 "GNU LICENSE 4"~
Previous Section: "GNU LICENSE 3"

		     END OF TERMS AND CONDITIONS

	Appendix: How to Apply These Terms to Your New Programs

  If you develop a new program, and you want it to be of the greatest
possible use to humanity, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.

  To do so, attach the following notices to the program.  It is safest to
attach them to the start of each source file to most effectively convey
the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) 19yy  <name of author>

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 1, or (at your option)
    any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:

    Gnomovision version 69, Copyright (C) 19xx name of author
    Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
    This is free software, and you are welcome to redistribute it
    under certain conditions; type `show c' for details.

The hypothetical commands `show w' and `show c' should show the
appropriate parts of the General Public License.  Of course, the
commands you use may be called something other than `show w' and `show
c'; they could even be mouse-clicks or menu items--whatever suits your
program.

You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary.  Here a sample; alter the names:

  Yoyodyne, Inc., hereby disclaims all copyright interest in the
  program `Gnomovision' (a program to direct compilers to make passes
  at assemblers) written by James Hacker.

  <signature of Ty Coon>, 1 April 1989
  Ty Coon, President of Vice

That's all there is to it!

~

0 "GNU LICENSE" GNU GENERAL PUBLIC~
GNU GENERAL PUBLIC LICENSE
		     Version 1, February 1989

 Copyright (C) 1989 Free Software Foundation, Inc.
                    675 Mass Ave, Cambridge, MA 02139, USA
 Everyone is permitted to copy and distribute verbatim copies
 of this license document, but changing it is not allowed.

			    Preamble

  The license agreements of most software companies try to keep users
at the mercy of those companies.  By contrast, our General Public
License is intended to guarantee your freedom to share and change free
software--to make sure the software is free for all its users.  The
General Public License applies to the Free Software Foundation's
software and to any other program whose authors commit to using it.
You can use it for your programs, too.

  When we speak of free software, we are referring to freedom, not
price.  Specifically, the General Public License is designed to make
sure that you have the freedom to give away or sell copies of free
software, that you receive source code or can get it if you want it,
that you can change the software or use pieces of it in new free
programs; and that you know you can do these things.

  To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.

  For example, if you distribute copies of a such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have.  You must make sure that they, too, receive or can get the
source code.  And you must tell them their rights.

  We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.

  Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software.  If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.

  The precise terms and conditions for copying, distribution and
modification follow.

		    GNU GENERAL PUBLIC LICENSE
   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION

  0. This License Agreement applies to any program or other work which
contains a notice placed by the copyright holder saying it may be
distributed under the terms of this General Public License.  The
"Program", below, refers to any such program or work, and a "work based
on the Program" means either the Program or any work containing the
Program or a portion of it, either verbatim or with modifications.  Each
licensee is addressed as "you".

  1. You may copy and distribute verbatim copies of the Program's source
code as you receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice and
disclaimer of warranty; keep intact all the notices that refer to this
General Public License and to the absence of any warranty; and give any
other recipients of the Program a copy of this General Public License
along with the Program.  You may charge a fee for the physical act of
transferring a copy.

Next Section: "GNU LICENSE 2"

~

0 "GOLEM"~
Usage        : cast 'golem'
Duration     : Permanent, until killed
Level        : 15 cleric.
Minimum cost : 30 magic points

	This spell enables the caster to create a golem out of armor.  In order 
to do this you need 1 piece of armor for the following spots laid out in the
room:  Head, Feet, Body, Legs, Arms, Hands.  The armor class of the golem will
be that of all the pieces added together.  The amount of hitpoints that the
golem has is based on the level of the caster, and the quality of the armor
used to construct the golem.  The level of the golem is also dependent on the
type of armor used.  High level golems may have more than one attack per round.

See Also: ANIMATE DEAD
~

0 "GOODBERRY"~
Usage        : cast 'goodberry'
Duration     : Permanent (until eaten)
Level        : 4 Druid
Minimum cost : 10 magic points

	This spells must be cast outdoors.  Upon doing so, the caster calls into
being a bunch of berries that lands on the floor. These berries have a slightly
less nutritional value than a loaf of bread, but they do cure 1d8 hit points of
damage when eaten. The berries will not keep fresh for long, so you can't rent
out with them.

See Also: CREATE FOOD, CREATE WATER, CURE LIGHT
~

0 "GREAT SIGHT" GREATSIGHT~
Usage        : great sight
Duration     : As per mage versions of the spells below.
Level        : 11 Psionist
Minimum cost : 50 magic points

	The psionist calls forth mental powers to see the unseen objects and 
entities that aura sight does not cover.

See Also: SENSE LIFE, TRUE SIGHT, DETECT INVISIBILITY, AURA SIGHT
~

0 "GREEN SLIME"~
Usage        : cast 'green slime' <victim>
Duration     : Instant (cannot be cast in combat)
Level        : 50 Cleric, 5 Mage, 6 Sorcerer
Damage       : (caster's maximium hit points) / 5
Save         : vs. breath for half damage
Minimum cost : 30 magic points

	Summons a green slime which attacks the victim.  Does
(caster's max hit / 5) damage if save fails.

See Also: ACID BLAST
~

0 "GROUP FLY"~
Usage        : cast 'group fly'
Duration     : (caster's level + 3) hours
Level        : 24 Mage, 22 Druid, 22 Sorcerer
Minimum cost : 30 magic points

	This spell operates the same as "FLY", except that is affects the
caster's entire group.  Especially good for lazy people, or a huge group.

See Also: FLY
~

0 "GUILD MALARIA"~
Not quite as large a city, but still having some of the necessary
amenities, Malaria sports guildmasters (who don't QUITE rate a guild)
who will teach you at the beginning of your career.

The Cleric 'guild' is located west and north of the fountain square.
The Mage 'guild' is located on the east side of town, in the H.o.A.C.K.
The Warrior 'guild' too, is located on the east side of town, in the H.o.A.C.K.
The Thief 'guild' is also located on the east side of town, in the H.o.A.C.K.
The Barbarian guildmaster is north of the weapon shop.
The Psionist guildmaster does not exist in Malaria. (see PSITRAIN)
If you are evilsider (start in Malaria) you won't need the other guilds.

Once at the guildmaster, you can practice spells and skills, and gain.

See Also: PRACTICE, GAIN, GUILD SILVERSTONE
~

0 "GUILD SILVERSTONE"~
The Guildhouse is the place where mortals may go to escape the troubles
and perils of a cruel world. Each guild is heavily guarded (HA!), so that only
members may enter the building. Guilds are also the places where people come to
learn and practice the skills of their trade.

The Cleric, Mage, Thief, and Warrior guilds are located along Main street in
 the north section of Silverstone.
Sorcerers patronize the Mage guild.
The Monk guild is farther away; west, and far north from took hill in the shire.
The Druid guild is in the forest of Haon-daor, south of a small cabin.
 (for levels 9 and under).. The 10th+ level druid guild is inside the colossal
 tree.  You MUST have the spell 'tree travelling' to get inside your guild, so
 be warned.  You almost definitely need the spell 'Flame Blade' to win the
 competition required for each level.
The Psionic's guild is located EVERYWHERE. (see PSITRAIN)
The Barbarian's guild is located west and north of the North Crossroad.
The Paladins guild is located along a stone path north of town, and east.
The Ranger guild is located along a stone path north of town, and east.

Note.. these may be multi-room complexes..  once you enter the entrance, 
type exits, to see where the practice/guildmaster area is.

Once at the guildmaster, you can practice spells and skills, and gain.

See Also: PRACTICE, GAIN, GUILD MALARIA
~

0 "GUST OF WIND"~
Usage       : cast 'gust of wind'
Duration    : Combat - unable to process commands for 1 rounds.
Level       : 10 Mage, 10 Sorcerer
Save        : vs. spells for negation.

	Upon casting this spell, the caster sends a gust of wind at all the
non-grouped people in the room.  If the things in the room fail their save,
they are put into sitting position, as if they had been bashed.

See Also: BASH, TELEKINESIS
~

0 "HALF ELF" HALF-ELF "HALF ELVEN"~
This race calls no place home and strives for acceptance.  A Half elf 
can and does take on the qualities of both its human and elvish parents.
Half-elves have the magical powers of elves, and the strength and endurance of
a human, therefore.  Half-Elves can identify with either their elven or their
human ancestry, but in either case, tend to make better spellcasters than many 
humans.
~

0 "HALF GIANT" HALF-GIANT~
Race of half giant and half human, they look more human than anything
and can often be confused as a large human. Half-Giants are known for their
high strength and constitution.  As their great strength is evident to 
the naked eye, though, so is their lack of wit and wisdom. They are somewhat
sluggish, however.  It has been reported that the more intelligent members of
the species have become crusaders and trackers, as well as soldiers.
~

0 "HALF OGRE" HALF-OGRE~
This human/ogre crossbreed has many of the same characteristics as 
half giants, but they are a great deal hairier, and slightly less civilized,
and not quite as large.  Half ogres make fine warriors, since they generally
have great strength and high capacity for taking hits, but not much else. 
~

0 "HALF ORC" HALF-ORC~
Half human and half orc, this guy looks like a very very ugly human.
Not very sure where to live, these guys can be very dangerous or very helpful
(?) Though orcs hate humans, there are cases of cross-breeding between the
species (shudder. please.)  These offspring are tougher than most humans, but
have inherited the foul looks of their orcish parent.  Being shunned 
socially has forced many of them to turn to stealing their daily bread.
~

0 "HASTE"~
Usage        : cast 'haste' <victim>
Duration     : (caster's level) hours
Level        : 23 Mage, 23 Sorcerer
Minimum Cost : 20 magic points

	This spell causes the victim to gain speed, resulting in more attacks.
It also ages the victim one year due to the immense physical strain on the 
body. Mobiles may not be hasted.

See Also: SLOWNESS
~

0 "HEAT STUFF"~
Usage        : cast 'heat stuff' <victim>
Duration     : (caster's level) Hours
               Combat - unable to process commands for 2.5 rounds
Level        : 23 Druid
Minimum cost : 30 magic points

	The caster of this spell needs to successfully hit the victim for the
spell to work.  A heated victim suffers from a -2 dexterity penalty, and
suffers from a reduced hit point gain each hour.

See Also: POISON
~

0 "HEROES FEAST"~
Usage        : cast 'heroes feast'
Duration     : Restorative
Level        : 24 Cleric
Minimum Cost : 40 magic points

	By means of this spell, the caster causes a magnificent feast to appear.
Only the caster's group partakes of it.  This feast slakes the thirst of those
who eat it as well as satiating them.  It also restores one hitpoint and 
returns movement points to their maximimum.

See Also: EAT
~

0 "HEROIC RESCUE"~
Usage : heroic

	This skill allows a paladin to rescue someone in combat in the room.
It is very similar to rescue, but a NAME field is not required. This means a
paladin can rescue anyone in his group simply by typing 'heroic' when a battle
begins.

See Also: RESCUE
~

0 "HOLY WORD"~
Usage        : cast 'holy word'
Duration     : Combat - unable to process commands for 2 rounds.
Level        : 36 Cleric
Minimum cost : 30 magic points

	This spell is room-wide, and has varying effects which depend on the 
experience level of whatever is in the room. It will kill puny things, 
paralyze not QUITE so puny things, blind things that are a little less 
puny, and just temporarily stun things that are any tougher.

	The catch? (You bet there's a catch...)

	'HOLY WORD' only affects mobiles in the room with EVIL alignment.

See Also: UNHOLY WORD
~

0 "HOUSE AUCTION"~
Price for a houses:      1m
  Locksmithing service:    300k
  Unpickable Locks:        100k
  Secret Entrance:         100k

See Also: HOUSES
~

0 "ICE STORM"~
Usage        : cast 'ice storm'
Duration     : Combat - unable to process commands for 1 round.
Level        : 11 Mage, 11 Sorcerer
Damage       : (caster's level)*d4 (per victim)
Save         : vs. spells for half.
Minimum Cost : 15 magic points

	This spell causes the caster to summon an intense blast of cold which
affects all beings in the room, not in the caster's group. This frigid blast 
does level*d4 points of cold damage, unless a saving throw was made or the
victim is immune to cold.

See Also: BURNING HANDS, CONE OF COLD
~

0 "IDENTIFY"~
Usage        : cast 'identify' <object>
Duration     : Instant
Level        : 20 Mage, 20 Sorcerer
Minimum Cost : 25 magic points

	This spell allows the caster to gain an intimate understanding of 
the properties of the object, from value to magical bonuses, from rent cost, 
to class restrictions.

	Optionally, purchasing a scroll of identify from Zifnab (or finding
one) is your best bet if you are lower level or not a magic user. A scroll 
does a few things that the spell does not : (1) it will enable you to see
some of the more important statistics of an yourself (just recite ident with 
no object specified) (2) incapacitate you for an hour.  The scrolls may also
be used on a monster or another player (sometimes there is little difference)
with much less of an effect (3) it still works on objects! bonus!
~

0 "ILLUSIONARY HEAL"~
Usage        : cast 'illusionary heal' <target>
Duration     : Restorative
Level        : 19 Mage
Minimum cost : 40 magic points

	This spell reduces illusionary damage the target is suffering from by
100 points.  

~

0 "INCENDIARY CLOUD"~
Usage        : cast 'incendiary cloud' <victim>
Duration     : Combat - unable to process commands for 3 rounds
Level        : 45 Mage, 45 Sorcerer
Damage       : (caster's level) * d10 AREA
Save         : vs spell for half damage.
Minimum cost : 60 magic points

	This spell summons mass amounts of flammable gases from the casters
fingertips that instantly ignite what they touch, causing flammables to catch
fire and persons to burn like wood. This spell does level*d10 damage per
victim, save for half damage. WARNING, AREA EFFECT SPELL.

See Also: FIREBALL
~

0 "INFRAVISION"~
Usage        : cast 'infravision' <victim>
Duration     : (caster's level) * 4 hours
Level        : 8 Mage, 5 Druid, 8 Sorcerer
Minimum cost : 7 magic points

	Infravision (the spell) gives the target infravision for a while.
Infravision allows you to see heat sources in otherwise dark conditions. It
does not allow you to read scrolls, or find items.  In addition, usage of 
spells which create large amounts of heat may cause temporary blindness 
in Infravision affected players and monsters.

See Also: DETECT INVISIBILITY, SENSE LIFE
~

0 "INSECT GROWTH"~
Usage        : cast 'insect growth' <victim>
Duration     : (caster's level) * 2 hours
Level        : 33 Druid.
Minimum cost : 20 magic points
 
	This spell causes the victim, which must be an insect, to grow to twice 
it's original size, which causes it to do more damage, have better saving 
throws, more hit points etc.  This spell may neither be cast on Player 
Characters, nor on an insect that is more than half your level.

See Also: ANIMAL GROWTH
~

0 "INVIS TO ANIMALS"~
Usage        : cast 'invis to animals'
Duration     : 24 Hours
Level        : 11 Druid, 8 Ranger
Minimum cost : 10 magic points

	The caster may only cast this spell on him/herself.  Upon doing so, the
caster vanishes from the eyes of animals.

See Also: INVISIBILITY
~

0 "KNOCK"~
Usage        : cast 'knock' <target>
Duration     : Instant
Level        : 3 Mage, 3 Sorcerer
Minimum cost : 10 magic points

	This spell will open a locked container/door. For some reason, however,
some things are not affected by the spell.

See Also: PICK
~

0 "KNOW ALIGNMENT"~
Usage        : cast 'know alignment' <victim>
Duration     : Instant
Level        : 4 Cleric, 7 Mage, 2 Druid, 7 Sorcerer, 5 Paladin
Minimum cost : 10 magic points

	By means of this spell, the caster is roughly able to determine the
current alignment of the victim, be it PC or mob.

See Also: DETECT EVIL
~

0 "KNOW MONSTER"~
Usage        : cast 'know monster' <victim>
Duration     : Instant
Level        : 9 Mage, 9 Sorcerer
Minimum Cost : 20 magic points

If the victim is not a Player Character, this spell will give the caster
information about the statistics of the mobile.  What statistics are based
on the level of the caster.
 
    Levels ->  Information
 
     1-5   ->  Race of Victim
     6-10  ->  Approximate Level of Victim
    11-15  ->  Approximate Experience Worth of Victim
    16-20  ->  Races or Classes the Victim Hates
    21-25  ->  Approximate Hit Points of Victim
    26-30  ->  Susceptibilities of Victim
    31-35  ->  Resistance's of Victim
    36-40  ->  Immunities of Victim
    41-45  ->  Approximate Number of Attacks of Victim
    46-50  ->  Approximate Amount of Damage per Attack of Victim
    51+    ->  Where the monster last ate lunch!

The information gathered is cumulative.

See Also: CONSIDER
~

0 "LAY ON HANDS"~
Usage : lay on hands <victim>

	This ability of a paladin lets him/her heal level*2 hps of damage. Only 
usable once per day.
~

0 "LEND HEALTH"~
Usage        : mind 'lend health' <victim> <# of HP>
Minimum cost : 

	This spell drains the psionist of the specified amount of hit points,
and adds that amount of hit points to the victim's total. This amount of hp
can exceed the target's max, but the excess with only last the rest of the
hour. The psionist cannot kill himself/herself with this ability.

See Also: AID
~

0 "LEVEL TITLE"~
For your information, the "approximate levels" are bounded by this list :

  level title   levels
  --------------------
	inept = 1
        inert = 2-5
       newbie = 6-10
       novice = 11-15
      skilled = 16-20
        chump = 21-25
         deft = 26-30
        champ = 31-35
       medium = 36-40
       expert = 41-50
        adept = 51-59
       master = 60
       legend = 61+

See Also: TITLE
~

0 "LIGHTNING BOLT"~
Usage        : cast 'lightning bolt' <victim>
Duration     : Combat - unable to process commands for 2 rounds
Level        : 10 Mage, 10 Sorcerer
Damage       : (caster's level) * 1d6
Save         : Versus spell for half damage.
Minimum cost : 15 magic points

	Upon casting this spell, the wizard releases a powerful stroke of
electrical energy that inflicts 1d6 per level of the spellcaster.

See Also: SHOCKING GRASP
~

0 "LOCATE OBJECT"~
Usage        : cast 'locate object' <object>
Duration     : Instant
Level        : 11 Cleric
Minimum cost : 20 magic points

	If possible you will know exactly where an object is, or the name of
the person using it. If more than one object by the same name exists, you will
get a listing of several objects.  The maximum number of objects you can 
simultaneously locate is your level divided by 2.
 
See Also: WHERE
~

0 "MAGIC MISSILE"~
Usage        : cast 'magic missile' <victim>
Duration     : Combat - unable to process commands for 1 round
Level        : 1 Mage, 1 Sorcerer
Damage       : (caster's level / 2)d4 + (caster's level / 2)
Minimum cost : 15 magic points

	The spell sends shooting missiles from your fingers.  Each missile does
1d4+1 damage.  You get one missile for every 2 levels you have.  The spell
"shield" will completely negate its effect.
 
See Also: SHIELD, CHILL TOUCH
~

0 "MAGIC USER" WIZARD MAGE~
This is the class of powerful and violent magic, but the magic user does
not control the nature, and can therefore not bless and such. You can improve
your spells by using the practice command.

See Also: PRACTICE, SKILLS (skills mage)
~

0 "MAJOR CREATION"~
Usage        : cast 'major creation' <item>
Duration     : Instant (item is meta-stable, and will exist indefinitely)
Level        : 28 Mage, 28 Sorcerer
Minimum Cost : 45 magic points

	By means of this spell the caster focuses his magical energies into the
creation of a slightly less mundane object.  This object can be: boots, 
leggings, sleeves, helmet, breast, gloves.

See Also: MINOR CREATION
~

0 "MAJOR INVULNERABILITY"~
Usage        : cast 'major invulnerability' 
Duration     : (caster's level) / 10 hours
Level        : 27 Mage, 27 Sorcerer
Minimum cost : 50 magic points

	Similar to MINOR INVULNERABILITY this spells also makes you immune
to specific magic users spells. This protective globe will protect you from
spells ranging from level 6 to 10 (inclusive).

Example, someone casts lightning bolt, you're unharmed.

See Also: MINOR INVULNERABILITY, ANTI MAGIC SHELL
~

0 "MAJOR TRACK"~
Usage        : cast 'major track' <victim>
Duration     : (caster's level)*2 hours.
Level        : 20 Mage, 17 Druid, 20 Sorcerer
Minimum cost : 20 magic points

	This spell does the same thing as minor track, but it lasts longer,
allows you greater tracking range (100 * your level), and costs more mana.
Not that you may not track something beyond the zone you are in until you
are at least 31 level.

See Also: TRACKING, MINOR TRACK
~

0 "METEOR SWARM"~
Usage        : cast 'meteor swarm' <victim>
Duration     : Combat - cannot process command for 2 rounds
Level        : 36 Mage, 36 Sorcerer
Damage       : (caster's level) d12
Save         : vs. spells for half damage
Minimum cost : 35 magic points

	This spell creates a swarm of meteors which the caster directs at a
victim. The meteors do (d12 * Level of caster) damage to the victim if 
the save is failed.

See Also: LIGHTNING BOLT, ACID BLAST
~

0 "MIND BURN"~
Usage	     : mind 'mind burn'
Duration     : Combat spell - unable to process commands for 2 rounds.
Level        : 5 Psionist
Saves        : Save for NO damage 
Damage       : (psionist's level / 2) + 1d4 + 1 AREA
Minimum cost : 15 magic points

	This skill allows a psionist to summon up a burst of mental power that
will shoot out in a gout of flame. Small balls of fire will shoot forth from
the psionist hitting most anything in it's path.

See Also: BURNING HANDS
~

0 "MIND OVER BODY" MINDOVERBODY~
Usage	     : mind 'mind over body'
Duration     : 12 hours
Level        : 14 Psionist
Minimum cost : 60 magic points

	This psionist discipline allows the psionist to use the power of
his/her mind to force his body to not require food or water for 12 hours.

See Also: HEROES FEAST, EAT
~

0 "MIND WIPE" MINDWIPE~
Usage	     : mind 'mind wipe' <victim>
Duration     : 24 hours
Level        : 21 Psionist 
Minimum cost : 20 magic points

	At this time this skill is exactly the same as the spell feeblemind,
but the psionist uses his mind and not magic powers.

See Also: FEEBLEMIND
~

0 "MINOR CREATION" ~
Usage        : cast 'minor creation' <item>
Duration     : Instant (item is meta-stable, and will exist indefinitely)
Level        : 8 Mage, 8 Sorcerer
Minimum cost : 30 magic points

	By means of this spell the caster focuses some magical energy into the
creation of a mundane object.  This object can either be a sword, shield, raft,
bag, barrel, or a loaf of bread.  

See Also: MAJOR CREATION
~

0 "MINOR INVULNERABILITY"~
Usage        : cast 'minor invulnerability' 
Duration     : (caster's level) / 10 hours
Level        : 20 Mage, 20 Sorcerer
Minimum cost : 25 magic points

	This spell quite simply makes you immune to spells that are aggressive 
in nature and are below level 6 (1-5).

Example, someone casts chill touch, your globe will protect you from it.

See Also: MAJOR INVULNERABILITY, ANTI MAGIC SHELL
~

0 "MINOR TRACK"~
Usage        : cast 'minor track' <victim>
Duration     : (caster's level) hours.
Level        : 12 Mage, 7 Druid, 12 Sorcerer
Minimum cost : 10 magic points

	This spell enables the victim to track.  Elves track better than most,
devils, demons and immortals track the best of all.  Minor track enables you to
hunt a target (via the track command) up to (50 * your level) rooms away.
You cannot track if you cannot see.

See Also: TRACKING, MAJOR TRACK
~

0 "MONK ATTACKS"~
The formula used for the number of attacks that a monk will get per 
round will be: level / 16 +1  --The fractional portion will provide the
probability of getting an extra attack each round. (i.e. if you were VERY
lucky, a 1nd level monk could get 2 attacks every round, but probably won't)

[a few samples: (Monk's Level)--(Number of attacks)]
 4--1.25    8--1.50   12--1.75   16--2.00   20--2.25   24--2.50   28--2.75
32--3.00   36--3.25   40--3.50   44--3.75   48--4.00   60--4.75

See Also: MONK DAMAGE
~

0 "MONK DAMAGE"~
This is a list of the bare hand damage a monk does at various levels.
A monk must not be wielding a weapon, to do this damage.

Level  Damage     Level  Damage     Level  Damage     Level  Damage
 1- 3   1d3       15-19   2d4       30-34   4d4        50     7d4
 4- 5   1d4       20-21   3d3       35-36   4d5       51-54   8d4
 6-11   1d6       22-26   3d4       37-44   5d4       55-60   8d5
12-14   2d3       27-29   4d3       45-49   5d5       61-70   1d2 (envy us!)

See Also: MONK ATTACKS
~

0 "MONK SKILLS"~
Monks are the well known masters of disaster. Generally VERY good at
hand-to-hand combat (i.e. going weaponless), kicking, and all manner of 
useful things. They can fall from great heights and not get hurt (much), and 
get right back up, and kick their opponent in the face after being knocked to 
the ground. Around level 30, you will at last be studly enough to use the 
secret of the quivering palm. Monks are also famous for their poverty, so 
monks can't use the bank (until they reach a high level) and they may also
rent out with only up to twenty or so items.

See Also: MONK ATTACKS, MONK DAMAGE, KICK, SAFE FALL, SPRING LEAP,
	   QUIVERING PALM
~

0 "NASTY RASH" HORATIO~
Usage        : cast 'nasty rash' <victim>
Duration     : Combat - unable to process commands for 2 rounds
Level        : 55 Cleric
Damage       : 500
Save         : Victim gets two saves, to take 1/10 damage PER SAVE
Minimum cost : 100 magic points

	Horatio discovered an interesting magic flux recently, and it hit big.
The gods quickly seized the technocery (Technological Sorcery) and made sure
that only the greatest clerics in their service would control its destructive
powers. This spell does 500 damage to a victim upon a successful touch attack.
If the victim saves twice, 5 measly damge. If the victim saves once, 50 damage.
If the poor sap has no magical defense, it's a goner. The spell actually causes
the victim to develope a rash so intense that it will tear itself apart to
relieve the pain, usually resulting in horrible death.   

See Also: HARM
~

0 "NEWBIE 2" "INEPT 2" "INERT 2"~
Tips for classes:
  Mages
   - Learn magic missile; it helps.
  Clerics
   - Avoid getting lower level versions of spells if you think you can get
   higher level versions of same spell. eg cure light / cure serious
  Druids
   - You MUST stay neutral so watch your alignment. And be sure to remind
     group leader when you are grouped.
   - Learn Tree Travel at 10th level, or else you won't be able to advance
     past 10th
   - Learn Flame Blade or else getting past 10th may prove very difficult.
  Rangers / Paladins
   - You must stay 'good' (rangers can be neutral) so watch your alignment.
  Psionists
   - VERY IMPORTANT !!! see - HELP PSITRAIN for information on how to gain.

Areas to explore:
  Silverstone -  Beagles at low levels and cats. The temple (north end of
                 town) is suitable for groups of low level characters.
  Malaria - A bit southeast of town, there's a tree. Certain kill-able things
            may exist in the town itself, as well. 'consider' is your friend.
  Chessboard -  In the city of silverstone.From Silverstone Guardian go n,
                run e, n e 3s w u.  Pawns and pigeons are easy.
  Spider Haunt Forest - South of Silverstone. You will need to explore a bit.
  Elven Forest - Good area for groups of level 1-9 players. From outside
                 the Hotel Royale head north to the crossroads then west down
                 main street till you enter the forest. Take the 2nd trail
                 leading north and then follow the leafy path.
  White Plume - Far to the west of Silverstone is the volcano white plume
                better be in a group of at least 5th level characters before
                you explore the mountain.
  Moria - North from crossroads east of Silverstone or southeast of Malaria.
          at least 5th level group. The monsters here are very aggressive
          toward strangers. (Take the coach to Arachnos then head north).
  Deadhame - In the graveyard. (Ask someone for directions)
  Shire - Youths are good for levels 2-3+. Located to the west of Silverstone's
          North Crossroads, or take the coach.
  Beneath the Monks Guild -  Lots of useful potions here, good for groups of  
                             level 2-3+. West and North from shire.

Other Tips:
 - Don't use identify scrolls just anywhere. You may become stunned and be
   attacked ... find a safe room first.
 - It's often easier to replace lost equipment than lost experience. Dont
go racing back to retrieve your equip untill healed. You will probably just
   be killed again.
See Also: NEWBIE, MAP, INTRODUCTION, HELP
~

0 "PALADIN SKILLS"~
Holy warriors, protectors of the church and the general lawful
goodies that most evil creatures HATE. Paladins must remain in good
standings (align must be 350+).

	Paladins have an innate ability of detecting evil and protection from
evil. They also have some special skills that they and only they can use.

See Also :LAY ON HANDS, WARCRY, BLESSING, HEROIC RESCUE
~

0 "PARALYZE" ~
Usage        : cast 'paralyze' <victim>
Duration     : (caster's level + 4) hours.
Level        : 20 Mage, 20 Sorcerer
Save         : vs. paralysis to negate; 2 attempts to save if resistant
Minimum Cost : 15 magic points

	Upon a successful casting of this spell, the caster robs the victim of
the ability to move.  This essentially stuns the victim, making them unable to
flee, cast etc.  It also increases the amount of damage done to the victim when
the victim is hit, and increases the chances of hitting said victim.

See Also: SNARE, SLEEP
~

0 "PICK LOCKS"~
Usage : pick <target or object>

	This skill allows the thief to unlock doors, safes, gates, chests, or 
whatever without the key. Not all locks can be picked.

See Also: OPEN, CLOSE, LOCK, UNLOCK
~

0 "PLAYER KILLING"~
Player killing is limited read help on RACE WAR for more info.
~

0 "POLYMORPH SELF" REVERT~
Usage        : cast 'polymorph self' <mobname>
Duration     : Until you return or die
Level        : 9 Mage, 9 Sorcerer
Minimum cost : 10 magic points
 
	With this spell the caster is able to change his shape into the form of
a monster.  Changes in form give the caster all the abilities of the new form,
including flight or breath weapons.  However, some forms are not able to use
equipment.

To return to your character, type the command:  REVERT
If you switch into a humanoid monster, you can use all the abilities of your 
class. You must return before changing form again.

Now, here is the list:

  Creature      Level (Comments)
  ------------------------------
  "goblin"      4*
  "parrot"      4    (blue)
  "bat"		4
  "orc"         5*
  "trog"        5*
  "gnoll"       6*
  "parrot"      6    (black)
  "lizard"      6
  "ogre"        8*
  "parrot"      8    (red)
  "wolf"        8
  "spider"      9 
  "beast"       9    (displacer)
  "minotaur"    9*
  "snake"       10   (rattle)
  "bull"        10
  "warg"        10
  "rat"         11   (sewer)
  "sapling"     12
  "ogre-maji"   12*!
  "black"       12   (dragon)
  "troll"       14*  (regenerates)
  "crocodile"   14
  "mindflayer"  14*! (junior)
  "giant"       16*  (hill)
  "bear"        16   (grizzly)
  "blue"        16   (dragon)
  "enfan"       18*  (blue)
  "lamia"       18*
  "drider"      18
  "wererat"     19
  "wyvern"      20
  "mindflayer"  20*! (senior)
  "spider"      20   (bird)
  "roc"         22 
  "mud"         23   (mudmonster)
  "giant"       24*  (frost)
  "white"       26   (dragon)
  "master"      28*! (mindflayer)
  "red"         30   (dragon)
  "roo"         35*  (hunter)
  "brontosaurus"35
  "mulichort"   40
  "beholder"    45!

The ones with * are humanoid.
The ones with ! cast spells automatically
The ones with ? you get to experiment and find out.

See Also: CHANGE FORM
~

0 "PORTAL"~
Usage       : cast 'portal' <victim>
Duration    : (Level of caster) / 5 Hours
Level       : Level 43 mage.
Save        : None

	The caster of this spell calls into being a gate that can instantly
transport those who enter it to another location.  The target is a creature
that exists in the game already, or a PC.  The portal will deposit those who 
enter it, via the "enter" command, to the room where the target is/was located.

See Also: PSI PORTAL
~

0 "POWER WORD BLIND"~
Usage        : cast 'power word blind' <victim>
Duration     : Instant
Level        : 16 Mage, 16 Sorcerer
Minimum cost : 10 magic points

	This spell will instantly blind the victim unless they are too powerful.
The spell has a wider range of effectiveness than the spell Power Word Kill
does.  You should be able to blind someone of about your level when you first
get this spell.  i.e.: a 16th level victim.

See Also: POWER WORD KILL, BLINDNESS
~

0 "POWER WORD KILL"~
Usage        : cast 'power word kill' <victim>
Duration     : Instant / Combat - unable to process commands for 2 rounds.
Level        : 23 Mage, 23 Sorcerer
Minimum cost : 10 magic points

	This spell will instantly kill the victim unless they are too powerful.
This spell has a more limited range of effectiveness than does the spell
Power Word Blind.

See Also: POWER WORD BLIND
~

0 "PRISMATIC SPRAY"~
Usage        : cast 'prismatac spray' <victim>
Duration     : Combat
Level        : 17 Mage, 17 Sorcerer
Damage       : See below
Save         : vs spells for no effect.
Minimum cost : 40 magic points

	This spell causes several colors of the rainbow to shoot forth from
the fingers of the caster and strike the victim. There are 7 colors and each
color has different effects. This spell is an area effect spell and will effect
all mobs/pcs in a room not grouped with the caster.
The effects of the beams are as follows:

red - 40 hp dam
orange - 80 hp dam
yellow - 100 hp dam
green - poison
blue - paralyze
indigo - feeblemind
violet - teleport  
~

0 "PROBABILITY TRAVEL"~
Usage        : mind 'probability travel'
Duration     : Instant
Level        : 21 Psionist
Minimum cost : 40 magic points

	This discipline allows a psionist to go into the astral plane. Using
his/her mind to open a extra planar door, he/she can step into the astral 
plane without a silver cord attached.

See Also: ASTRAL WALK, TELEPORT WITHOUT ERROR
~

0 "PROTECTION ACID BREATH"~
Usage        : cast 'protection acid breath' <target>
Duration     : (caster's level divided by 10) hours
Level        : 40 Cleric
Minimum Cost : 50 magic points
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from ACID types of breath weapons.
 
See Also: PROTECTION FROM BREATH
~

0 "PROTECTION ELECTRIC BREATH"~
Usage        : cast 'protection electric breath' <target>
Duration     : (caster's level divided by 10) hours
Level        : 39 Cleric
Minimum Cost : 50 magic points

	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from ELECTRIC types of breath weapons.
 
See Also: PROTECTION FROM BREATH
~

0 "PROTECTION FIRE BREATH"~
Usage        : cast 'protection fire breath' <target>
Duration     : (caster's level divided by 10) hours
Level        : 41 Cleric
Minimum Cost : 50 magic points

	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from a FIRE type of breath weapon.
 
See Also: PROTECTION FROM BREATH
~

0 "PROTECTION FROM BREATH"~
Usage        : cast 'protection from breath' <person>
Duration     : (caster's level) / 10 Hours
Level        : 53 cleric
Minimum Cost : 200 magic points

	This spell enables the caster to be protected from ANY breath weapon 
that might be used against him. This spell reduces ALL damage from the
attack types attack types listed below by 1/4.
 
See Also: PROTECTION FIRE,FROST,ACID,GAS,ELECTRIC BREATH
~

0 "PROTECTION FROM COLD"~
Usage        : cast 'protection from cold' <target>
Duration     : (caster's level divided by 10) hours
Level        : 20 Cleric
Minimum Cost : 40 magic points

	This spell protects the caster from cold based attacks, they take 1/2
damage from all cold based attack spells.
 
See Also: PROTECTION FROM ELECTRICITY,FIRE,ENERGY
~

0 "PROTECTION FROM DRAIN"~
Usage        : cast 'protection from drain'
Duration     : 3 Hours
Level        : 48 Cleric
Minimum cost : 40 magic points

	This spell offers resistance to drain attacks.  Note this is only
resistance, not immunity!
~

0 "PROTECTION FROM ELECTRICITY"~
Usage        : cast 'protection from electricity' <target>
Duration     : (caster's level divided by 10) hours
Level        : 18 Cleric
Minimum Cost : 40 magic points
 
	This spell protects the caster from electric based attacks, they take
1/2 damage from all electric based attack spells.
 
See Also: PROTECTION FROM FIRE,ENERGY,COLD
~

0 "PROTECTION FROM ENERGY"~
Usage        : cast 'protection from energy' <target>
Duration     : (caster's level divided by 10) hours
Level        : 19 Cleric
Minimum Cost : 40 magic points
	
	This spell protects the caster from energy based attacks, they take
1/2 damage from all energy based attack spells.
 
See Also: PROTECTION FROM FIRE,COLD,ELECTRICITY
~

0 "PROTECTION FROM EVIL GROUP"~
Usage        : cast 'protection from evil group'
Duration     : 24 hours
Level        : 20 Cleric, 35 Paladin, 45 Ranger
Minimum cost : 45 magic points
 
        This spell affects all people following caster and are in the room
at cast time. It gives the same effect as protection from evil.

See Also: PROTECTION FROM EVIL
~

0 "PROTECTION FROM EVIL"~
Usage        : cast 'protection from evil' <victim>
Duration     : 24 hours
Level        : 7 Cleric, 20 Paladin, 25 Ranger.
Minimum cost : 5 magic points

	The spell gives the target a bonus to hit evil creatures.

See Also: PROTECTION FROM EVIL GROUP
~

0 "PROTECTION FROM FIRE"~
Usage        : cast 'protection from fire' <target>
Duration     : (caster's level divided by 10) hours
Level        : 21 Cleric
Minimum Cost : 40 magic points
 
	This cleric spell protects the caster from fire attacks, they take
1/2 damage form any fire based attack spell.
 
See Also: PROTECTION FROM ELECTRICITY,COLD,ENERGY
~

0 "PROTECTION FROST BREATH"~
Usage        : cast 'protection frost breath' <target>
Duration     : (caster's level divided by 10) hours
Level        : 38 Cleric
Minimum Cost : 50 magic points
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from FROST types of breath weapons.
 
See Also: PROTECTION FROM BREATH
~

0 "PROTECTION GAS BREATH"~
Usage       : cast 'protection gas breath' <target>
Duration    : (caster's level divided by 10) hours
Level       : 37 Cleric
 
	This spell is the same as PROTECTION DRAGON BREATH except that it
only protects the caster from the GAS types of breath weapons.

See Also: PROTECTION FROM BREATH
~

0 "PSI SUMMON" PSISUMMON "PSIONIC SUMMON"~
Usage        : psisummon <victim>
Duration     : Instant
Level        : 10 Psionist
Minimum cost : 20 magic points

	This skills is similar to the spell summon that is used by clerics.

See Also: SUMMON
~

0 "PSIONIC BLAST" BLAST PSIBLAST~
Usage        : blast <victim>
Duration     : Combat spell - unable to process commands for 2 rounds.
Level        : 1 Psionist
Damage       : Varies. See below.
Save         : Not really.
Minimum cost : 25 magic points

	Psionist can focus his/her mental powers on a monster and scramble
the brain like jelly. The more powerful the psionist the more powerful the
blast. Blasts come in two varieties, "strong" and "weak". A description of 
"weak" is below.

Level Damage    Nasty Effect
----- --------- ------------
0     1         None
1     2d5(1d4)  None
5     3d4       None
8     4d4       None
11    20        Blinded
21    35        Blinded and Stunned
31    70 (50)   Stunned and Reduced Accuracy of Attack
41    100 (75)  Stunned and Greatly R.A.o.A.
50    150 (100) Stunned and Paralyzed (Stunned R.A.o.A.)
51    200 (200) Stunned and Paralyzed (Stunned and Paralyzed)

(If the blast is "weak", it will do the amount of damage in parenthesis (if 
there is such a number) or the damage from the previous level. No special
effects accompany a "weak" blast (unless noted in parenthesis).)

See Also: ULTRA BLAST
~

0 "PSIONIC DANGER SENSE"~
Usage        : mind 'psionic danger sense'
Duration     : (psionist's level) / 10 Hours
Level        : 23 Psionist
Minimum cost : 50 magic points

	This discipline enhances the psionist's awareness to dangers around
him/her. This skill (in MUD terms) allows a psionist to 'see' DeathTraps. Once
this skill is enabled, simply 'look DIR' and you will get a idea if that
direction is safe. NOTE: This skill does not allow you to see TIMED DT's. IF
the room in the direction looked at IS the DT then you will know, otherwise
you will not.

See Also: SPY, CLAIRVOYANCE, WIZARDEYE
~

0 "PSIONIC DISINTEGRATION"~
Usage        : mind 'psionic disintegration'
Duration     : Combat spell - unable to process commands for 2 rounds.
Level        : 38 Psionist
Saves	     : vs. spells for 1/2 damage
Damage	     : (psionist's level) * 1d10
Minimum cost : 50 magic points

    At this time this skill is the same as the Mage disintegrate spell,
except the psionist uses his mental powers to call forth the disintegration
ray.

See Also: DISINTEGRATE
~

0 "PSIONIC GHOST"~
Usage        : cast 'psionic ghost'
Duration     : ???
Level        : 50 Psionist
Minimum cost : 100 magic points

	This mental ability to split one's self comes only with a deep knowledge
of one's functioning systems. From the one, there are two. The second is your
own self, but control cannot be exact, for your double is now a new entity.
You can order this person about, etc, just like a normal follower, but (s)he
can also do everything you can do.

	This skill is "in-the-works"

~

0 "PSIONIC INVISIBILITY" PSIINVIS~
Usage        : psi invis
Duration     : 24 hours
Level        : 1 Psionist
Minimum cost : 10 magic points

	The psionist uses his mental powers to bend light about his body.
This renders his effecively invisible, as per the mage spell.

See Also: INVISIBILITY
~

0 "PSIONIC STRENGTH" "PSI STRENGTH" PSISTRENGTH~
Usage	     : mind 'psionic strength'
Duration     : (psionist's level) * 2 hours
Level        : 6 Psionist
Minimum cost : 15 magic points

	This discipline uses the psionists mind power over his/her body to
give it massive strength. Other than above the skill is the same as the
mage version. It is also CUMULATIVE with the mage version.

See Also: STRENGTH
~

0 "PSIONIC TELEPORT"~
Usage	     : mind 'psionic teleport' <name>
Duration     : Instant
Level        : 12 Psionist
Save         : vs. spell to resist teleportation
Minimum cost : 15 magic points

	This psionic discipline allows a psionist to randomly teleport a 
victim (which may be the psionist [not recommended!]) to any place in the 
world. The psionist uses his/her mind for this skill, but other than above
the skill is the same as the mage version.

See Also: TELEPORT
~

0 "PSIONIST SKILLS"~
Psionists are characters that use the power of the mind. They can
summon people from great distances and have even been known to blast the 
minds of powerful beings to jelly!

	Psionist use the command MIND to activate most of their skills, be
sure to see the help section on MINDCASTING.

	To see the psionist skills you know, use 'practice i'.

	To gain levels, use PSITRAIN.

See Also: PSI SUMMON, DOORWAY, PORTAL, AURA SIGHT, GREAT SIGHT, MEDITATE,
	   PSIONIC INVISIBILITY, ADRENALIZE, FLAME SHROUD,PSIONIC BLAST,
	   CANNIBALIZE, PSI SHIELD, ESP, HYPNOSIS,MIND BURN,PSIONIC TELEPORT,
	   PROBABILITY TRAVEL,PSIONIC STRENGTH,DANGER SENSE,CLAIRVOYANCE,
	   PSIONIC DISINTERGRATION,TELEKINESIS,LEVITATION,CELL ADJUSTMENT,
	   CHAMELEON,MIND OVER BODY,DOMINATION,MIND WIPE,PSYCHIC CRUSH,
	   TOWER OF IRON WILL,MINDBLANK,PSYCHIC IMPERSONATION,ULTRA BLAST,
	   INTENSIFY, SCRY, PSITRAIN
~

0 "PSYCHIC CRUSH"~
Usage	     : mind 'psychic crush' <victim>
Duration     : Combat spell - unable to process commands for 2 rounds.
Level        : 37 Psionist
Saves	     : vs. for half damage
Damage	     : level d6, +1 point for every 2 levels of psionist
Minimum cost : 45 magic points
 
	This skills is a massive attack on a single persons mind, trying to
bend the will of it and force it in on itself. The psionist skill is very
powerful and taught to only the most experienced psionist.
 
See Also: TOWER OF IRON WILL
~

0 "PSYCHIC IMPERSONATION"~
Usage        : mind 'psychic impersonation'
Duration     : (psionist's level) / 5 Hours
Level        : 3 psionist
Minimum cost : 50 magic points

	This psionists discipline teaches the psionist to use his mind to
confuse the minds of others into believing he is actually someone else. In MUD
terms this means the psionist is disguised, as per the DISGUISE skill of
thieves.
 
See Also :DISGUISE 
~

61 "QUESTCOMMANDS"~
Quest [name] [command]
    
Command being: delete show name desc owner flags glory task
     delete: deletes a quest and removes it from the list
     show: shows all pertinent information for a particular quest
     name: renames an existing quest
     desc: a short description that describes a given quest, ie Nabu's Duck Hunt
     owner: used by an immortal to assign a quest to an individual
     flags: there are four quest flags
          active:  activates a quest for use by players
          inorder: tasks need to be completed in order and when one task is
                   completed, the player will see the description of the next
          autoreset: automatically resets the quest after its completed
          allownpc: npcs are then allowed to take part in a quest
     glory:
     task: creates individual tasks in the quest
    
     SEE ALSO: CREATING QUESTS OR QUESTMAKING, QUESTTASKS
~

61 "QUESTTASKS"~
quest [name] task <number> {subcommands}
 
Subcommand being: delete insert desc flags type vnum vnum2 glory
          delete: deletes the specific task
          insert: inserts a specific task
          desc: describes what must be done to complete specific task
          flags: a flag called optional, task not necessary for completing quest
          type: there are three types for task
                roomfind: task at hand is to find a specific room
                mobfind:  task at hand is to find a specific mob
                objfind:  task at hand is to find a specific object
                mobkill: task requires player to kill a mob
                objgive: task requires player to have a specific object and
                         give it to a specific mob
                objplace: task requires player to have a specific object and
                          place it in a specific room
          vnum: depending on what 'type' this vnum is for mob, object, or room
          vnum2: depending on the objgive or objplace 'type' this vnum will
                 either be a mob or a room
                 examples:
                           roomfind: vnum is rvnum, vnum2 is not used
                           mobfind: vnum is mvnum, vnum2 is not used
                           objfind: vnum is ovnum, vnum2 is not used
                           mobkill: vnum is mvnum, vnum2 is not used
                           objgive: vnum is ovnum, vnum2 is mvnum
                           objplace: vnum is ovnum, vnum2 is rvnum
          glory: usage - glory <value> gives certain merit for task
  
     SEE ALSO: CREATING QUESTS OR QUESTMAKING, QUESTCOMMANDS
~

0 "QUIVERING PALM"~
Quivering palm is a fabled monk attack. It can only be done 1 time per
week, and only on an opponent of the same level or lower, with less than
2 * the monk's hitpoints.  The target must also be humanoid. If the attack
is successful, the target dies instantly.
~

0 "RACE WAR"~
This flag allows a user to participate in the racial war battles
that spread across the lands. This also allows the user to be hit by OTHER
race warring peoples, with certain restrictions.
 
The Race Wars are this:
 
1) You are on the Good Side or Bad Side
   Good Side = Dwarf, Halfling, Gnome, Half-Giant, Half-Orc, Half-Elf, 
               Half-Ogre, High Elf, Sylvan Elf, Grey Elf
   Bad Side  = Dark-Dwarf, Deep-Gnome, Troll, Orc, Goblin, Drow, Mindflayer,
               Aarakocra

2) Alignment DOES NOT EFFECT ON WHAT SIDE YOU ARE ON, ONLY RACE!
3) Once you set this flag you cannot remove it!
4) You cannot set this until you are at level 10 or ABOVE!
5) You may only attack PCs with the race war flag set (shows as 'R' in the
   WHO listing, before the player's name) who are at most one level of
   experience different than you.

No matter what you are (Race Warrior or not) you will get attacked by the
guards of the opposite side's towns (If you are a bad side character and go
into Silverstone the cityguards will attack you with great fury).

If you are NOT SURE about this ask other players, and if you're still 
confused, ask an immortal. 
 
** DO NOT USE THIS UNLESS YOU ARE ABSOLUTELY SURE YOU WANT TO DO THIS! 
** IT IS FOR EXPERIENCED PLAYERS ONLY.

Note : Humans are now considered neutral in the race wars.
~

0 "RANGER SKILLS"~
Rangers are warriors of the woods. They are expert trackers and
learn the ways to best protect and live in a woodland environment. Rangers
alignment must never become evil (below -350 on a scale of -1000 to 1000).

	Rangers have semi-cleric/druid abilities. As the ranger progresses
s/he can learn specific spells that have to do with forest/animal training.
To use the spells you use the cast command.

	Most skills that a ranger uses must be used OUTSIDE. OUTSIDE is
considered in a forest, desert, artic or anywhere not inside.

See also :RATION, DUAL WIELD, CAMOFLAGE, SNEAK, PRACTICE, BREW, HUNT
~

0 "READ MAGIC"~
Allows the non-cleric or mage to read magic scrolls.  If you don't have
this "lore", seek someone to teach it to you.

See Also: RECITE
~

0 "RECEIVE MAIL"~
Usage : receive

	If you have WAITING mail simply type 'receive' (at the scribe) and he
will give you the note. Simply look at the note to see what it says and who
it was from. To see if you have waiting mail use 'check'.
 
See Also: MAIL,CHECK MAIL
~

0 "REMOVE CURSE"~
Usage        : cast 'remove curse' <person / object>
Duration     : Instant
Level        : 8 Cleric.
Minimum cost : 5 magic points

	Will remove curses on carried objects of the caster or cursed
objects equipped by the target. You can tell if an object is cursed. If
you can't drop it, that's usually a bad sign.
~

0 "REMOVE INVIS"~
Syntax: cast 'remove invis' <object>
 
This spell will make an invisible object in the character's inventory
visible.
~

0 "REMOVE PARALYSIS"~
Usage        : cast 'remove paralysis' <victim>
Duration     : Instant
Level        : 6 Cleric, 9 Druid, 15 Paladin
Minimum cost : 10 magic points

	Will remove paralysis from the victim.

See Also: PARALYSIS
~

0 "REMOVE POISON"~
Usage        : cast 'remove poison' <victim / food / drink>
Duration     : Instant
Level        : 17 Cleric, 8 Druid, 40 Paladin, 20 Ranger
Save         : save vs spell
Minimum cost : 5 magic points

	Will completely remove poison from person, food, or a drink.

See Also: POISON, DETECT POISON, SLOW POISON
~

0 "RESURRECTION"~
Usage        : cast 'resurrection' <victim>
Duration     : Instant
Level        : 45 Cleric
Minimum Cost : 100 magic points (special)

	With this spell the cleric calls upon the aid of their deity to bring
the life force back into a dead person. This is quite an undertaking as it will 
require a sacrifice of 25,000 coins for mobs and 75,000 coins for PC's, and the
beneficiary loses 1 con point permanently..after the con reaches 3, no more
resurrections can occur. The calling of such help from a deity is so draining
on the cleric that the cleric will move to 1 hit point, 1 mana, and 1 movement
point, also they will be stunned for a while.  Make sure you are in a safe place
before casting or else you might end up with the same fate as your victim.  If
this spell is cast upon a monster the monster becomes a loyal follower of the
cast for 36 game hours. Note : this spell will ALSO negate the xp hole, and
restores the victim to full hp, mana, and moves. (for when they next awaken)

IMPORTANT:  The dead character has to stay OUT of the game until he/she is
	resurrected.  If he/she reenters the game, he/she cannot be resurrected.
	All the way out. All the way out of telnet, even.  If you are at the
	choice menu, tough luck - you were warned!

See Also: REINCARNATION (possibly, a nicer alternative)
~

0 "SAFE FALL"~
Safe fall is a monk skill that allows a monk to fall from any height,
and fail to die.  They will be stunned, and badly wounded, but they will not
die (if they make the roll).
~

0 "SCARE"~
Usage        : cast 'scare' <victim>
Duration     : Instant
Level        : 4 Mage, 4 Sorcerer
Minimum cost : 3 magic points

	This spell causes a very low level victim to become scared of the
caster and flee the room, if it EVER doesn't work on a mob, it will NEVER
work on that mob.

See Also: FEAR
~

0 "SECOND WIND"~
Usage        : cast 'second wind' <victim>
Duration     : Restorative. Combat - unable to process commands for 1 round.
Level        : 9 Cleric, 20 Mage, 14 Druid, 35 Paladin, 30 Ranger
Minimum cost : 5 magic points

	Restores the victim's movement by 1d8+1 per level of caster. May be cast
while caster is fighting, but still may not exceed victim's maximum moves.

See Also: REFRESH
~

0 "SENSE LIFE"~
Usage        : cast 'sense life' <whatever>
Duration     : (caster's level) * 5 hours
Level        : 4 Cleric
Minimum cost : 5 magic points

	This spell will enable you to sense hidden life forms in a room.
Invisible persons are also considered hidden. Only the caster can be 
affected by this spell.

See Also: HIDE
~

0 "SHIELD"~
Usage        : cast 'shield' <victim>
Duration     : (caster's level) hours
Level        : 1 Mage, 1 Sorcerer
Minimum cost : 1 magic point

	Creates a shield of magic around the target, which affords a lesser
chance of being hit (lower AC), and also deflects magic missile attacks.

See Also: SPELL ARMOR, ARMOR CLASS
~

0 "SHILLELAGH"~
Usage        : cast 'shillelagh' "club"
Duration     : Permanent
Level        : 3 Druid
Minimum cost : 10 magic points

	This spell changes a club into a 2d4 +1+1 club.

See Also: ENCHANT WEAPON
~

0 "SHOCKING GRASP"~
Usage        : cast 'shocking grasp' <victim>
Duration     : Combat - unable to process commands for 1 round
Level        : 2 Mage, 2 Sorcerer
Damage       : (caster's level) + 1d8
Minimum cost : 15 magic points
 
Upon casting this spell the wizard developes a powerful electrical charge 
that gives a jolt to the creature touched.  The power of this jolt is 1-8, + 1
per level of the caster.

See Also: BURNING HANDS
~

0 "SILENCE"~
Usage       : cast 'silence' <victim>
Duration    : (level of caster) hours
Level       : 23 Cleric, 21 Mage, 25 Druid, 21 Sorcerer
Save        : vs. spells for negation
 
	This spell, if it works, shuts the victim up.  It prevents speech (sign
language is still usable) and spell casting.  Very nasty thing to do to a spell
caster.
~

0 "SLEEP"~
Usage        : cast 'sleep' <victim>
Duration     : (caster's level + 4) hours
Level        : 3 Mage, 3 Sorcerer
Save         : vs. spells to negate; 2 attempts to save if resistant
Mimimum Cost : 15 magic points

	If failing saving throw versus spell, the person will fall asleep. A
person who is affected by sleep will be awakened if attacked.

See Also: PARALYZE
~

0 "SLOW POISON"~
Usage        : cast 'slow poison' <victim>
Duration     : 24 hours
Level        : 6 Druid, 10 Paladin, 10 Ranger
Minimum cost : 20 magic points

	Upon casting, the spell lessens the effect of poison already in the 
victim's system.

See Also: POISON, REMOVE POISON
~

0 "SLOWNESS"~
Usage        : cast 'slowness' <victim>
Duration     : (caster's level) hours
Level        : 19 Mage, 19 Sorcerer
Minimum cost : 20 magic points

	This spell causes the victim to slow down, resulting in a loss of
attacks. This generally annoys mobiles.

See Also: HASTE
~

0 "SNARE"~
Usage       : cast 'snare' <victim>
Duration    : Until victim gets movement back
Level       : Level 5 ranger, 8 druid.
Save        : Save vs spell for negation
 
	This spell must be cast outdoors in a forest.  If the victim fails its
saving throw, its movement is reduced to zero. It stays at zero until the moves
regenerate naturally, or Refresh or Second Wind is cast upon them.

See Also: ENTANGLE
~

0 "SPEAK LANGUAGES"~
Speak allows you to change the language you speak with using the 
command say. Simply type speak <language>. Languages available are:

Elvish,
Dwarvish,
Orcish,
Giantish,
Ogre,
Gnomish,
Halfling,
Common

You can learn languages you do not know from the loremaster and language tutor.

See Also: COMPREHEND LANGUAGES, ESP (the CHEAP alternatives!)
~

0 "SPEAK WITH PLANTS"~
Usage        : cast 'speak with plants' tree
Duration     : Instant
Level        : 7 Druid
Minimum cost : 5 maigc points

This spells enables you to talk with an immobile plant and acquire its name.
It is very useful in conjunction with the spell, Transport Via Plant.

See Also: TRANSPORT VIA PLANT
~

0 "SPELL ARMOR"~
Usage        : cast 'armor' <victim>
Duration     : 24 hours
Level        : 2 Cleric, 5 Mage, 5 Sorcerer
Minimum cost : 5 magic points

	This spell creates a strong force of armor around the caster that will 
somewhat improve their armor class, making them slightly harder to hit.

See Also: SHIELD, ARMOR CLASS
~

0 "SPELL COMMAND"~
Usage        : cast 'command' <victim> <command>
Duration     : Instant
Level        : 1 Cleric
Save         : vs. paralysis for negation.
Minimum cost : 3 magic points
 
The caster of this spell can attempt to order a victim to do a one word
command (i.e.: sleep).  The spell will fail if the victim saves successfully.
The victim must be less than level 6,  and have an intelligence less than 13.

See Also: ORDER
~

0 "SPELL FIND TRAPS" ~
Usage        : cast 'find traps'
Duration     : (caster's level) hours
Level        : 16 Cleric, 15 Druid, 13 Ranger
Minimum Cost : 10 magic points

	This spells improves the caster's ability to find traps(based on level).

See Also: FIND TRAPS
~

0 "SPELL MOUNT"~
Usage        : cast 'mount'
Duration     : You stay mounted as long as you can keep your seat.
Level        : 47 Mage, 15 Druid, 47 Sorcerer
Minimum cost : 20 magic points

	This spell creates a mount for the caster.  The kind of mount is
dependent on the level of the caster until 30th level; then it is 
dependent on the alignment of the caster.

See Also: MOUNT
~

0 "SPELL TREE"~
Usage        : cast 'tree'
Duration     : Until you return.
Level        : 15 Druid
Minimum cost : 30 magic points

	This spell turns the caster into a tree.  It is very similar to
polymorph. This is a list of at what levels you turn into a different size
tree:

                       15 - 20 :  young sapling
                       21 - 30 :  teenage tree
                       31 - 40 :  young adult tree
                       41 - 48 :  large adult tree
                       49 - 50 :  huge ancient tree

This spell must be cast outdoors.

See Also: POLYMORPH
~

0 "SPRING LEAP" SPRINGLEAP~
Usage : spring leap <victim>

	Allows a monk to attack from a sitting position (i.e. after you have
been bashed). You attack and stand up, all in the same motion.
~

0 "STONE SKIN"~
Usage        : cast 'stone skin'
Duration     : Varies (cannot be dispelled)
Level        : 26 Mage, 26 Sorcerer
Minimum cost : 20 magic points

	This makes the skin of the caster change into a stone-like material.
This will greatly improve the armor class and make the caster resistant to 
piercing attacks. This is a personal spell, it cannot be cast on others.

See Also: SHIELD, ARMOR
~

0 "SUCCOR"~
Usage        : cast 'succor'
Duration     : Instant (scroll is instable)
Level        : 23 Cleric, 24 Mage, 24 Sorcerer
Minimum cost : 15 magic points

	Creates a word of recall scroll. This scroll lasts until the possesor
rents out, the scroll is recited, or the scroll is otherwise destroyed.

See Also: WORD OF RECALL, RECITE
~

0 "SUNRAY"~
Usage        : cast 'sunray' <victim>
Duration     : Instant
Level        : 27 Druid.
Damage       : See below
Save         : Save vs spell for negating blindness (read below)
Minimum cost : 15 magic points

By means of this spell, the caster causes an intense beam of light to hit the
victim.  The intensity of the light is such that it might blind (as per spell)
all the people in the room that are not grouped with the caster.  If the
victim is of the races VEGMAN or UNDEAD, the victim will be damaged.  If the
victim is UNDEAD, they take 6d8 points of damage, NO save.  If the original
victim is of type VEGMAN, they take 6d8 points of damage with a successful
save vs. spells cutting that in half.  The ray is so intense that it also
does damage to others in the room that are not immortal or part of the
caster's group.  For UNDEAD, this is 3d6, no save.  For VEGMAN, it is 3d6,
save for no damage.

See Also: BLINDNESS
~

0 "TELEPORT WITHOUT ERROR"~
Usage        : cast 'teleport without error' <victim>
Duration     : Instant
Level        : 30 Mage
Minimum Cost : 20 magic points

	Same thing as cleric's astral walk, the spell sends someone (who must
be grouped with the caster, i.e., group yourself if the spell seems to fail)
into the astral plane, because that takes the caster virtually anywhere.

See Also: ASTRAL WALK, PROBABILITY TRAVEL
~

0 "TOWER OF IRON WILL"~
Usage	     : mind 'tower of iron will'
Duration     : (psionist's level) / 10 hours
Level        : 34 Psionist
Minimum cost : 50 magic points

	This psionic discipline teaches the psionist to ways to avoid damage
to his mind from psionic attacks. This skill, when enabled protects the
psionists completely from PSIONIST BLAST, and somewhat protects from
PSYCHIC CRUSH and ULTRA BLAST. There are however a few other attacks that 
will effect the psionist.
~

0 "TRANSPORT VIA PLANT"~
Usage        : cast 'transport via plant' <tree name>
Duration     : Instant
Level        : 10 Druid
Minimum cost : 20 magic points

	This spell lets the caster instantly transport between two trees. First 
the caster must know the location of a tree, and the name of the tree (s)he
wishes to go to. The caster has to be at one tree before (s)he can transport
himself/herself to another. You must journey to the trees and speak with them
to find out their names.

See Also: SPEAK WITH PLANTS
~

0 "TRAVELLING"~
Usage        : cast 'travelling' 
Duration     : (caster's level) Hours
Level        : 10 Druid, 15 Ranger
Minimum cost : 2 magic points
 
	When this spell is cast the caster, and only the caster, is able to
travel over any terrain type as if (s)he were flying.  Note however, this does
NOT enable the caster to fly.  The effects of this spell are only work outdoors.

See Also: FLY
~

0 "TREE TRAVEL"~
Usage        : cast 'tree travel' <victim>
Duration     : 24 hours
Level        : 8 Druid
Minimum cost : 2 magic points

	This spell enables you to move through certain trees unhindered.  It is
a must for any druid who would like to get past 10th level.

See Also: SPELL TREE (for the tree spell)
~

0 "TRUE SIGHT"~
Usage        : cast 'true sight' <victim>
Duration     : (casters level) * 2 hours
Level        : 19 Cleric, 29 Mage, 24 Druid, 29 Sorcerer
Minimum cost : 20 magic points

	True sight allows you to see hidden creatures, and invisible creatures,
it is a (temporary) cure for blindness, and allows you to see in the dark.

See Also: DETECT INVISIBILITY
~

0 "TURN"~
Usage        : cast 'turn' <victim>
Duration     : Instant
Level        : 1 Cleric, 12 Druid, 10 Paladin.
Save         : vs spell to negate 
Minimum cost : 5 magic points

	This spell forces undead of lower level than the caster who fail their
save against spells to flee from the caster. The lower they are compared to 
your level, the more likely they are to flee.

See Also: FEAR, SCARE
~

0 "ULTRA BLAST" ULTRABLAST~
Usage        : mind 'ultra blast'
Duration     : Combat spell - unable to process commands for 2 rounds.
Level        : 20 Psionist
Saves        : vs. spells for half damage
Damage	     : level d4, +1 point per level of psionist AREA
Minimum cost : 60 magic points

	This skill teaches the psionist to send out a massive wave of
destructive psionic energy slamming into the minds of any creature present.
This power is totally destructive and can kill creatures by turning their
mind to jelly. 

NOTE: This skill is an AREA EFFECT skill.

See Also: TOWER OF IRON WILL
~

0 "UNHOLY WORD"~
Usage        : cast 'unholy word'
Duration     : Combat - unable to process commands for 2 rounds.
Level        : 36 Cleric
Minimum cost : 30 magic points

	This spell acts as HOLY WORD, except it does nasty things to GOOD 
aligned mobs.

See Also: HOLY WORD
~

0 "VEGETABLE GROWTH"~
Usage        : cast 'vegetable growth' <victim>
Duration     : (caster's level) * 2 hours
Level        : 20 druid.
Minimum cost : 20 magic points

	Upon casting this spell, the caster can double the size of a
vegetable-like monster.  This also improves it's saves, hit points, and damage.
This spell can not create a monster more powerful than the caster, so, it will
not work on a monster that is more than half the level you are.  This spell
must also be cast outdoors, plants don't grow so well inside.  Players also
don't grow so well via this spell (i.e. They don't at all).

See Also: ANIMAL GROWTH, INSECT GROWTH
~

0 "WARP WEAPON"~
Usage        : cast 'warp weapon' <victim> or cast 'warp weapon' <object>
Duration     : Permanent
Level        : 19 Druid
Save         : Weapon saves to avoid damage.
Minimum cost : 20 magic points

	This spell bends and warps a weapon, effectively causing it to do less
damage.  For example:  If a 3d6 weapon fails it's save, it will be reduced to
3d5 or possibly 3d4.  Really nasty thing to do to someone. Note that you can
cast it more than once on the same weapon to make it even weaker. If done 
enough times, the weapon becomes useless. Mobs don't like having their weapon
twisted. They'll let you know this, forcibly.
~

0 "WATER BREATH"~
Usage        : cast 'water breath' <victim>
Duration     : (caster's level + 3) hours
Level        : 9 Mage, 6 Druid, 9 Sorcerer
Minimum cost : 15 magic points

	This spell enables the recipient to breathe underwater. Useful for 
travelling underwater. Also, note that this spell can be renewed before it
expires (and you with it, if you are still underwater!)
~

0 "WATER SERVANT"~
Usage        : cast 'water servant'
Duration     : 24 hours (special)
Level        : 37 Druid
Minimum cost : 30 magic points
 
	When this spell is cast, the caster opens a momentary rift between
planes and forces a water elemental to come and do the caster's bidding. Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will only do
the caster's bidding for (caster's charisma) * 24/11 hours. This spell can be
cast only once every 24 hours.

See Also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WIND SERVANT
~

0 "WEAKNESS"~
Usage        : cast 'weakness' <victim>
Duration     : ((caster's level) / 2) hours
Level        : 6 Mage, 6 Sorcerer
Save         : vs. spells for negation
Minimum Cost : 10 magic points

	This spell reduces the victim's strength. Its power is determined by the
caster's level and the strength of the victim. Casting this spell generally
irritates the victim.

See Also: CHILL TOUCH
~

0 "WEB"~
Usage        : cast 'web' <victim>
Duration     : (caster's level) hours
Level        : 11 Mage, 11 Sorcerer
Save         : vs. paralysis for negation
Minimum cost : 3 magic points

	When this spell is cast, the caster encases the victim in a sticky
webbing which effectively reduces a mobile's moves, sometimes to the point of
exhaustion.  This spell might make the victim mad, depending upon the  size of
the victim, if the spell was cast indoors or outdoors, etc.  Some mobiles
manage to attack you through their webs too. This spell has accumulative 
effects.

See Also: SLOWNESS
~

0 "WIMPY MODE"~
Usage : wimpy

	If you are in wimp mode, you will flee after you have lost 80% of
your hit points automatically. If you are not wimpy, 'wimpy' makes you wimpy,
if you are wimpy, 'wimpy' makes you fearless again.

See Also: FLEE
~

0 "WIND SERVANT" ~
Usage        : cast 'wind servant'
Duration     : 24 hours
Level        : Level 38 druid.
Minimum cost : 30 magic points

	When this spell is cast, the caster opens a momentary rift between
planes and forces an air elemental to come and do the caster's bidding. Unlike
Conjure Elemental (a cleric spell), this spell needs no material component.
This spell may only be cast once every 24 hours, and the elemental will only do
the caster's bidding for (caster's charisma) * 24/11 hours. This spell can be
cast only once every 24 hours

See Also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WATER SERVANT
~

0 "WIZARDEYE" WIZARD EYE~
Usage        : cast 'wizardeye'
Duration     : 3 hours
Level        : 35 Mage, 35 Sorcerer
Minimum Cost : 40 magic points

	This spell enables a spellcaster to summon forth a 'wizardeye' and look
into the nearby surroundings. In MUD terms this means that person can LOOK
into the next room by 'looking' in a direction. (look n,look s ect...).

See Also: SPY
~

0 "WORD OF RECALL"~
Usage        : cast 'word of recall' 
Duration     : Instant
Level        : 15 Cleric
Minimum cost : 5 magic points

	The caster will be transferred back to his/her sanctuary, which is the
last place he/she rented out.

See Also: SUCCOR
~

1 A~
.                MOVING THROUGHOUT GAME:
                ---------------------------
The game divided into many rooms which are connected by various
directionals to make up areas.  When you are in a room, you can
find the exits in the room by typing EXITS.  Autoexit is a helpful
command to initiate (type CONFIG +AUTOEXIT), because it will
automatically show you what exits there are in the room.  Be warned
however, you will only see the obvious exits.  You must pay attention
to the room descriptions to see if there might be any doors or hidden
passages in the room. 

Directional commands: (in parentheses you find the shorthand)
NORTH (n)    SOUTH (s)    EAST (e)    WEST (w)     UP (u)     DOWN (d)
NORTHEAST (Ne)  NORTHWEST (Nw)  SOUTHEAST (Se)  SOUTHWEST (Sw)
 
Note:  You will notice that in the prompt <20hp 10bp 20mv>, the 'mv'
       refers to your movement points.  If your movement points were
       to run out, you will be unable to move between rooms due to 
       exhaustion.  If you type SLEEP or REST your movement points will
       slowly be replenished.  You must type STAND or WAKE before 
       walking again.
~

0 AARAKOCRA~
This race of intelligent birdmen ordinarily live isolated and are
peaceful beings.  However, something happened to change that, and they now
reside with the 'evil' races of Malaria.  They have a wing span of about
twenty feet and they stand about five feet tall.  Their feet resemble
those of birds, and they all have beaks.  Red, orange & yellow males have
been seen; the females are brown and grey.  The bones of the Aarakocra are
hollow (as birds), which makes them very fragile beings.

	They are adept in the magical arts as well as thievery.  Their
powerful wings and magical essence allow for the Aarakocra to be
constantly in flight.

~

53 AASSIGN~
Syntax: aassign <filename>.are  Example:  aassign edo.are
 
AASSIGN temporarily assigns all rooms, objects, and mobiles in the area
range to your pfile.  This allows you to use rlist, olist, mlist, and
reset list.  This also means that typing savearea, reset area, or 
instazone will affect this area.  
 
To save changes permenantly, type "aassign none" and foldarea.
 
Warning!! Do not have an area aassigned to yourself when getting personal
vnums assigned to you.  The personal vnums will overwrite the area file.
 
In order to assign a proto area to yourself, you must either have that
area bestowed to you or you must be Greater God+.
 
In order to assign a nonproto area to yourself, you must either have
that area bestowed to you by a member of the Area Council or you must
be Exalted+. Even if you have the area bestowed to you, only Lesser+
can assign themselves nonproto areas.
 
See BESTOWAREA
 
~

1 'ACETUM PRIMUS'~
'Acetum Primus,' is the third and most powerful of the known acid
disciplines at the Mage's disposal.  This incantation pulls forth the
strongest caustic agents in the casting Mage's neighboring planes,
and propels them in a tight cyclone-like blast towards the Mage's
chosen victim.  The cross-dimensional disturbance, the physical
violence, and the bonescouring potency of the conjured compound all
work together to effect an estimable estrapade.
 
~

1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT'

  'MAGIC MISSILE' 'SHOCKING GRASP'~
These are all attack spells and should not be used against another player
unless both you and the other player are listed under 'who deadly' and are
within the legal pkill level range.

1) Syntax:  cast fireball         <victim>
2) Syntax:  cast 'acid blast'     <victim>
3) Syntax:  cast 'lightning bolt' <victim>
4) Syntax:  cast 'colour spray'   <victim>
5) Syntax:  cast 'shocking grasp' <victim>
6) Syntax:  cast 'burning hands'  <victim>
7) Syntax:  cast 'magic missile'  <victim>
 
Each of these spells inflict variable damage on the victim.  The higher the
caster's level, the more damage inflicted.  The spells are listed by their
inherent power from strongest to weakest, though differences in strength
are in many cases minimal.
~

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.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
Gas breath is an area attack, the other breath spells are not.
~

0 ACRO~
Usage: acro

Acro is the game of acronyms.  The game starts when three or more players
join. To join simply type 'acro'.  You can also type 'acro' at any time
during the game to see the game status, or 'acro scores' to see the
scores.

The computer starts a new round by giving all players an acronym, such as:
TWINE

Each player must expand this acronym into a matching phrase and submit it like:
acro the world is not enough

When each player submits an entry, or time runs out the game then displays
all the submitted acros like:
1.  the world is not enough
2.  tim waits in new england
3.  twenty winners in nine entries

You vote for an entry by typing: acro #, like:
acro 1

When everybody has voted or time runs out, the winner is announced and is
given a point.  The game then moves on to a new acronym and another round.

If you want to quit the same, type: acro quit
~

75 ACRO LEVEL 0~
~

54 ACTFLAGS~
sentinel       Mobile always stays at its post.
scavenger      Mobile picks up items of value.
aggressive     Mobile attacks players.
stayarea       Mobile does not leave its home area.
wimpy          Mobile flees when low in hits.
practice       Players can "practice" at this mobile.
immortal       Mobile is immortal (not implemented).
deadly         Mobile has a deadly poison (not implemented).
meta_aggr      Mobile is VERY aggressive (not implemented).
nowander       Mobile doesn't wander unless attacked.
mountable      Mobile can be mounted.
prototype      Mobile is under construction.

See MSET.
~

0 ADRENALIZE~
Usage        : adrenalize <victim>
Duration     : 5 Hours
Level        : 20 Psionist
Minimum cost : 15 magic points

	The psionist calls forth the reserves of energy stored in a person's
mind in the form of adrenaline, improving the victim's damage bonus, but 
reducing the victim's hit bonus and armor class. The maximum damage/hit
bonus/penalty is 4. It rises to this level when the psionist rises to a 
high level.

See Also: INTENSIFY
~

0 ADVANCE~
To advance a player to a level higher than his present. Default is to
advance him one level. A level 0 player (Man/Woman) is always only advanced by
one level.

If you don't know how to use this command, you shouldn't have it.
~

53 ADVANCEDEXITS~
SMAUG supports having more than one exit in the same direction,
as well as the special direction 'somewhere', represented by a '?'.
 
If you already have an exit leading north, and would like another one,
use a plus sign '+' in front of the direction:
rset exit +n 3001          - Adds another exit north to room 3001
 
To modify an extra exit like this, or to remove it, you'll have to
refer to it by number:
rset exit #2 3002          - Change the second exit to go to room 3002
 
To know what number an exit is, do an "rstat".
 
For someone to be able to use the second north exit, you have to set one
of the extra flags (see EXFLAGS) like CAN_CLIMB.  It is also usually a good
idea to set the HIDDEN flag for any special exit so that it looks nicer
with autoexits on.
 
The AUTO flag makes it possible to go in a direction by simply typing the
keyword for that exit:
rset exit ? 3001           - Create a 'somewhere' exit to 3001
rset exflags ? auto hidden - Set the proper flags
rset exname ? swim         - Set the keyword "swim"
If a player types 'swim' in the room, they will move to room 3001.
~

-1 ADVENTURE~
.
   In our efforts to give credit to everyone who deserves it, we almost
   forgot to give credit to one of the "grandfathers" of computer adventure
   games... David Platt, the author of the original "Adventure" (c)1979.

   Also credit to Ken Wellsch for porting the original Fortran-77 version
   to UNIX-C (over a period of about 3 years) (c)1984.
~

0 AFFECTED 'AFFECTED BY'~
Syntax:  affected       (abbrevation:  af)
Syntax:  affected by    (abbreviation: af by)
 
'Affected' is a spells-at-a-glance function, which displays only the spells
(and skill affects) your character is currently under.  Each affect will be
listed by name only for the sake of brevity (if you want to know what each
is doing, use help <spell/skill name> or 'score').
 
Characters level 20 or above and deadly characters will also see the number
of rounds remaining for each affect.  Affects with a remaining lifespan of
less than 25 rounds are displayed in white, and those in immediate danger
of wearing off will flash.
 
'Affected by' displays a character's affects separate from its spell/skill
affect list.  This is useful for ensuring that affects given from equipment
are actually functioning.  For example, if you are wearing a visor with
detect_invis but 'affected by' does not show you as having that affect, you
are not detecting invisibility.
 
'Affected by' also displays your current susceptibilities, resistances and
immunities if your character is level 20 or higher.
 
~

53 AFFECTEDBY~
The following are affect flags that can be used when osetting an item
(with oset <item> affect affected <affect flag>).  These flags can also
be used when msetting a mobile (mset <mob name> affected <affect flag>).
They may additionally be used to mset players if your level allows it.
 
Blind          Invisible    Detect_evil  Detect_invis  Detect_magic
Detect_hidden  **Hold**     Sanctuary    Faerie_fire   Infrared
Curse          **Flaming**  Poison       Protect       Paralysis
Sneak          Hide         Sleep        Charm         Flying
Pass_door      Floating     Truesight    Detect_traps  Scrying
Fireshield     Shockshield  Iceshield    Aqua_breath   Possess
 
Note - Hold and Flaming are current not in use.
 
See also: OSET AFFECTTYPES
~

61 AFFECTTYPES APPLYTYPES~
none        strength    dexterity   intelligence  wisdom       constitution
sex         level       age         height        weight       mana     
hit         move        gold        experience    armor        hitroll
damroll     save_para   save_rod    save_poison   save_breath  save_spell
charisma    resistant   immune      susceptible   affected     luck
backstab    pick        track       steal         sneak        hide
detrap      dodge       peek        scan          gouge        search
mount       disarm      kick        parry         bash         stun
punch       climb       grip        scribe        brew         manaregen
moveregen   hitregen    sf          nummem        immunespell
 
Additionally:
weaponspell <sn>    Will cast a spell on victim with every blow of a weapon
wearspell   <sn>    Will cast a spell on wearer when object is worn
removespell <sn>    Will cast a spell on wearer when object is removed
<skill> <modifier>  Will modifify a player's ability in a skill
 
See AFFECTEDBY
~

0 AFK~
This command will notify users that you are AWAY FROM YOUR KEYBOARD.
If someone tells/gtells/sending/messenger you they will also see that you
are AFK. if someone steps into the room, or looks in the room, they will see
a (AFK) at the end of your name. As soon as you hit return anytime after
starting AFK, you will return to normal mode (not AFK).
	Players who are AFK also have an A in the brackets before their name
in the WHO listing.
 
     Usage : AFK

To return to normal mode just hit return or enter a comman when you are back.

See Also: TELL, GTELL, WHO
~

0 AID~
Syntax: aid <character>

This skill allows you to bring a stunned person back into consciousness.
~

0 ALCHEMY ALCHEMISTS~
This new breed of adventurers mixes the elements together to create
items that have many unusual properties.  An alchemist must learn the secrets
of each of the appropriate elemental schools before he/she can mix.
~

0 ALIAS UNALIAS~
Usage : alias <name> <command>

   alias -- no arguments - shows a list of your existing aliases.   
   alias <name> <command> - assigns a command to alias <name>
   alias <name> - deletes an alias
   unalias <name> - deletes an alias

   example:
  
   > alias dump drop all

~

58 ALLOW BAN~
Syntax:  allow <site>
Syntax:  ban   <site>
Syntax:  ban
Syntax:  ban <# of ban on ban list> level <level of char to ban and below>
 
BAN <site> prohibits players from that site from logging in.
 
BAN with no arguments returns an enumerated list of banned sites.
 
To set a specific level of character to ban from a site, use 'ban' to get
the list number of the banned site and then use 'ban level'.
Example:  ban 2 level 10
 
This will ban all characters level 10 and under from the second site on
the 'ban' list.
 
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.
~

0 ALLSPELLS~
Usage : allspells

   This command gives you a listing of all the spells and skills on DOTD.

See Also: COMMANDS
~

0 AMAZON~
.  Legend tells of an island sanctuary that lies deep within the
hostile jungles of Lustria.  This island is rumored to be home of a
race of ferocious female warriors.  These warriors have been named
Amazons, after the river on which the island lies.
   The Amazon race was born when the females of the Norse colony of
Skeggi, founded in Lustria, were forced to leave their homes.  Large
numbers of male warriors deserted Skeggi, impatient to explore and
discover the vast wealth of the Lizardman Empire.  When these warriors
did not return it was left to their wives to defend the settlement of
Skeggi.  These new 'warrior women' were looked upon with suspicious eyes
by the male populace.  After an unsuccessful attack by a Lizardman
cohort, the males saw the women's job as defenders being complete.
They were not accepted by the male dominated Norse warrior society
which holds that 'battle is man's work and not woman's'.  The women
however, had a different idea.  Not willing to put away their weapons
and go back caring for the men, they decided to leave the settlement.
   Sailing on a longship along the coast and up the estuary of a great
river the Valkyries finally settled in a swampy island in the middle of
the river, surrounded on all sides by the impenetrable jungle.  The
island contained deserted ruins of Lizardman temples and this became
the Valkyries stronghold.
~

50 AMOTD~
&r_____|_____|_____|_____|_____|__ _&w-=-&r____|_____|_____|_____|_____|___
__|_____|_____|_____|_____|____&wx'     `x&r____|_____|_____|_____|_____|
_____|_____|_____|_____|_____|&wY         Y&r|_____|_____|_____|_____|___
__|_____|_____|_____|_____|_&w | `._   _,' |&r ___|_____|_____|_____|_____|
_____|_____|_____|_____|_____|&w( &G<'> <'>&w )&r|_____|_____|_____|_____|___
__|_____|_____|_____|_____|____&w\` 0 0 '/&r____|_____|_____|_____|_____|
_____|_____|_____|_____|_____|_&w'|"www"|&r__|_____|_____|_____|_____|___
__|_____|_____|_____|_ &w.----._/ `"mmm"' \_.----.&r__|_____|_____|_____|
_____|_____|_____|_&w .'           `---'           `.&r__|_____|_____|___
__|_____|_____|__&w..'            '.    .`            `..&r_|_____|_____|
_____|_____|___&w.'                .'  `.                `.&r__|_____|___
__|_____|____&w.'                  . || .                  `.&r___|_____|
_____|&w_____|''              ....'      `....              ''|_____&r|__
-----&w|   / ` \                                           / ` \   |&r --
     &w|  \    /|            &rWelcome Avatars&w              |\    /  |
     |        |                 &rto&w                      |        |
     |        |                                         |        |
     |        |      &r Desolation of the Dragon&w          |        |
     |        |                                         |        |
     |        |                                         |        |
     |        |                                         |        |
     |        |                                         |        |
     |        |                                         |        |
      \       |                                         |       /
       \      |`````````````````````````````````````````|      /
        \    /                                           \    /
          ``                                               ``
~

1 'ANIMATE DEAD~
Syntax: cast 'animate dead' <victim>
Level: Cleric 8   Mage 16
 
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob.  The mob will be animated with full
hitpoints and will be under the caster's control for a short period of time.
The undead can only exist in the living realm for a short period of time before
returning to the underworld.
~

57 'ANIMATE DEAD'~
Syntax: cast 'animate dead' <vicim>
 
After a mobile has been killed, the magic user has the ability to animate
the corpse of the recently deceased mob.  The mob will be animated with
full hitpoints and will be under the caster's control for a short period
of time.  The undead can only exist in the living realm for short period of
time before returning to the underworld.
~

0 ANSI~
Syntax: ansi <on/off>

The ansi command will either enable or disable ansi colour.  Ansi colour
will work provided your terminal has a compatible mode.
~

0 ANSI COLORS COLOURS~
You can see DOTD in sixteen colors, if you terminal supports it, by
typing 'set ansi enable' while playing. If you need to turn it off for any
reason, 'set ansi disable' will bring you back to mono mode.

See Also: SET
~

65 'ANTI MAGIC SHELL' ANTI MAGIC SHELL~
Syntax: cast 'anti magic shell' <you>
Level : Mage 48
 
This spell enables the caster to shell him/herself from ANY magic
force. However, it also prevents the caster from using any magic spells of
his/her own as well.  This spell is castable only on the mage casting
the spell.
~

0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~
This spell makes you more resistant to all types (including beneficial
types) of magic.
~

-1 ANTIPALADIN ANTIPALADINS~
The Antipaladin

Antipaladins are warrior priests who draw their power from acts of evil
deeds, of which are the complete opposite of the infamous Paladin.  Their
strength in battle, combined with the ability to perform limited miracles
is offset by the difficulty they experience in perfecting their craft, and
the penalties they suffer when they stray from the path of evil. 
~

0 APPLY~
Syntax:  apply <item>
 
In your travels you may come across various ointments and salves, use
'apply' to rub them into your skin.
 
~

1 APPRAISE~
Syntax: appraise <item>
        appraise all
 
Appraise, when at a repairshop type mob, will tell you the condition of 
your equipment in question.  The mob will tell you if it needs repair or 
not, and if so, how much it will cost.
 
~

1 'AQUA BREATH' 'AQUA'~
Syntax: cast 'aqua breath' <character>
 
This spell allows you to breath in water areas and underwater.  Certain
water sectors will require the use of aqua breath to prevent damage from
drowning.  If you are in an area and your movement suddenly begins to
drop and/or you begin losing hps <hitpoints>, you should either cast
aqua breath immediately or leave the area.
 
~

0 AREAS COMMANDS SOCIALS~
Syntax: areas
Syntax: commands
Syntax: socials

AREAS shows you all the areas in the game, with the author's name and the
suggested levels.

COMMANDS shows you all the (non-social) commands available to you.
An asterisk (*) next to the command name denotes that there is a help entry
for that command.

SOCIALS shows you all the social commands available to you.
(Special thanks to KaVir for mailing us lots of extra socials)
~

0 AREAS ZONES~
Usage : areas ("all")

	Lists which areas exist, and who they were made by... approximate
level-you-should-be-to-be-margianlly-succesful-in-killing-things-in-the-area
are also provided.

 NOTE!!!!!!!!
     The numbers are ROUGH!  And just because an area is advertised
for X level does not necessarily mean that X level can wipe out the area!!!
Use COMMON SENSE.  ASK people about the areas, find experienced people to
group with.  Don't get cocky, and you'll live longer.   Be social, and you
will live longer.  Ask questions, and you will live longer.

P.S. if anyone feels the numbers are wildly inaccurate, post a message.

 AREAS ALL : Shows you all areas, regardless of level.

See Also: INTRODUCTION, HELP, NEWBIE
~

1 ARENA~
Characters may duel in the arena, which is located in Limbo, if supervised
Characters may duel to the death in the arena if supervised by an
immortal.
 
Note that deadlies may attack peacefuls inside the arena, and that
equipment will not scrap while in the arena.
~

0 ARMOR~
Syntax: cast armor <character>
Level : Cleric 2   Mage 5

This spell decreases (improves) the armor class of the target character
by 20 points.
~

69 ASET~
Syntax:  aset <area filename> <field> <value>
 
Aset is used to set the following fields for an individual area:
author    - The name of the area's author
name      - The full "name" of an area... ie: {10 20} Somegod  Some Area
filename  - The filename (ie: somearea.are)
lo_room   - The lowest room vnum
hi_room   - The highest room vnum
lo_obj    - The lowest obj vnum
hi_obj    - The highest obj vnum
lo_mob    - The lowest mob vnum
hi_mob    - The highest mob vnum
low_economy - minumum amount of gold the area will start with at reboot
max_economy - maximum amount of gold the area _can_ start with at reboot
resetmsg  - Message displayed throughout the area at reset
resetfrq  - Number of minutes between area resets
flags     - Area-wide flags:  nopkill
 
The area must be folded to make these changes permanent.
 
See FOLDAREA, ASTAT, ECONOMY
~

0 ASPELL~
Syntax: ASPELL {room|obj|mob} [vnum]
        ASPELL string or word
 
ASPELL is a spell checker.
 
Examples:
 
To check a room description: ASPELL room
To check object 10's description: ASPELL obj 10
To check the word 'misspelled': ASPELL mispelled
 
ASPELL can also be used from the buffer editor with the /sp command.
 
If you give ASPELL a single word it will give you suggestions for the
correct spelling of that word.

See Also: DLOOKUP
~

0 ASSIST~
Usage : assist <friend>

	If you type "assist <player>" you will begin fighting the same person
the <player> is.

	ASSIST is similar to RESCUE except the <player> continues fighting 
(and being beat upon!). It is better than KILL in many cases because you do 
not have to choose between 1.golem and 2.golem (or 1.lamia that just entered
the room). Even though monsters of the same type assist each other in combat,
ASSIST is better because you will eliminate one aggressor much faster. Note
that you can assist NPCs, too, should need be.

See Also: RESCUE, KILL
~

59 ASTAT~
Syntax:  astat                      (area stats for the area you are in)
Syntax:  astat <filename of area>   (area stats for specified area)
 
Astat displays the vital stats of an area, including the following:
Name:            title of the area
Filename:        filename of the area
Prototype:       If the area is prototype or under construction, will be 'yes'
Max_players:     max # of players in the area as of last reboot
IllegalPks:      number of illegal pkills in the area since last reboot
Gold looted:     total amount of gold looted from the area since last reboot
Area Economy:    current pool of gold for the area (not including player gold)
Mdeaths:         number of players mobs killed in the area since last reboot
Mkills:          number of mobs killed in the area since last reboot
Pdeaths/Pkills:  number of players killed by players in area since reboot
Author:          name of the area's author
Number Players:  current number of players in the area
Area flags:      area-wide flags (such as nopkill)
Low/hi_room:     first/last room vnum of the area
Low/hi_obj       first/last object vnum of the area
Low/hi_mob       first/last mob vnum of the area
Soft range:      level range recommended for the area
Hard range:      level range enforced for area (outside range cannot enter)
Resetmsg:        current reset message for the area at repop
Reset frequency: frequency with which the area resets
 
See ASET
~

1 ASTRAL WALK~
Syntax: cast 'astral walk' <victim>
Level : Cleric 30
 
By means of this spell, the caster is able to transport a victim to the
astral plane.  The victim may be the caster, or someone in the caster's
group.  If followers are present when the spell is cast on the group
leader, anyone in the room that is grouped is transported.
 
~

52 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 player, 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).
~

53 ATTACKS~
bite          claws        tail        sting      punch        kick
trip          bash         stun        gouge      backstab     feed
drain         firebreath   frostbreath acidbreath lightnbreath gasbreath
poison        nastypoison  gaze        blindness  causeserious earthquake
causecritical curse        flamestrike harm       fireball     colorspray
weaken

See MSET and DEFENSES  (Some are not implemented).
~

0 ATTRIBUTE~
Usage : attribute

	This command tells you different interesting things than score, 
such as armor class, spells affecting you, hit and damage bonuses and 
vital stats (weight, height, age)

See Also: SCORE
~

0 AUCTION~
Syntax: auction 
Syntax:	auction <item name> <starting value>
Syntax:	auction bid <value>
Syntax:	auction stop

The auction command is used for performing auctions.  Simply typing 
auction will display the current item being auctioned, if there is one.  

If nothing is being auctioned, auction <item name> <starting value> will 
begin an auction.  If no starting value is specified, it will start at 0 
gold.

Auction bid <value> will place a bet for the item, and 
auction stop (immortals only) will stop an auction in progress. 

Special thanks to Erwin Andreasen for writing this function.
(Ported here from a publicly available source.)

At the present, if the mud crashes in mid auction, you will lose both 
your bidded money and the item.  This will soon be fixed.
 
You are able to see auction almost from the point of character creation,
however, you cannot USE auction until level THREE or higher.  To remove
the auction channel from your screen, type CHANNEL -AUCTION.
~

1 AUTH AUTHORIZE AUTHORIZATION~
Associated help files: authorize
 
Authorize <player> name -- This is the command used to allow a player to
continue in the Spectral Gate pre-auth area, but will make them choose
a new name prior to entering the Academy.
 
Authorize <player> yes -- This is used to accept a players name.  Once
this command is used, the player requires no further Immortal commands
to enter the game.
 
Authorize <player> no -- denies a player's name and also forces them to
leave the game.
~

0 AUTOGAIN~
Usage: Config +AUTOGAIN (turn on) -AUTOGAIN (turn off)
 
AUTOGAIN allows a player to automatically gain the next level once
the required experience points have been obtained.
 
See Also: Config, Gain, Levels, Guild Malaria, Guild Silverstone
~

1 AVTALK~
Syntax:  avtalk  <message>

This allows you to use the avtalk (level 50+) channel.
~

1 B~
.                    COMMANDS FOR VARIOUS ACTIONS
                    --------------------------------
   *LOOK (l) - can used by itself to look at the room you stand in
             - you can look at objects: LOOK <object>
             - you can look at mobs and players: LOOK <mob or player name>
   
   *SLEEP (sl) - sleeping will replenish your hitpoints, mana, and movement
 
   *REST (r) - will replenish your hp, mana, and mv, but slower than sleep
             - you can still communicate when resting but not while sleeping
 
   *WAKE (wa)/ STAND (st) - will return you to the standing position

   *SIT - your character will sit down
 
   *OPEN/CLOSE <direction or object> - will open/close a door or container
 
   *LOCK/UNLOCK <direction or object> - will lock/unlock a door or container
 
   *PICK <direction or container> - will pick lock on door or container
 
   *INVENTORY (in) - will show you all the objects you are carrying
 
   *EQUIPMENT (eq) - will show you all the equipment you are wearing
~

1 BACKFIRE~
Magical items (pills, potions, staffs, wands) which cast offensive spells
have a chance of backfiring if the character using them is much lower in
level than the spell level on the item.
 
For example, a level 15 character trying to invoke a wand with level 50
fireball may injure themselves when the spell backfires.
 
~

0 BACKSTAB~
Usage : backstab <victim>
 
	This skill, which is thief only, is a way to sneak up on a person, and 
attempt to place your dagger in his back, at exactly the point where it does
the most damage. A successful backstab gives a damage multiplier, depending on
level. Also, the chance of successfully backstabbing your enemy depends on how
well you have practiced backstab at your guild, and how much you've learned
since then. You cannot backstab an enemy you are already fighting.
~

0 BACKSTAB BS DISARM KICK KILL MURDER~
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.

MURDER is used to kill other player characters.  There are restrictions on
murdering low level players, and there are penalties for using MURDER.

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.
~

51 BAMFIN BAMFOUT POOFIN POOFOUT~
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.
~

0 BANK DEPOSIT WITHDRAW EXCHANGE BALANCE~
Usage: deposit <type> <value>
Usage: withdraw <type> <value>
Usage: exchange <ammount> <from type> <to type>
 
Use these commands when in a bank to deposit or withdraw money.
 
You can also do 'withdraw all' to withdraw as much as you can carry.
~

51 BANNED~
The following sites have been banned:

156.29.1.x
204.225.103.222 (for players level 50 and under)
~

0 BARBARIAN SAVAGE~
Barbarians are known to have more strength than the average player. This
makes them better at hand-to-hand-combat, as they possess skills of violence
and fighting unequaled by the members of any other class. However, they lack
the ability to use magic of any sort. This warrior class can fight uniquely,
in that possessed with the berserker skill, the barbarian fights wildly with
inhuman strength.

        You can improve your skills by using the practice command, in the
room in the barbarian's guild with the guildmaster (usually the last room)

See Also: PRACTICE
~

65 BARKSKIN~
Syntax: cast 'barkskin' <victim>
Level : Druid 3    Ranger 15
 
When this spell is cast upon a victim who is not already affected by this
spell, the victim's skin turns hard and bark like.  This effectively reduces
their armor class by 10 points.  It also improves their saving throw by 1,
versus spell.
 
~

0 BASH~
Usage : bash <victim>
Damage : 2

	The success of a bash depends upon how well you have learned how. To
bash someone is to attempt to knock that person over. If you succeed you will
inflict minor damage, and cause the victim to fall on its rear. The victim will
be unable to issue any commands for 2 rounds of violence. If you miss, you lose
your balance and fall. After you bash, *you* are also unable to process 
commands for 2 rounds. Note that hitting a person who is sitting (bashed)
will inflict 1.5*damage.

See Also: RESCUE, KICK
~

0 BELLOW~
Usage : bellow

	Bellow is a loud war cry used in battle. To use this skill simply type
bellow and let'er rip. If you properly shout your battle cries you might
inspire fear in your enemies, or even stun them briefly. This skill is a
area effect skill and if someone in the same room is not in your group they
WILL be effected.

See Also: WARCRY
~

0 BERSERK~
Usage : berserk 

	This is a skill used by Barbarians. When a barbarian attempts to go
berserk he forces his mind to use all his strength and adrenaline in battle.
Once he goes berserk he cannot think of anything besides combat (i.e. can't
flee). The good thing about this is when they do go berserk they get special
bonuses to damage, however since the barbarian is not in his right mind, he
might not hit as well. This skill only usable while fighting.

See Also: BARBARIAN
~

60 BESTOW BESTOWMENTS~
Syntax:  bestow <victim> command [command] [command] etc
Syntax:  bestow <victim> list
Syntax:  bestow <victim> none
 
Bestow is used to give a command to a player that they would not normally 
have as a function of their level.
 
Bestow victim command will give the command to the person.
 
Bestow victim list will show all commands corrently bestowed on the person.
 
Bestow victim none will remove all bestowments.
~

59 BESTOWAREA~
Syntax: bestowarea <victim> <filename>.are
 
This command allows members of the Area Council to bestow area names
to immortals so that they can engage in group building.
 
Once an AC member bestows a proto area on a player, that player can
use the aassign command to assign themselves that proto area in order
to help the owner of the proto area.
 
Examples:
 
bestowarea joe bob.are           allows joe to work on bob's proto area
bestowarea joe                   lists all of joe's bestowed areas
bestowarea joe list              ditto
bestowarea joe none              removes all of joe's bestowed areas
 
See AASSIGN
~

1 'BLACK FIST'~
The spell 'Black Fist' calls from the Ethereal Plane a disembodied clenched
fist to pummel the calling Mage's opponents in combat.  The fist may
be called once per combat round.
 
~

1 'BLACK HAND'~
The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand
to pummel the calling Mage's opponents in combat.  The hand may be called
once per combat round.
 
~

1 'BLACK LIGHTNING'~
The spell 'Black Lightning' calls from the Ethereal Plane a higly
organized spike of the Ethereal analogue to electricity.  This spike
orients itself on the calling Mage's main opponent in combat, onto
whom it unleashes its awesome destructive power.  The Black Lightning
may be called once per combat round.
 
~

0 BLAZEBANE~
Syntax:  cast 'blazebane' <mob>
Syntax:  cast 'blazebane' <player>

This spell makes the victim more susceptible to fire and heat.  It
should only be cast on mobs.  Casting this spell on a player will be
considered an attack.
~

0 BLAZEWARD~
This spell makes you more resistant to fire and heat.  It can only be
cast upon yourself.
~

0 BLESS~
Usage        : cast 'bless' <victim>
Duration     : 6 hours, permanent for objects.
Level        : 1 Cleric, 17 Sorcerer
Minimum cost : 5 magic points

	Bless on a victim will improve the victims saving throw versus spells
by 1, and furthermore improve the hitroll by 1.

	Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weight no more than five
pounds per level of caster. Eventually, there may be monsters that take extra
damage from blessed weapons, so it may be useful.

See Also: AID, ENCHANT WEAPON
~

0 BLESSING~
Usage : blessing <victim>

	This is a paladins ability to call the blessing of his/her deity
upon a lucky person. This blessing increases in power as the paladin gains
levels. The paladin may only use this ability about twice a week, because it
can be so powerful.
~

0 BLINDNESS~
Usage        : cast 'blindness' <victim>
Duration     : (caster's level) + 2 hours
Level        : 14 Cleric, 12 Mage, 12 Sorcerer
Save         : vs. spells to negate
Minimum cost : 15 magic points

	Blindness will blind a victim failing its saving throw.  A blinded
person will have -4 penalty to hitroll and a rather large penalty to armor
class.

See Also: CURE BLINDNESS, HEAL, ARMOR CLASS
~

59 BOARDS~
Syntax:  boards
 
This command displays statistics on all boards in the game.  Example:
 
immortal.brd  Vnum:  1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0
 
The first column lists the board's filename (immortal.brd)
Vnum   - object vnum to which the board is attached (the object vnum must be
         present to read the board, allowing a board to be placed in one or
         many places by simply placing that object where needed)
Read   - minimum level required to read that board
Post   - minumum level required to post to that board
Remove - minumum level required to remove notes not addressed to 'All'
Max    - maximum number of posts the board is set to hold
Posts  - the current number of posts on the board
Type   - not currently used
 
See BSTAT, BSET
~

51 BODYBAG~
Syntax:  bodybag <character> [bag]
 
Bodybag retrieves all of <character's> corpses and places them into your
inventory, as well as removes the decay timer on each.  This is primarily
used for performing corpse retrievals and the like.
 
~

0 BOUNCE~
Usage : bounce (victim)

	If you feel like bouncing around the room this is for you.

See Also: SOCIAL ACTIONS
~

1 'BP'~
This is an abbreviation for blood points.  Vampires begin with 10 bp
at creation and gain 1/1 bp for each subsequent level.
~

0 BRANDISH QUAFF RECITE ZAP~
Syntax:  brandish                       (to invoke a staff)
Syntax:  quaff  <potion>                (to quaff potions)
         quaff  <potion> <container>    (quaff directly from container)
Syntax:  recite <scroll> <target>       (to recite a scroll)
Syntax:  zap    <target>                (to use a wand on a target)
 
BRANDISH invokes a magical staff.
 
QUAFF quaffs a 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 fires 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 be holding 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 (staffs) have multiple charges.  When a
magical object has no more charges, it will be consumed.  Use the spell
'identify' to see the remaining charges.
 
See EAT, BACKFIRE, RECHARGE
~

0 BREATH~
The breath command allows you to use a breath weapon on another monster.
The only way to get a breath weapon is to either be a monster with such an
ability (dragons usually have one) or quaff a potion of fire/ice/acid/gas/
lightning breath.

	If you are already fighting, breath without any arguments will breath on
the monster you are fighting.  If you are NOT fighting you must supply the name
of a target to breath on.

	Breath weapons are terrifying and most opponents will flee before
you get a chance to breath on them.  However, you may blast bystanders
with the same breath.
 
	This means breath weapons are not terribly accurate.  You will always
hit the monster you target and will usually hit his group, followers and his
leader.  You will also probably blast anyone currently hitting on you.  You also
have a small chance (less than half) of hitting each bystander (someone not
covered above).  They will not appreciate this and will probably decide to beat
the snot out of you.

	When quaffed breath potions modify you so that you can breath ONE time.
If you do not breath in 2-3 rounds the potion will explode inside you causing
half of its normal damage. These potions also reduce your CON for the duration
of the spell.  You therefore cannot quaff more breath weapon levels than you
have constitution.  You also cannot quaff more breath weapon levels than you
have levels.

	The damage of a breath weapon is a function of its level, your level,
and your hitpoints.  If your level is equal to the breath weapon's level it will
do your hitpoints worth of damage to the target.  If your level is double the
level of the breath weapon it will only do half your hitpoints of damage.
Monsters natural breath weapons exceed the CON restriction and even a 50th level
monster can do full damage.  Since most huge monsters have huge hitpoints, this
can be a LOT of damage. Do not ever fight a titanium dragon.

See Also: KILL
~

0 BREW~
Usage : brew <potion>

	You'll have to look for the recipies and even the NAMES of brews 
to make... Once you know how to make a brew, you need only collect the items,
and successfully apply your brew skill. (yes, you have to practice it, first)

example of what a recipe might look like :

     To make the brew of antidote, two things dost thou require :
     serpent's poison and fertilizer, to bind to your desire.

You go off and find these items, then enter :

brew antidote

Voila. You are now the proud owner of something handy.

Collect them all! (not sold in stores, offer void where prohibited)
~

0 BRIEF~
Usage : brief

	Toggle "brief mode". When in brief mode, you do not see the
descriptions of the room you are in; only the name of the room, and the people
and objects in there. Unless you are very familiar with the area in which you
travel, however, it is not advisable to use this command. Frequently, you will
find small, but vital hints in the descriptions of the rooms: An extra peek at
your surroundings could mean the difference between life and death!

See Also: COMPACT
~

61 BSET~
Syntax:   bset <board filename> <command> <argument>
Example:  bset immortal.brd vnum 1200
 
BSET is used to set fields governing an individual board's operation.
 
Filename - filename to store the board's information (should be set first)
Vnum     - object vnum assigned to the board (see 'help boards')
Read     - the mininum level required to read the board
Post     - the minimum level required to post to the board
Remove   - the minumum level required to remove notes from the board
           NOTE: notes addressed to 'all' can be removed by anyone
Maxpost  - maximum number of posts the board can hold
Filename - filename to store the board's information
Type     - not currently used
 
Board groups:  (example:  bset druid.brd read_group guild of druids)
read_group    - group that may read that board, regardless of level
post_group    - group that may post to that board, regardless of level
extra_readers - characters who may read the board regardless of their level
extra_removers- characters who may remove notes from this board regardless
                  of their level or membership in a reader_group
 
See BOARDS
~

59 BSTAT~
Syntax:  bstat <board filename>
 
BSTAT is used to display the fields of an individual board.
 
(see 'help bset' for an explanation of each field)
 
See BSET
~

0 BUFFER~
When somebody says 'buffer' it means they are writing a note or building, and
can't hear anything you say while doing so.
~

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.
~

0 BUG TYPO IDEA~
Usage : bug <message>
	typo <message>
	idea <message>

For making useful suggestions to the maintainers of the game. Examples:

bug the entire game crashes when I type 'put bag in bag'
idea make a restaurant in Silverstone
typo 'sence' should be spelled 'sense'

If you make more than 100 bug/typo reports, You will be shot.
~

75 BUGTRACK~
Syntax: bug
        bugtrack
 
To enter a new bug: bug text of the bug
 or: bugtrack file text of the bug
 
To list all bugs: bugtrack list all
To list open bugs: bugtrack list
To list all your open bugs: bugtrack list mine
 
To assign a bug to yourself: bugtrack take <BugID>
To mark a bug as fixed: bugtrack fixed <BugID>
To add a comment to a bug: bugtrack update <BugID> <comment>
To see detailed status of a bug: bugtrack <BugID>
To mark a bug as a duplicate: bugtrack dupe <BugID> <Duplicate BugID>

To close a bug, perform an action of: fixed, notabug, worksforme, dupe
~

0 BUILING BUILDERS CODERS CODING~
If you're doing either of the above, your quota is one project per
month. (Promotions follow, when and where the imps decide) If you're about
to become an immort, be aware that delaying becoming immort *just* to avoid
this fate is frowned upon.

Definitions : Builder - one who builds.
              Build - the act of creating a zone, complete with special 
                      procedures, as well as rooms, mobs, and objects.
              Coder - one who codes. (special procs count, barely)
              Coding - the true act of making something that does something.

~

0 BUY LIST SELL VALUE~
Syntax: buy   <object>
Syntax: buy   <# of object> <object>
Syntax: list
Syntax: list  <object>
Syntax: sell  <object>
Syntax: value <object>

BUY buys an object from a shop keeper.
BUY <# of object> <object> will allow you to buy up to twenty of a normal
store item at once.

LIST lists the objects the shop keeper will sell you.  LIST <object> lists
just the objects with that name.

SELL sells an object to a shop keeper.

VALUE asks the shop keeper how much he, she, or it will buy the item for.
~

0 BUY SELL~
Usage : buy <item>
	sell <item>

	Commands for the shops - very useful too! You can only buy what 
the shopkeeper sells, and you can only sell things in your inventory, 
that the shopkeeper will accept, and then, only if they can afford it.

See Also: LIST, SHOPS
~

1 C~
.                      COMMANDS TO USE WITH OBJECTS
                     ----------------------------------
   *GET - GET <object> <container> will get an item from a container
        - GET <object> will get an object from the ground
 
   *PUT - PUT <object> <container> will put an item in a container
 
   *DROP <object> - will drop the object from your inventory to the ground
 
   *GIVE <object> <player> - you will give the object to that player
 
   *SACRIFIC (sac) <object> - the object disappears and you are given a coin
 
   *RECITE (rec) <object> - the spell corresponding to the scroll will activate
 
   *QUAFF (qua) <object> - the spell corresponding to the potion will activate

   *BRANDISH (br) - causes the staff's spell to activate (must hold staff)
 
   *ZAP <target> - zaps a wand at a target (must hold wand)
 
   *EAT/DRINK <object> - you can eat or drink different foods and drinks
 
   *FILL/EMPTY <object> - fills/empties the container with water
~

60 CALL LIGHTING~
~

0 'CALL LIGHTNING'~
Syntax: cast 'call lightning'
Level : Cleric 45
Damage: (level +2) d8

This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from God.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

65 CALM~
Syantax: cast 'calm' victim
Level  : Cleric 2    Mage 4    Ranger 18    Paladin 18
Save   : negate
 
   Calm makes an aggressive monster non-aggressive
 
~

0 CAMOUFLAGE~
Usage : camouflage

	This will allow a Barbarian to hide in the woods (must be outside) and
be invisible to almost anyone. This is similar to the thief hide skill.

See Also: HIDE
~

0 CANIBALIZE~
Usage : canibalize <# of hp to lose>
Level : 2 Psionist

	This skill allows a Psionist to convert physical stamina to
mental power (HPS to MANA). Note that 1 hp = 2 mana!

See Also: MEDITATE
~

0 CAST~
Usage : cast "'"<spell>"'" (target)

	For "magical" people; allows you to throw a spell at someone or
something.

Example : cast 'burning hands' <player>
   Note that the name of the spell must be enclosed by "'"s.
 
See Also: help on each individual spell, for example:
  > help cure light
  > help ventri
  > help energy drain

See also, for psionists : MINDCASTING
~

65 'CAUSE CRITICAL'~
Syntax: cast 'cure critical' <victim>
Level : Cleric 10
Save  : neg
 
This spell causes 3d8 + (level - 6) damage to any target that is 
sucessfully touched by the caster.
 
~

65 'CAUSE LIGHT'~
Syntax: cast 'cause light' <victim>
Level : Cleric 1
Save  : Neg
 
This spells causes 1d8 + (level / 3) damage to a target that is
sucessfully touched.
 
~

65 'CAUSE SERIOUS'~
Syntax: cast 'cause serious' <victim>
Level : Cleric 7
Save  : neg
 
The spell causes 2d8 + (level / 2) damage to a victim after being
sucessfully touched.
 
~

1 'CAUSTIC FOUNT'~
The second discipline of acid mastery, 'Caustic Fount' causes a
fountain of acid to levitate about the casting Mage's victim, bathing
him in a malodorous and painful concoction.  The combination of magical
and physical attack gives this spell appreciable effect in combat versus
a wide variety of physical types.
 
~

61 CEDIT~
Syntax:  cedit save
Syntax:  cedit <command> create [code]
Syntax:  cedit <command> delete
Syntax:  cedit <command> show
Syntax:  cedit <command> [field]
 
Field being one of:
  level position log code
 
Cedit create is used to create the entry and name for a new command.
Cedit delete is used to delete a command.
Cedit code is used to assign a defined section of code to a command.
Cedit show displays current statistics on a command.
Cedit level sets the minimum level for usage of a command.
Cedit position sets the min_pos for execution of the command.
Cedit log determines the manner in which the command will be logged.
 
Use 'cedit save' to save changes permanently.
 
See RESTRICT
~

0 CHALLENGE ACCEPT DECLINE BET~
Usage : challenge <victim>
        accept <challenger>
        decline <challenger>
        bet (<participant> <amount>)

	A chellenge must be issued and accepted before any other challenge-
related events will take place.  Declined challenges are void, and may be
repeated.  An accepted challenge will result in a one-on-one player-vs-
player battle.  This battle takes place after a short preparation time of
a few hours.

	Betting on players will return you an amount of money equal to
your bet, if placed on the one with better odds, or an amount equal to a 
whole number multiple of your bet, if placed on the one with lower chance
of winning (based on the calculated odds shown).

	'bet' with no arguments lets you see who has bet what.
~

0 CHAMELEON~
Usage	     : mind 'chameleon'
Duration     : Until you break it. (see HIDE)
Level        : 8 Psionist
Minimum cost : 40 magic points

	This psionist discipline allows a psionist to take on the colors of the 
surrounding area he/she is in. Allowing the psionist to hide his body while he
makes others see him as 'camouflaged'. This skill is the same as the thief
skill HIDE.

See Also: HIDE
~

37 'CHANGE SEX'~
Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily).
~

0 CHANGES~
To see the complete change list: http://dotd.com:8888
~

0 CHANNEL~
A little note about channels and proper use of them.

OOC is for topics not related to the game-play of the MUD, this includes
what you ate for lunch or things that may be related to the mud but are
out of character like how did An code such-and-such.  OOC is also for
stuff that you see in INFO's, like deaths of other players.

SHOUT, GOSSIP, and AUCTION are all in-character channels.  This means that
you can't use them for stuff relating to things non-MUD.  AUCTION is not
to be used in place of SHOUT.

SAY and TELL (and variants of tell) are considered to be both in and out
of character, this means you can use them to say whatever you want.

~

1 CHANNELS~
Syntax: channels
Syntax: channels +<channel|all>
Syntax: channels -<channel|all>
 
With no options, CHANNELS show you your current channels.  With a plus
or minus sign and an option, CHANNELS turns that channel on or off.  With
all as the option, CHANNELS will turn on/off all normal channels
 
The first channels you will have available as a new player are SAY, TELL,
and NEWBIE.  To use say, the person you want to talk to must be in the same
room, just type SAY <message>.  To use tell, the target person may be
anywhere, just type TELL <name or 0.name> [message].

Newbiechat is seen and used by only level 1 characters and the Immortals
~

1 CHARISMA CHA~
Charisma (CHA in your 'score') represents your characters physical beauty
and charm.  It primarily affects:
 
 - a character's practice rate with a language scholar
 
 - prices charged to a character by shopkeepers
 
No class receives charisma as a prime attribute.
~

1 'CHARM' 'CHARM PERSON'~
The charm spell, if successful, will place the victim (only mobs, attempts
to charm other player-characters may incur the wrath of the gods) under
your control for the duration of the spell.  While under your control
the creature is your servant, and may assist you in combat and other
more minor duties.  Use the 'order' command to give them orders.
 
Aggressive mobs will lose their aggressiveness while charmed, but will
immediately return to their violent ways when the spell wears off.
~

0 CHAT . MUSIC ASK ANSWER SHOUT YELL~
Syntax: chat     <message>
Syntax: music    <message>
Syntax: ask      <message>
Syntax: answer   <message>
Syntax: shout    <message>
Syntax: yell     <message>

These commands send messages through communication channels to other players.

SHOUT sends a message to all awake players in the world.  To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

CHAT, MUSIC, and QUESTION and ANSWER also send messages to all interested 
players.  '.' is a synonym for CHAT.  The ASK and ANSWER commands 
both use the same 'question' channel

YELL sends a message to all awake players within your area.

You can use the CHANNELS command to hear, or not hear, any of these channels.
~

59 CHECKVNUMS~
Syntax:  checkvnums <argument> <begin vnum range> <end vnum range>
 
Used to check the specified range of vnums to ensure they are not
already assigned to another immortal or are otherwise being used.
 
Arguments - room, mob, object
 
Examples:
checkvnums room 9000 9099
checkvnums object 9000 9099
checkvnums mob 9000 9099
 
If no vnum within the specified range is either assigned as part of
someone's prototype area, and no vnum within the specified range is
a part of a live (non-prototype) area, there will be no result from
this command and the vnums are safe to assign.  If any vnum in the
specified range is already allocated, the area file to which it is
allocated will be displayed.
 
See RASSIGN, MASSIGN, OASSIGN, VNUMS, ZONES, NEWZONES
~

0 CHESS~
Usage: chess
 
The game of chess.
~

0 'CHILL TOUCH'~
Syntax: cast 'chill touch' <victim>

This spell inflicts damage on the victim and also reduces the victim's
strength by one.
~

1 'CIRCLE'~
Syntax:  circle
 
This is a skill used by thieves while fighting.  It is comparable to
backstab, and requires a piercing weapon.
~

0 CITYGUIDE~
A Cityguide can be found in either Silverstone or Malaria mainly to
help newbie players find directions to their guildmasters or to good
lower level areas to explore and gain experience.
 
In Silverstone, this cityguide's name is Rhonda, she is located at
the fountain, two rooms west of donations, or one room west of the
Silverstone house of rules.
 
In Malaria, the cityguide's name is Jackel, the Butcher.  He can
be found at the Bar-b-que Pit.
~

0 CLAIRVOYANCE~
Usage	     : mind 'clairvoyance'
Duration     : 3 Hours
Level        : 8 Psionist
Minimum cost : 45 magic points
 
	This psionist discipline allows a psionists to see things that are
at a great distance. In MUD terms this allows a Psionist to 'look DIR' and
see into the next room. This skill is very similar to the Thief SPY skill.
 
See Also: SPY, WIZARDEYE
~

0 CLAN CLANS~
Usage : clan

        Clans are groups of people that share a common interest, and do 
not fear being killed by players of differing interests.  These people form
clans, which are more permanent versions of groups.  Clans can use the
command CTELL to communicate with other clan members anywhere in the world.

	Typing CLAN with no parameters will show you the people in your clan,
and their titles (i.e., clan leader, clan armorer, etc.)

	The leader of a clan can 'induct <name>' to include somebody in their
clan, they can also 'dismiss <name>' to remove somebody.  WARNING : Only the
clan leader can dismiss, and you can't leave a clan unless you are dismissed.

'clan ok' will allow somebody to include you in their clan.

	Clan members must all be on the same side of the race war.  If they 
are not, then fighting in clan wars will be extremely hard, if not impossible.
Therefore clans will be restricted to one side of the race war, you can see
what races are on which side in the RACE WAR help section.  When you are in
a clan, you will be able to kill anybody in other clans, no matter if you
have enabled RACE WAR or not.  No level restrictions, no race restrictions,
clan members are pkillers!  Clan wars in the arena are somewhat different,
since good and evil members start out on opposite sides of the arena, the
good clans should band together and evil should band together to defeat the
other side.  Once one side is gone, then the clans can fight among themselves
and the last clan standing wins.  In normal arenas, free for all applies,  
but it is suggested that you stick to killing the opposite race from your-
self.

	Every character is restricted to one clan at a time.  Players may join
as many clans as they want with different characters, BUT be warned the clan
leader will be able to find out of you are a spy from another clan.

See Also: CLIST, CWHERE, CTELL, CSTATUS, CPOSITION, GROUPING, RACE WAR
~

0 CLANTALK~
Syntax: clantalk <message>

Provided that you are in a clan, clantalk will send the message to all 
current members, as well as the deity.
~

1 CLASS CLASSES~
The current classes are:
 
 0) Mage	 1) Cleric	   2) Thief
 3) Warrior	 4) Vampire	   5) Druid
 6) Ranger 	 7) Trainer	   8) Paladin
 9) Barbarian   10) Psionist      11) Artificer
12) Monk	13) Necromancer   14) AntiPaladin
 
To get more information on each class, type "help <class name>".
 
~

0 CLASSES~
Usage : classes

	Shows you the full list of which races can start with which classes.
Please refer to this list before you generate a new character, so you can
see which race supports the class you wish to be.  Checking level limits
beforehand is also a good idea.

See Also: LEVELS
~

0 CLEAR~
Syntax: clear

This command clears the screen.

See PAGELENGTH.
~

0 CLERIC~
This class gives you the wisdom of peace, blessing and healing, though
it is possible to learn more violent spells.  You can improve your spells by
using the practice command, and by trying to cast them.

See Also: PRACTICE, SKILLS (skills cleric)
~

0 CLERIC CLERICS~
A cleric is a healer and protector of the weak.  Clerics have in their
control many varied and sundry healing spells, as well as spells to affect
one's chances in battle, and one's armor.  Clerics do possess some combat
spells and skills, but combat is far from the focus of the class.  The
cleric is a fountain of wisdom and healing that many players rely on.
 
~

0 CLIMB~
Usage : climb <direction>

	This is a practicable skill.  You'll be told when you need to use
it. Usually, fly will do the trick.

See Also: FLY, NORTH (or any other direction)
~

57 'CLIMB'~
Syntax:  climb  <direction>
 
This skill enables you to climb into and out of rooms that require it.
~

0 CLIST~
Usage : clist

	Lists the clans, with symbols and leaders' names.

See Also : CLAN
~

75 CLONE~
Syntax: cast 'clone' <object>
 
Clone cast on an object will make a duplicate copying its characteristics
and qualities.
 
See Also: CAST, SPELL, SLIST <class>
 
~

1 CLONE~
.
This spell is currently disabled.
~

54 CMDTABLE~
Syntax: cmdtable

Lists all of the commands in the game, and how many times they have been used
since the last startup.
~

61 CMENU~
Syntax:  cmenu
 
Invokes an online menu to ease entering 'cset' arguments.  May not be
fully functional at this time.
~

0 COACH~
S I L V E R S T O N E  C O A C H

                                      +---------(6)---------+
                                      |                     |
                                    +-+                     |
                                    |                       |
      +-(2)-+                   +(7)+                 +-(5)-+
      |     |                   |                     |
      |     +----(1)------------+              +------+
      +---+                           +--------+
          |                           |
          +-------------(3)----(4)----+

           (1) Silverstone                  (5) New Thalos
           (2) Shire                        (6) Malaria
           (3) Arachnos                     (7) Moria
           (4) Castle Python

~

55 COINDUCT COOUTCAST~
'Syntax:  coinduct  <player>
Syntax:  cooutcast <player>
 
Coinduct and cooutcast are similar to the 'clan' commands of induct and
outcast, but function to induct or outcast members from councils.
 
Coinduct will bring a new player into the council.
Cooutcast will remove them from the council.
 
~

1 COMBAT~
You may choose a fight by finding a mob, and using LOOK, CONSIDER, and
IDENTIFY to gauge the difficulty of the opponent.  You can LOOK <mob>
to get a look at its equipment and description, this will often help
indictate how hard a fight might be.  You can CONSIDER <mob> for a one
on one comparison of the mobs hitpoints and level to your own.  You may
also CAST IDENTIFY <mob> to get more detailed information about the mob.
 
You may start a fight by using KILL, MURDER, or many spells and skills
available to players.  The easiest way to start a fight is to KILL <mob>.
Currently, you may also MURDER <mob>, but this causes the mob to yell out.
 
You may find yourself in trouble during a fight, and wish to leave, this
can be done by using FLEE or RECALL.  You can flee a fight by typing FLEE.
You may recall from a fight with the spell 'word of recall' or by reciting
a recall scroll.  You may also set it up to flee automatically once you go
below a certain number of hitpoints by using WIMPY.  To use your wimpy, type
WIMPY or WIMPY <number of hitpoints>.  Leaving a fight with wimpy, flee, and
recall WILL cost you a loss of experience, with recall causing the greatest
loss.
 
~

0 COMMANDS~
Usage : commands

	An alphabetical listing of the known 'verbs'.

See Also: SOCIAL ACTIONS
~

51 COMMENT~
Syntax: comment write
Syntax: comment subject <subject>
Syntax: comment post <player>
Syntax: comment list <player>
Syntax: comment read <player> #
 
Comment write puts you into the buffer, and the commands work just like
writing a note.  You may only read and post comments on players currently
online (works on link-dead players as well).
~

0 COMPACT~
Usage : compact

	If you have a small display you might want to use this command. It
turns off (or on) the extra newline after output to your screen.

See Also: BRIEF
~

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.
~

1 CONFIG AUTOEXIT AUTOLOOT NORECALL AUTOSAC BLANK BRIEF COMBINE TELNETGA NOINTRO GAG~
Syntax:  config + or - <option>
 
This command configures some of your character behavior.  Typing CONFIG
alone 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.
    NORECALL  Toggle automatic recall if you lose link during combat
    AUTOLOOT  You automatically loot corpses.
    AUTOSAC   You automatically sacrifice corpses.
    AUTOGOLD  You automatically split gold from kills with your group.
    BLANK     You have a blank line before your prompt.
    BRIEF     You see brief descriptions only.
    COMBINE   You see object lists in combined format.
    PROMPT    You have a prompt.
    TELNTGA   You receive a telnet GA sequence.
    NOINTRO   Toggle whether you see the graphic screen at login
    GAG       Toggle whether you see battle details in full or brief form.
 
~

0 CONSIDER~
Usage : consider <monster>

This command will compare your level with the mob's level.  You will
then receive a rough estimate based on the amount of LORE your
character may know.  The more LORE you learn about a particular
monster/mobile, the better the chances of getting more accurate info
with the use of CONSIDER <monster>.

See Also: KNOW MONSTER, LORE
~

52 CONSTATES~
State | Description
-----------------------------------------------------------
    0 | Player is playing.
    1 | Player is prompted for his or her name.
    2 | Player is prompted for his or her password.
    3 | Player is prompted to confirm his or her name.
    4 | Player is prompted to select a password.
    5 | Player is prompted to confirm the password.
    6 | Player is prompted to select his or her sex.
    7 | Player is prompted to select a class.
    8 | Player is reading the message of the day.
    9 | Player is prompted to select a race.
   10 | Unused.
   11 | Player is in the line editor.
   12 | Player is prompted to select RIP, ANSI or NONE.
   13 | Player is viewing the title screen.
   14 | Player is prompted to PRESS ENTER.
   15 | Player is waiting for authorization (1).
   16 | Player is waiting for authorization (2).
   17 | Player is waiting for authorization (3).
   18 | Player has been authorized.
~

1 CONSTITUTION CON~
Constitution (CON in your 'score') represents your character's physical
stamina.  Among other things, it affects:
 
 - the number of hitpoints a character receives each time it levels
 
 - the number of hitpoints recovered or regenerated at each tick if
   resting or sleeping
 
 - the number of additional moves a character receives at level
 
 - improvement or worsening of a character's mental state, thus
   affecting general endurance
 
No class receives constitution as a prime attribute.
~

1 'CONTAINERS' 'CONTAINER'~
Containers are almost a necessity in the game.  They are used to carry
items, food, and drinks.  They help allow you to sort things, by using two
or more types of containers at once.  Corpses use many of the same commands
as regular containers.

EXAM <container> or LOOK IN <container> allows you to see what it contains.

GET <item> <container> allows you to take one item from a container.
GET ALL <container> allows you to take everything from a container at once.
GET ALL.<item> <container> allows you to take all of a particular item type

PUT <item> <container> puts an item inside a container.
PUT ALL <container> will put as much of your inventory in the container as
possible, until the container is full.
PUT ALL.<item> <container> will put as much of one type of item into the
container as possible, until the container is full.
 
~

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.
~

1 CORPSE~
Corpses last approximately 15 minutes after the time of death.
Corpse decay will happen even while you are linkdead or after you quit.
~

0 COUNCILS~
Syntax:  councils
 
Displays a list of councils currently active, and their leaders.
~

0 CPOSITION~
Usage : cposition <member> <position name>

	Clan Leader/Clan Deity command.  Gives a member a new 'job' in
his clan.

See Also: CLAN
~

1 CRBS~
CRBS is an imc server which provides certain features like buddy lists,
a global (multi-mud) posting board, public and private chat rooms and some
game functions.
The following commands pertain to CRBS. []s mean optional. <>s required
 
chelp [keyword]            - A generic help screen.
cbudson                    - see who is on, if you are their buddy list.
clock                      - lock a private room.
cunlock                    - unlock a private room.
clogon                     - login to the CRBS server.
clogoff                    - logout of the CRBS server.
clist                      - see a list of chat rooms.
cgoto <room number>        - go to a chat room.
cwhereami                  - look at chat room name and description.
csay <message>             - speak to others in the same chat room.
ctran <command>            - log all speach in a MeetingRoom and email it
csocial                    - see a list of CRBS pre-made socials.
cafk [on|off]              - toggle,turn on or turn off AFK flag.
cnote <list|read msgno>    - list note board or read it.
cseebud                    - see your buddy list.
caddbud <someone@mud>      - give a buddy your name token.
cdropbud <someone@mud>     - drop a buddy token.
croll <numdie> <sizedice>  - roll die so everyone in room can see.
cchess <command>           - room viewable chess game commands.
In order to do anything on CRBS you must type CLOGON first.
Type CHELP [keyword] for more complete helps.
~

0 'CREATE FIRE'~
Syntax: cast 'create fire'

This spell brings forth a magical fire from the ground.
Though it currently has no use other than a lightsource in the room, it
will soon have many uses, including cooking and lighting things.
~

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.
~

-1 CREDITS~
---------------------------------------------------------------------------
 | o         M A N Y    S P E C I A L    T H A N K S    T O :            o |
 |           ================================================              |
 | Dennis M. Ritchie and Ken Thompson for their creation and development   |
 | of "C" and UNIX; also Bell Laboratories, AT&&T, MIT, and the University  |
 | of Berkeley California for their development and contributions to UNIX  |
 | and C libraries; and thanks also to The Free Software Foundation for    |
 | their GCC compiler, C library and development tools.                    |
 |                                                                         |
 | J.R.R. Tolkien for his huge contribution to the fantasy world and great |
 | many, many inspirations; and of course TSR Hobbies Inc. for their many  |
 | continuing contributions to the world of gaming, including Dungeons &&   |
 | Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson   |
 | and Ian Livingstone for their Fighting Fantasy (tm) games and books.    |
 |                                                                         |
 | The DIKU Mud team for their contributions to the Internet world of MUDS,|
 | and the MERC Mud team for their work and development towards DikuMud.   |
 |                                                                         |
 | And a great many thanks to all the gods, avatars and wonderful players  |
 | of Realms of Despair, as without them this mud could not be what it is. | 
 |                                                                         |
 | o                             -Thoric                                 o |
 ---------------------------------------------------------------------------
~

58 CSET~
Cset is used to set the system's 'control panel' settings.
Syntax: cset <field> <level>
Fields: save - saves the control panel settings
        stun - sets normal (mob vs. player / player vs. mob) stun modifier
        stun_pvp - as above, for player vs. player
        dam_pvp - percentage adjustment for player vs. player fighting
        dam_pvm - as above, for player vs. mob
        dam_mvp - as above, for mob vs. player
        dam_mvm - as above, for mob vs. mob
        get_notake - level to pick up notake flagged items
        read_all - level to read all mail
        read_free - level to read mail for free
        write_free - level to write mail for free (no items necessary)
        take_all - level to take all mail
        muse - level to see/use muse channel
        think - level to see/use think channel
        log - level to see log channel
        build - level to see build channel
        proto_modify - level to modify prototype objects
        override_private - level to override private/solitary rooms
        forcepc - level to force pc's
        saveflag - flags/actions on which to save a pfile (drop, give, get,
                   receive, auction, zap, death, auction, auto, password)
        guild_overseer - name of the Overseer of Guilds
        guild_advisor - name of the Advisor to Guilds
~

0 CSTATUS~
Usage : cstatus <ally/trust/respect/peace/hate/war> <other clan>

	Clan Leader/Clan Deity command.  Allows for feelings between clans
to change, based on leader's positions.

See Also: CLAN
~

0 CTELL~
Usage : ctell <message>

        CTELL allows you to communicate with the other members of you clan,
it is very similar to GTELL but is clan based. (world-wide, and you can't
turn it off.)

See Also: CLAN, GTELL
~

0 'CURE BLINDNESS'~
Syntax: cast 'cure blindness' <character>

This spell cures blindness in one so unfortunate.
~

1 CURE LIGHT~
.
1) Syntax:  cast 'heal'          <character>
2) Syntax:  cast 'cure critical' <character>
3) Syntax:  cast 'cure serious'  <character>
4) Syntax:  cast 'cure light'    <character>
 
These spells heal damage suffered by the target character.  The higher-level
spells heal more damage.
~

0 'CURE POISON'~
Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.
~

0 CURSE~
Usage        : cast 'curse' (victim / object)
Duration     : 7 Days, permanent on objects.
Level        : 12 Cleric, 13 Mage, 13 Sorcerer
Save         : vs spell
Minimum cost : 20 magic points
 
	Curse cast on a person that fails the saving throw, will reduce the
hitroll by one, and reduce the saving throw versus paralysis by one. There is
also a very minor alignment drop associated with being a victim of a curse
spell.

	Curse cast on an item causes it to become (you guessed it) cursed.  
Now, it's tough to get rid of (see REMOVE CURSE) and anti-good.  Weapons 
affected by the spell will have lower damage class (compare WARP WEAPON).
~

0 CWHERE~
Usage : cwhere

	Lists the locations of all the people in your clan, everywhere in
the world.  Well, all the people visible to you...

See Also: CLAN, WHO
~

1 D~
.              WEARING AND SELLING EQUIPMENT
              -------------------------------
   *WEAR <object> - you will wear that piece of equipment
 
   *WIELD <weapon> - you will wield that weapon
 
   *HOLD <object> - you will hold that object in your hands
 
   *REMOVE (rem) <object> - the object is remove and placed in inventory
 
   *COMPARE (com) <object1> <object2> - will compare the value of two items
 
   *REPAIR (repa) <object> - the blacksmith will repair your damaged item
 
   *APPRAISE <object> - the blacksmith will tell the cost to repair the item
 
   *LIST - when in a store, the items for sale will be listed
 
   *BUY <object> - you will purchase the item for the given price
 
   *SELL <object> - you will sell the item to the store and receive money
 
   *VALUE <object> - the storekeeper will say how much they will pay for item
~

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:
 
   barely scratch               scratch                     graze
   bruise                       hit                         injure
   wound                        maul                        thrash
   decimate                     devastate                   maim
   MUTILATE                     DISEMBOWEL                  EVISCERATE
   MASSACRE                     OBLITERATE                  ANNIHILATE
 
The message shown will reflect the actual damage you are inflicting on
(or receiving from) your opponent, and not a specific fixed amount.
~

55 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~
DAMAGE          ACTION       CLASS         POWER       SAVES
none            none         none          none        none
fire            create       lunar         minor       poison_death
cold            destroy      solar         greater     wands
electricity     resist       travel        major       para_petri
energy          suscept      summon                    breath
acid            divinate     life                      spell_staff
poison          obscure      death
drain           change       illusion
~

0 DARKNESS~
Usage        : cast 'darkness' <victim>
Duration     : (caster's level) hours
Level        : 3 Cleric, 5 Mage, 3 Druid, 5 Sorcerer
Minimum cost : 15 magic points

	This spell is really useless unless your race happens to be drow. This
spell enables the drow race to move about in rooms/areas that are lighted
without having any minus to do so. It also hides sanc's and fireshields from
the casual observer.
~

1 DEADLY~
A "Deadly" character is one who shows up under the Deadly Characters portion
of the Who list (type 'who deadly' to see a list deadly characters online).
Your character will be deadly if you choose the path of the pkillers when
you first entered the game.  You are not officially a Deadly character
until your name shows up on 'who deadly'.
~

1 'DEADLY CLANS~
Clans are societies composed of a group of players which have joined 
together under a common cause.  If you are a member of a clan you have
the ability to pkill other deadly players outside of your own clan.
Depending on the clan you join, you may be asked  to follow set of
rules dictated by the clan's leaders. 
 
NOTE: Non-deadly and deadly players may join a deadly clan, however when
the character is outcasted it remains deadly.
~

0 DEAFEN~
Usage : deafen

	Type deafen and all shouts are no longer heard.  Type deafen once again
and shouts can once again be heard.

See Also: NOGOSSIP,NOAUCTION
~

0 DEATH~
When your character dies, you are reincarnated back at the starting point
of the game.  If you have 'rented' at least once, this will be the Lobby
or Inn in your Hometown or last place you rented.  Your corpse is left
behind where you were killed, together with all of your equipment. This
includes the gold you were carrying.
 
Corpses decay after time, or scavengers may eat your corpse, and other
scavengers may loot your equipment.
 
You lose experience points for dying.  The amount you lose is proportional
to the level you are at and is subtracted from the current exp when killed.
 
Player corpses last *roughly* 30 hours of game time (15 minutes of real
time).  Only the player who died or someone the player 'allows' to help
may retrieve objects from a player's corpse.
~

-1 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~
.                              @%#$%&&*!@#!?!?!
  .-------------=======[ Debugging / Coding Credits ]=======-------------.
  |                                                                      |
  |    Most of the extensive debugging and coding of Realms of Despair   |
  |    was done by Thoric in what little spare time he could set aside.  |
  |                                                                      |
  |     Other credits go out to Haus for debugging work on the online    |
  |   building, and also to Strahd, Caine and all the gods who reported  |
  |                       nasty bugs and crash causes.                   |
  `----------------------------------------------------------------------'
~

53 DEFENSES~
parry        dodge      heal       curelight   cureserious   curecritical
dispelmagic  dispelevil sanctuary  fireshield  shockshield   shield
bless        stoneskin  teleport   monsum1     monsum2       monsum3
monsum4      disarm

See MSET and ATTACKS  (Some are not implemented).
~

0 DEITIES DEITY RELIGION~
Syntax:  deities
Syntax:  deities <deity>
 
The deities command displays all the deities of the world.  Using an
argument will display the target deity's description.
Note: Religions are currently disabled and undergoing changes.
 
SEE ALSO:  supplicate, favor, devote.
 
~

0 DEMONSKIN~
This spell makes you less susceptible to slashing attacks.
~

59 DEMOTE~
Syntax:  demote <character>
 
This is an instant demotion of a character to level 2, with the
simultaneous destruction of all its belongings, and a mud-wide
echo accompanying its execution.
~

56 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 can only be undone offline
by someone with access to the player files directory.
 
DISCONNECT <character> immediately disconnects that character.
 
FREEZE <character> is a toggle which prevents a character from issuing any
commands at all.
 
~

0 DESCRIPTION BIO~
Syntax:  description
Syntax:  bio
 
The DESCRIPTION command puts you into an editor to edit your long character
description (what people see when they look at you).
 
The BIO command puts you into an editor to edit your personal bio: what
people see when they check WHOIS on you.
~

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.
~

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 'DETECT TRAPS'~
Syntax: cast 'detect traps'

This spell makes one magically aware of dangerous traps for a period of
time.
~

0 DETRAP~
Syntax: detrap <object>

This skill allows one to disarm a trapped object.

Use it with care.
~

1 DEVOTE~
Syntax:  devote <deity>
Syntax:  devote none
 
Devote allows you to devote yourself to a deity.  If you leave your deity
for another, your favor is set to -1000 and you are blinded for a period
of time.
 
Note: You  must 'devote none' first before devoting to a new deity.
 
SEE ALSO:  supplicate, deities, favor.
 
~

1 DEXTERITY DEX~
Dexterity (DEX in your 'score') represents your character's agility, and
it affects (among other things):
 
 - the maximum number of items you can carry at once in your inventory;
   with each additional point of dex you can carry additional items.
 
 - each additional point of dexterity also lowers (improves) your natural
   armor class.
 
 - the number of new moves you receive each time you level, as well as the
   number of moves you regenerate at each tick (when resting to refresh or
   regain movement points).
 
 - success chances with bash and stun, and helps determine whether a thief
   will be able to poison a weapon.
 
Dexterity is also very important for quaffing potions in combat.  High dex
will allow you to quaff without dropping many potions during the heat of
battle, while a poor dexterity will cause you to accidentally drop many
of the valuable vials.
 
Dexterity is the prime attribute of thieves and vampires.
~

61 DIAGNOSE~
Syntax:  diagnose of 20
 
Diagnose of n - object frequency of top "n" objects.  The above example will
return the 20 most numerous object vnums in the game at that time.
~

55 DICEFORMULAS~
To make the special SMAUG spells possible, special dice formula handling
had to be coded in.  (At least to make it nice).  This dice formula code
supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related
operators and variables:

D dice         L level          H hit points      M mana
V movement     S strength       I intelligence    W wisdom
X dexterity    C consitution    A charisma        U luck
Y age          Z DUR_CONV

See SMAUGSPELLS and SSET.
~

0 DIETY~
Deity is spelled with 'ei' not 'ie'.
~

0 DIG DIGGING BURY BURYING~
Syntax:  dig
Syntax:  dig  <direction>
Syntax:  bury <item>
 
You can dig and bury items through the use of the dig skill and bury command.
Buried items are not visible to players, even through the use of spells such
as locate object.  To dig an item up, type dig with no arguments.  Having a
shovel raises your chance of success.  If you dig in a direction, you will
attempt to dig open an exit.
 
To bury an item (or corpse), drop the item on the ground and bury <item>.
Depending on the size and weight of the object, you might need a shovel.
 
* Note:  Deadly players can bury/dig up each other's corpses. *
 
Items buried will not last beyond crash or reboot.  Do not attempt to use
this skill for storage of items you wish to keep.
 
~

-1 DIKU~
Realms of Despair was originally based on the Merc 2.1 code which was
              based on the orignal DIKUMud code created by:

                       The Original DIKUMud Team:

          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.
 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.

  The Original DIKUMud was Developed at the Department of Computer Science
                     at the University of Copenhagen.
~

0 DISARM~
There are two kinds of disarm.  Disarming weapons and disarming traps.

	If one types "disarm monstername", then, if the player has the disarm
weapon skill, and successfully uses it, the monster's weapon will fly from
its hand/tentacle, etc.   

	If one types "disarm trapname", if the player has the disarm traps
skill, one can attempt to disable the trap.. failure indicates a high
probability that the trap will be sprung on the player attempting the disarm.

See Also: FIND TRAPS
~

0 DISGUISE~
Usage : disguise
 
	Disguise is a skill that allows thieves to disguise themselves. "What
does this mean!" Well, this won't do squat against PC's, but those pesky mobs
that hate you and fear you will forget who you are, if you disguise yourself
well. This is a learnable skill.

See Also: PSYCHIC IMPERSONATION
~

0 DISINTEGRATE DISINTEGRATION~
Usage       : cast 'disintergration' <target>
Duration    : Combat spell - unable to process commands for 2 rounds.
Level       : 48 Mage, 48 Sorcerer
Save        : vs. spells for half.
Damage	    : (caster's level)*d10
 
	This spell summons a green beam of destructive power that can
disintegrate molecules on contact. This beam will also destroy equipment!
Targets get a save, and if so they take 1/2 of the damage, otherwise they
take a full blast of damage and the equipment they are using must SAVE or be
destroyed.

See Also: PSIONIC DISINTEGRATION
~

0 'DISPEL EVIL'~
Syntax: cast 'dispel evil' <victim>
 
This spell invokes the wrath of the gods upon an evil victim.  If you do
not specify a target, the spell's effect will strike you instead of a
secondary target.
~

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 one's own magical handicaps.
 
WARNING:  dispel magic is an offensive spell when cast on anyone other
than yourself, and will possibly begin a battle with the victim.
 
* DO NOT cast dispel magic on another player character unless you both
appear under the 'deadly characters' section of the who list!
~

0 DISPLAY~
Usage : display <"0" or "1">
 
	Display allows you to change your term setup on the mud, allowing you to
have an info-bar on the bottom of your screen.  The info-bar contains your hit
points, mana, movement points, gold on hand, and experience points. Your prompt
is changed to the '>' symbol. When you return to display 0 your old prompt will
be restored.
 
	Currently, display uses VT100 term setups.  To turn display onto VT100,
use the "1" option.  To turn off the VT100 display, use the "0" option. The
VT100 display uses the value given after the resize command to determine where
to put the status bar. If the status bar is cut off or is located in the middle
of your screen, try using resize.

See Also: RESIZE
~

1 DISRUPTION~
With the spell 'Disruption,' the casting Mage causes his opponent to
be enveloped in a weird energy field that momentarily alters the plane
which the victim inhabits.  The spell was an early attempt by the Dark
Mage Thanatos to cause teleportation, but it was a failed attempt.  
Instead of teleporting it causes a horrendous nerve-wracking pain as
the victim exits and reenters his current plane of existence.
 
~

75 DLOOKUP~
DLOOKUP searches for a word in the dictionary.
~

0 DMANAGE~
Allows immortals to manage the dimd links.

See Also: DIMD, DLIST, DLINK, DUNLINK, DRESTRICT
~

57 DMESG~
Syntax: dmesg

Displays the contents of the boot log.

~

0 DODGE~
Dodge allows a character to avoid damage in combat.  Not a lot -- 1-3 
damage, but every little bit helps. Each time you are hit, the game checks your
dodge skill, which does not improve with use, only with practice. If you make
it, the damage is reduced by 1-3 points. Dodge only helps against physical
attacks.
~

0 DOMINATION~
Usage	     : mind 'domination' (victim?)
Duration     : (???)
Level        : 51 Psionist
Minimum cost : ??? magic points

	Undefined at this time

~

0 DONATE~
Usage : donate <item>

	This commands allows you to donate something in your inventory to the 
donation rooms (which are connected such that objects in one donation room are
in all of the donation rooms) from anywhere.  Donate all and donate <x.item>
work also.

See Also: SACRIFICE
~

53 DOORDIRS~
Here is the order of the exits, and their corresponding values:

  ---------------------
  | Direction | Value |
  |--------------------
  | NORTH     |   0   |
  | EAST      |   1   |
  | SOUTH     |   2   |
  | WEST      |   3   |
  | UP        |   4   |
  | DOWN      |   5   |
  | NORTHEAST |   6   | Exits 6 - 10 are relatively new, and may not be
  | NORTHWEST |   7   | fully supported by all of the code yet.
  | SOUTHEAST |   8   |
  | SOUTHWEST |   9   |
  | SOMEWHERE |  10   |
  ---------------------

See RSET, RSTAT and RESETCMDS.
~

0 DOORWAY~
Usage        : doorway <victim>
Duration     : Instant (there may be some disorientation lag)
Level        : 3 Psionist
Minimum Cost : 20 magic points

	This skill allows a psionist to open a doorway that utilizes extra-
dimensional space to open a passage from the psionist to a living target. 
This doorway will exist only long enough for the psionist to slip through.
and travel that far away place instantly. To use this command simply type
doorway <victim>. The psionist will then be transferred to the location
of the target.
~

0 'DRAGON WIT' DRAGONWIT~
This spell increases your ability to reason for its duration.
~

0 DRAGONSKIN~
This spell makes you less susceptible to stabbing attacks.
~

1 'DREAM'~
Syntax:  cast 'dream' <player>  <message>
 
This spell enables you to cast a dream or message on a sleeping player.
~

0 DRESTRICT~
Controls what level players can access other muds.

See Also: DIMD, DMANAGE
~

0 DROP~
Usage : drop <object>

	If you lose interest in a carried item, you can drop it on the ground.

Example : drop bottle

	If you feel like getting rid of all your earthly possessions, you may 
use "drop all".  Also you can drop 9*bottle, which would drop 9 bottles, but
leave the rest in your hands. You can only drop something out of your 
inventory. There are other ways to get rid of items. Hee hee!

See Also: GET, INVENTORY, DONATE, SACRIFICE
~

0 DROP GET GIVE PUT TAKE~
Syntax:  drop <object>
         drop <amount>  coins
Syntax:  get  <object>
         get  <object>  <container>
Syntax:  give <object>  <character>
         give <amount>  coins <character>
Syntax:  put  <object>  <container>
Syntax:  get/put/drop   <# amount>  <object>
Syntax:  get/put        <# amount>  <object> <container>
 
DROP drops an object, or some coins, on the ground.
 
GET takes 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.
 
Use 'drop/get/put all' to reference all objects present.
Use 'drop/get/put all.<object>' to reference all objects of the same name.
 
Examples:
 - drop 1000 coins
 - get all.ball backpack
 - get 5 sword
 - put 15 potion backpack
 
~

0 DRUID~
The druid is a lover and protector of the natural land.  Be it the forests
full of centaurs and deer, the streams full of fish, or the bug-infested
swamps, a druid always strives to protect and preserve nature.  Wielding
mighty spells from the gods themselves, druids strive hard at their work.
 
Strong in wisdom, with a body trained to near perfection by their rugged
lifestyle, a druid has many disciplines upon which to draw.  From powerful
spells of healing which can bring the near dead back to full vigor, to the
ability to mystically create water and food, to the awesome power of nature
which they command in battle via spells able to quake the land and split
the sky, druids demonstrate that mastery of magic is not just a hobby, but
a way of life for them.  Able to face many warriors on almost even footing,
and able to shield themselves nearly as well as some mages, druids are
truly a gifted class.
 
~

57 'DUAL WIELD'~
This skill allows you to wield two weapons simultaneously.
~

1 DUEL DUELS DUELING~
The arena fee for all is 1 million gold, with 500,000 to the victor.
 
Duels between Deadly Characters:
 a) any level deadly may duel any deadly within their 5 level pkill range
 b) combat must be overseen by a Creator or higher (level 52 or higher)
 c) looting is permitted if agreed upon prior to combat
 d) if clanned characters are involved in combat, the respective clan deity
    or deities cannot oversee the duel
 
Duels between Peaceful Characters
 a) Avatar non-deadly characters may duel other Avatars
 b) combat must be overseen by a Demi God or higher (level 54 or higher)
 c) a one-item loot limit is imposed; parties can agree to no loot at all
 
Any additional stipulations for individual duels beyond those listed here
must be agreed upon by both combatants and the overseeing immortal _prior_
to combat.  (fleeing, disarming, quaff limits, etc.)  Anything within the
duel not stated as illegal will be considered legal.
 
The administration of the Arena is the purview of the Pkill Conclave, and
all concerns regarding its operation should be first addressed to them.
* Note that no immortal is ever required to oversee a duel.
** Non-deadly versus Deadly duels are not possible.
~

0 DWARF~
Wide as a barrel and about as tall. This short stalky race builds
the best stone houses/tunnels or anything made of stone around. Dwarves are
known to have very good constitution, but as also known to be very hard to
get along with. If a dwarf does not have a beard a foot long he must be a
baby.  They are not always as fast on their feet as some races, but make 
excellent warriors nonetheless.  They are also somewhat religious types, 
and the call of the priest's cloth is strong within them.
~

0 DWARF DWARVES DWARFS DWARVEN~
Dwarves are relatively short (in Human terms), stocky and powerfully-built
creatures.  Long-lived and extremely sturdy, they are known equally as well
for their hardiness as for their cantankerous personalities.  Their thick,
stout frames lend them poor dexterity, but high strength and stamina.  This
race has produced some of the most reknowned fighters.  Dwarves possess the
inherent ability to see in the dark with infravision.
 
Dwarves average from four foot five inches and five feet tall, with dusky
complexions and thick, fur-covered torsos and limbs.  Both men and women
proudly wear and take pride in their beards.
 
~

1 E~
.              GROUPING WITH OTHER PLAYERS
              -----------------------------
If you are within 5 levels of another character, you have the ability
to group with that player.  You are not able to group a non-deadly
and a deadly character however (see HELP DEADLY). When you are grouped
with another player, you attack mobs together and share the experience
for each kill.
 
Group Commands:
 
  *FOLLOW <player> - you will follow that player at which point they group you
                   - to remove yourself from group type: FOLLOW <your name>

  *GROUP <player> - you add that player to your group
                  - typing GROUP alone will list the people in your group
                  - to remove someone from group type: GROUP <player name>

  *GTELL <message> - you tell the group a message
 
  *SPLIT <amount> - splits the gold among the group
 
~

0 EARTHQUAKE~
Usage        : cast 'earthquake'
Duration     : Combat - unable to process commands for 2 rounds
Level        : 15 Cleric
Damage       : (caster's level) + 1 + 1d4 AREA
Minimum cost : 15 magic points

	Upon uttering this spell the cleric calls upon their diety to shake the
very ground they stand on in order to destroy their foes.  The force of the 
shaking ground does 1d4 + 1 + level of damage to all people not in the caster's
group.  Certain creatures are very susceptible to earthquakes. you'll have to
find them on your own.

See Also: -
~

0 EAT DRINK~
Syntax:  drink <object>                  (drink liquid from a drink container)
Syntax:  eat   <object>                  (eat food or a magical pill)
         eat   <object> <container>      (eat directly from a container)
 
Drink instructs your character to drink from a fountain or a drink container
to alleviate thirst.
 
Eat instructs your character to eat an item of food or a magical pill (which
function in a similar fashion as potions); pills do not fill stomach space.
 
When you are hungry or thirsty (you will see messages at each tick that
tell you if you are starving or dying of thirst, and can check your
current state with either 'score' or 'oldscore'), you will not regain
hitpoints, movement points or mana back as rapidly as if you were well
fed and hydrated.
 
If you stay hungry or thirsty too long and you are not an Avatar, your
mental state will begin to suffer.  Your combat skills will be affected,
your coordination will suffer and you may begin to either hallucinate or
become depressed.  Eating, drinking and a little rest will solve this
problem after a short period of time.
 
~

0 EAT DRINK SIP TASTE~
Usage : eat <object>
	drink <container>
	sip <container>
	taste <object>

If you are hungry or thirsty.
Note : many containers are also called the fluid they originally contained
Blatant plug : Bread and water? Boring! Visit Moe's Pub!
~

0 EAVESDROP~
Syntax: Eavesdrop
 
Eavesdrop allows you to listen in on the conversations of others within the room 
you are in. Basically you can hear any whispers between characters.
 
 
SEE ALSO: WHISPER
~

61 ECHO SYSTEM RECHO~
Syntax:  system  <message>
Syntax:  echo <message>
 
SYSTEM sends a message to all players in the game, without any prefix
indicating who sent it. 
 
ECHO sends a message to all players in your room, without any prefix
indicating who sent it.
~

51 ECONOMY~
Each area will initialize (on bootup of the mud) with a pool of gold based
on the area's range and the wealth of each mob in that area.
 
The shopkeepers and thieves will automatically deposit gold into the economy
if they are carrying more than a certain amount (the higher the level of the
shopkeeper, the greater they will carry before depositing).
 
To allow mobprogs to be created to manipulate area economies, making them
interactive and interdependent, there are two mpcommands:  mpdeposit, and
mpwithdraw (see related helpfiles).  There is also an 'if economy' ifcheck.
 
The aset command can also be used to adjust an area's economy by hand
(example:  aset <area filename> low_economy <amount>, this will give
the specified area a minimum economy at the level you set).
 
Mobs will not repop with more gold than what they were originally created
with, but if the area economy runs low they will begin to repop with less
until the economy is replenished (as they all share the same gold pool).
 
Use foldarea to make changes to an area's economy with aset permenent.
 
See ASET, FOLDAREA
~

0 'ELDRITCH SPHERE'~
This powerful spell increases your resistence to both magical and nonmagical
attacks.
~

0 ELF ELVES SYLVAN-ELF HIGH-ELF GREY-ELF~
Sharp features such as pointed ears set this race apart from most.
They are known to be flightly and not dependable. Elves are also known to be
some of the best magicians around, as well as being among the most dexterous
races.

Grey Elf

	This is a race of magic beings, who excel in the arcane arts, and
their abilities to move about undetected (one way or another) are legendary.
Thus, they make excellent mages and thieves. Most of their kind live in the
forests; they are therefore well suited to professions of the forest, also.
They are not well known for being able to endure pain, however.

Sylvan Elf and High Elf

	Same as Grey elf, except : Sylvan elves are more geared towards
druids and rangers and warriors than mages, and are tougher; High elves are 
more intelligent, and less wise versions of Grey elves.  All of these elves
are basically good in nature.
~

0 'ELVEN BEAUTY' ELVEN BEAUTY~
This spell makes you more charismatic for its duration.
~

0 EMAIL~
Administration email: dotd@dotd.com
Player mailing list: majordomo@dotd.com
  In body of message put: subscribe dotd-players
~

0 EMOTE , POSE SOCIAL~
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.

POSE is a variant of EMOTE.
~

0 EMPTY~
Syntax:  empty <container>
Syntax:  empty <container> <container>
 
This command allows you to empty a container of its contents.
 
Use 'empty <container>' to dump the contents to the ground.
 
Use 'empty <container> <container>' will empty the contents of the
first container into the second container.
 
~

0 'ENCHANT WEAPON'~
Syntax: cast 'enchant weapon' <weapon>
 
This spell imbues a weapon with a magical enchantment, increasing its to-hit
and to-dam bonuses.  The weapon must be non-magical to start with, else the
enchantment will not succeed.  This spell also causes the weapon to be
aligned with the alignment with the caster.
~

0 'ENERGY DRAIN'~
Syntax: cast 'energy drain' <victim>

This spell saps the experience points, mana, and movement points of its
target.  This is an attack spell and should not be used against other
players.
~

0 'ENHANCED DAMAGE'~
This skill increases the damage you inflict when attacking.  Use of the
skill is automatic once you have practiced it.
~

0 ENTER~
Usage : enter <target>

	If you type 'enter' while you are outdoors, you will enter any nearby 
shelter. You can also follow 'enter' with an argument; for example, 
'enter window'. Handy way to escape the astral plane : 'enter pool'.

See Also: LEAVE
~

0 ENTER LEAVE~
Syntax:  enter
Syntax:  leave
 
In rooms either 'somewhere' exits or exits responding only to keywords,
you can simply type 'enter' or 'leave' to pass through that exit.
 
The most common use of this is with portals cast by mages.  To use the
portal, simply type 'enter' on either side of it and you will pass
through to the other side.
~

1 EQDAMAGE~
While in combat, you may notice that your equipment is taking damage.  For
example, you may see "Your lifebane gets damaged."  Each time this happens,
the AC of the item is damaged by one.  If the AC on an item is 5, after it
is damaged more than five times it will be destroyed or scraped.
 
If you wish to preserve the equipment, you must repair it by taking it to
the town blacksmith. (NOTE:  Not all equipment is repairable)  You may also
notice that while fighting a creature which attacks you with acid breath or
another acid attack, your equipment gets "etched and pitted."  When this
occurs the AC on that item is damaged by one permanently.  You cannot
repair the damage done by "pitting and etching."
~

0 EQUIPMENT~
Usage : equipment

	When you want to know what armor, weapon, charms etc. you are wearing.
You can abbreviate this command with 'eq'.

See Also: INVENTORY
~

0 EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

0 ESP~
Usage        : esp
Duration     : (psionist's level) / 2 hours
Level        : 1 Psionist
Minimum cost : 10 magic points

	This skill allows a psionist to read the thoughts of people
speaking, in layman's terms they can understand any language spoken because
they are seeing the thoughts and thoughts are universal. To attempt this
skill type 'ESP'.

See Also: COMPREHEND LANGUAGES
~

1 'ETHEREAL FIST'~
'Ethereal Fist' is an odylic enchantment in which the casting Mage
conjures from the ether about himself a solid manifestation of a
cubical volume of ether.  As if this weren't great fun in and of
itself, the final syllables of the spell cause the fist to 
repeatedly and mercilessly pound into a victim of the caster's choice.
 
Fun to cast in a room by yourself, and always a hit at parties,
'Ethereal Fist' is a low-level Mage's best friend.
 
~

0 'ETHEREAL FUNNEL' ETHEREAL FUNNEL~
This spell increases the damage done to the victim by energy attacks.
~

1 'ETHEREAL SHIELD'~
This spell decreases the amount of damage taken from energy attacks.
~

0 EXAMINE~
Usage : examine <target>

	May give you some valuable information about an item, or a monster.

See Also: LOOK
~

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'.
~

52 EXFLAGS~
The rset exflags <dir> [flag] ... command accepts the following flags:
ISDOOR        | There is a door in that direction
CLOSED        | The door is closed
LOCKED        | The door is locked
SECRET        | The door is a secret door
SWIM        * | Must be able to swim to go that way (or have a boat or float)
PICKPROOF     | Door is pickproof
FLY           | Must be able to fly to go that way
CLIMB         | Must be able to climb to go that way
DIG           | Passage is blocked and must be dug out
NOPASSDOOR    | Door is resistant to the passdoor spell
HIDDEN        | Door is not "obvious" -- doesn't appear with autoexits
CAN_CLIMB     | Can use the climb command to go this way
CAN_ENTER     | Can use the enter command to go this way
CAN_LEAVE     | Can use the leave command to go this way
AUTO          | Keyword can be typed to go this way
SEARCHABLE    | Searching in this direction can remove the SECRET flag
WINDOW        | Cannot go through this exit (doesn't appear with autoexits)

* Not yet implemented
~

52 EXITMAKING~
The 'rset exit' command is used to create, modify and remove exits in a room.
For more than one exit in the same direction see ADVANCEDEXITS.

The syntax of the 'rset exit' command is as follows:
rset exit <direction> [vnum] [exit-type] [key] [keyword(s)]
direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ?
vnum     : the room number in which the exit leads to.
exit-type: a number detailing the exit -- has a door, open/closed/locked etc.
key      : a number corresponding to a key object which can unlock the door.
keywords : keywords used to refer to the door, (or exit).

If only 'rset exit <direction>' is specified, the exit will be removed.
The 'key' field is optional when specifying keywords.  All other fields are
required previous to the field desired.

Examples:
rset exit n 3001           - Creates an exit north to room 3001
rset exit n 3001 3 gate    - Changes the exit north to have a closed "gate"
rset exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
rset exit n                - Removes the north exit

See EXITTYPES for generating the exit-type value.
~

0 EXITS~
Usage : exits

	Gives you a list of the obvious exits from your location. Of course,
the less obvious ones will not show up here - you have to *think* in order to
locate those.

See Also: SET (set autoexits)
~

52 EXITTYPES~
These are the currently valid exit-types:
      0 - Plain exit
      1 - Door exists         (Required to be closed or locked)
      2 - Door is Closed
      4 - Door is Locked
      8 - Door is Secret      (Trying to go that way won't reveal door)
     32 - Door is Pickproof   (Door can't be picked by spell or skill)
     64 - Need to be able to fly to go that way
    128 - Need to be able to climb to go that way
   1024 - Door is Passdoor proof

NOTE: You must ADD the values together to generate an exit-type:
        3 = a closed door
        7 = a closed and locked door
       11 = a closed secret door
       15 = a closed, locked and secret door

-- Use the 'rset exflags' command to change these flags, and to set the
   advanced exit flags, most of which are not shown above.

See EXFLAGS and EXITMAKING.
~

0 EXPERIENCE LEVEL XP~
Syntax:  level
 
Your character advances in power by gaining experience.  Type LEVEL to see
how many experience points you'll need for the next few levels.
 
You gain experience by:
    inflicting damage upon an opponent
    being part of a group that kills an opponent
    succeeding while learning a skill or a spell through real world usage
 
You lose experience by:
    fleeing from combat
    recalling out of combat
    being the target of some spells (energy drain, etc.)
    dying
 
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 and some random variation.
 
Your last 25 kills are recorded.  Each time you kill a creature that has
been one of your last 25 kills you will receive less and less exp for it.
The creature will also learn from its experience with you over time; if
its intelligence is higher than your own it will begin to gain an
advantage over you in combat.
~

0 EXPERIENCE XP~
Whenever you kill a monster or a player, you earn experience points.
When enough experience points are earned, you raise a level.  Things you should
know about experience points:

We strongly discourage killing of other players, but the choice is yours.

See Also: GROUP
~

1 'EXTRADIMENSIONAL PORTAL'~
The Great Wizard Thanatos, after creating his fabled WarMagicks,
found himself snubbed and abused in and about The Realms for his
researches.  Much time would pass before mages and other classes
alike would learn the true power of these spells.
 
In the interim, disguised as an assassin, Thanatos became interested
in a more minor problem: that of carrying off the loot he gained
from all those he slew with Quantum Spike.  Realising that such a
forumla would be easily grasped by his class, he thought to extend
it freely.
 
As a final touch to the spell, he thought he would spite those of
other classes by inbuing into these containers a quality which made
them unobtainable by the other classes.
~

0 Enlarge~
Usage        : cast 'enlarge'
Duration     : a couple hours
level        : 44 mage

       This spell puts the humans on par with the giants and keeps
      halflings and goblins from getting stepped on.
~

1 F~
.                COMMANDS FOR COMBAT
                ---------------------
  *KILL <mob> - you begin to attack the mob (you need only type once)
 
  *FLEE - you attempt to flee from the fight
 
  *CAST <spell name> - you cast the spell (see HELP <spell name> for more info)
 
  *GLANCE <mob or player> - tells you how wounded the target is
 
  *CONSIDER (con) <mob> - gives you an idea on how tough the mobile is
 
  *LEVEL - shows you how many experience points you need till next level
 
  *WIMPY <number> - if your hitpoints go under that number, you flee combat
 
  *CONFIG +/-FLEE - you do/don't flee when attacked
 
  *RESCUE <player> - you replace a player in a fight
 
  *SHOVE <player> <direction> - a deadly player is shoved in a given direction
 
  *DRAG <player> <direction> - a sitting deadly player is moved that direction
~

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.
~

1 FAVOR~
Your favor reflects how much your deity favors you.  It can increase if
you follow the principles of your deity, and decrease if you go against
your deity's wishes.  A high favor gives you better chance rolls and
weapon bonuses, while a low favor penalizes you.  You also use favor
when supplicating for special favors.  Favor ranges from -1000 to 1000.
 
Note:  If you deviate from your deity's alignment, you shall suffer a
penalty in favor for some actions.
 
SEE ALSO:  deities, devote, supplicate.
 
~

0 FEED~
Syntax: feed
 
Vampires require copious amounts of blood to function properly, and
often the small puddle remaining after a kill is insufficient to
satiate the Hunger.  Thus, the Vampire will often need to grapple
with a victim in an attempt to feed from the living veins.
 
To 'feed', the Vampire must be engaged in combat; simply type 'feed'
while fighting.  If the bite succeeds a small amount of damage will
be done and a varying amount of blood will be drawn.
~

0 FEIGN DEATH~
Feign death allows a monk to pretend that they are dead. The things
that are attacking the monk will stop fighting (the monk). It is best to leave
the room as soon as possible; the mob might see that you're still breathing.
~

0 FILL~
Syntax:  fill <drincon>
Syntax:  fill <container>
Syntax:  fill <pipe> <herb>
 
FILL can be used with drink containers, regular containers or pipes.
 - to fill a drink container, go to a fountain and 'fill <drinkcon>'
 - to fill a container such as a backpack with items from the ground,
   type 'fill <container>'
 - to fill a pipe you must have both the pipe and the herb in your
   inventory, then type 'fill <pipe> <herb>'
 
~

0 FIRE SHOOT~
Usage : fire <target>

	The command parameters for FIRE are 'fire <mobname>' where mobname
is the mob you wish to shoot the weapon at. Most items require a load/notch
before you can do this.

See Also: NOTCH, LOAD
~

0 FIREBALL~
Usage        : cast 'fireball' <victim>
Duration     : Combat - unable to process commands for 3 rounds
Level        : 25 Mage, 25 Sorcerer
Damage       : (caster's level) * 1d6 AREA
Save         : Versus spell for half damage.
Minimum cost : 50 magic points

	With this spell the caster directs large volumes of searing flame at a
room. This damages all non-grouped things in the rooms by(1d6/level of caster)
hitpoints.  As with other damaging spells, this can wreck equip. People with
infravision who are not affected by truesight and are in a dark room will be
momentarily blinded. This spell may also start fires, in flammable areas.

See Also: COLOUR SPRAY
~

0 'FIRESHIELD'~
Syntax: cast 'fireshield'

This spell will surround you with a shield of fire, that will return your
enemies attacks with balls of fire!
~

59 FIXCHAR~
Syntax:  fixchar <character>
 
Resets a character's saving throws and mentalstate.  Should probably
not be done while the character is equipped.
~

0 FLAMESTRIKE~
Usage        : cast 'flamestrike' target
Duration     : Combat - unable to process commands for 3 rounds
Level        : 15 Cleric
Damage       : between 6 and 48
Save         : save vs spell
Minimum cost : 15 magic points
 
This spell summons a column of fire down upon the target.  The force of the 
fire is so great that it will do 6 - 48 points (6d8) flame damage, 1/2 if save.
People with infravision who are not affected by truesight and are in a
dark room will be momentarily blinded.

See Also: HARM
~

0 FLEE~
Usage : flee

	If you are in a fight and things are beginning to get a little
uncomfortable (maybe you are about to die), just type 'flee', and presto!
You are out of harm's way - that is, IF you are still standing and, IF there
is a suitable exit nearby, and IF you successfully flee, and IF that exit 
does not simply take you out of the frying pan and into the fire... but then,
who wants to live forever?

See Also: WIMPY MODE
~

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.

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.
~

1 FLOAT~
Syntax: cast 'float' <character>
 
This spell enables the target character to float.  It is useful in saving
mv (movement points), makes a character float slowly to the ground when
falling from in the air, and allows you to move over water and through the
air.
 
Some water areas require the use of float to prevent damage from drowning.
If you are in an area and your movement suddenly begins to drop, then you
begin losing hps <hitpoints>, you should cast float immediately.
~

57 'FLOAT'~
Syntax:  cast 'float' <character>
 
The spell enables the target character to float.  It is useful in saving
mv (movement points), as well as in preventing damage taken when falling
and in preventing an opponent from tripping you.  It does not allow you
to travel through areas which require you to fly, however.
~

0 FLY~
Syntax:  cast 'fly' <character>
 
This spell enables the target character to fly.  It is useful in saving
mv (movement points), preventing a character from falling when in the
air, moving over water or through the air, and in preventing an opponent
from tripping you.
 
Some water areas require the use of fly to prevent damage from drowning.
If you are in an area and your movement suddenly begins to drop, then you
begin losing hps <hitpoints>, you should cast fly immediately.
~

65 FOLDAREA~
Syntax:  foldarea <area filename>
 
This command is used to save a live (non-prototype) area file, usually after
it has been modified.  It should be used with extreme care.
 
See ASET, UNFOLDAREA and INSTALLAREA.
~

0 FOLLOW~
Usage : follow <victim>

	If you happen to be going in the same direction as someone else, why
not simply follow that person? For example: "Follow Joe". If you are following
someone and you wish to stop doing that, then all you have to do is follow
yourself: "follow <your name>".

See Also: GROUPING
~

0 FOLLOW GROUP~
Syntax: follow <character>; Syntax: group <character>; Syntax: group
 
'Follow' starts you following another character.  To stop following, type
'follow self'.  You cannot follow those more than ten levels above you.
 
'Group <character>' adds someone who is following you into your group, making
them a group member.  Group members share experience from kills, and may use
the GTELL and SPLIT commands.  If anyone in your group is attacked, you will
automatically join the fight.
 
If character is already a member of your group, using 'group <character>'
will remove them from your party.  Removing the character from the group
does not stop them from following you, however.  A character can also
leave your group by using the 'follow self' command, in which case they
will both leave your group and stop following you.
 
'Group' with no argument shows statistics for each character in your group.
 
You may follow lower level characters or characters up to ten levels higher.
You may group only characters within eight levels of your own.
 
'Group all' groups all eligible players following you in the room.
 
'Group disband' allows a leader to disband his group (members stop following
 and are ungrouped).
~

59 FOR~
Syntax:  for <argument> <command>
Syntax:  for <argument> <command> <target>
 
For allows an immortal to perform a command at or even on a large
number of targets.  The arguments include:  all, mobs, gods.
 
Example:  for gods gl, you will 'glance' in the room of every god
who is online (include link-dead)
 
You can also perform an action on the argument target.
Example:  for mobs poke #, you will perform the 'poke' social on
every mob in the game.
 
'For' does not override private flags.
~

52 FORCE~
Syntax:  force <victim> <command>
Syntax:  force all <command>
 
Force forces one mob or character to execute a command.
 
FORCE 'all' forces _all_ everywhere in the game to execute a command,
typically used for 'force all save'.
 
Note that the level required to use force on mobs can be different
than the level required to use force on players, and can be adjusted
via 'cset' (see 'help cset').
 
~

56 FORCECLOSE~
Syntax: forceclose <descriptor>

This command will force a certain descriptor to close.
This is useful to disconnect connections that aren't really connected
due to a poor TCP connection.

It can also be used to forceclose a connection before a potential
problem player can even get to the authorization state of connection.

See USERS, CONSTATES and DISCONNECT.
~

75 FORGE MATERIAL~
use: forge material item
 
Items:
dagger, sword, longsword, twohander, broadsword, halberd,
spear, axe, battleaxe, warhammer, and hammer.
 
Materials known of:
Wood
Lead
Copper
Steel
Silver
Gold
Titanium
~

61 FORMPASS~
Syntax:  formpass <new password> <character name>
Example: formpass temporary Joseph
                                       
Used to help in changing a character's password if they have forgotten or
misplaced their own.
 
This command will return the encrypted form of the specified password for
the specified character name.  Password and character name are case
sensitive, and the character name _must_ be capitalized.  The resulting
encrypted password must then be pasted into the character's pfile offline
by someone with access to player files.
 
~

51 FQUIT~
Syntax:  fquit <character>
 
Can be used by low-level imms to force a level 1 player to quit the game,
for example if the player is accidentally authorized or is causing problems
and there are no higher immortals around to deal with the problem.  Fquit
does not work on any player higher than level 1.
 
~

0 FRENCH~
Usage : french (victim)

	In France, it's called an English kiss...

See Also: SOCIAL ACTIONS
~

1 G~
.                       COMMUNICATION COMMANDS
                      ------------------------
  *CHAT <message> - everyone can hear this message
  
  *TELL <player> <message> - only that player will see your message
 
  *ASK/ANSWER <message> - for asking and answering questions
 
  *EMOTE <message> - this prints <Your name> <message> on the screen
 
  *QUESTTALK <message> - channel used for questing players
 
  *REPLY <message> - sends a messages to the last person who sent you a tell
 
  *SAY <message> - the message is only heard by the people in the room
 
  *SHOUT <message> - message is only heard by people who are awake
 
  *YELL <message> - message is only heard by people in the area
 
  *CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders
 
  *CHAN +/-<channel> - you can turn a channel on and off
 
**** Also see HELP LANGUAGES, NOTES, and MAIL ****
~

0 GAIN~
Usage : gain

When a newbie player first enters the mud, his/her CONFIGURE will be set
to AUTOGAIN.  This will be signified by a '+' sign in front of AUTOGAIN
when listed by the CONFIG command.  With this feature enabled, one does
NOT have to visit a guildmaster and type GAIN in order to advance to the
next level.  The advancement will be done automatically, when the
required experience points are achieved.
 
On the other hand, if one has the AUTOGAIN setting turned off, a (-)
will appear before the word AUTOGAIN in the Configure command listing.
This will mean that the player will have to visit his/her guildmaster and
type GAIN after receiving enough experience points to advance to a higher
level. Gaining will advance a player to the next level, give the hit points
earned, practices, and modify your abilities (such as THACO or backstab
multiplier). Until one gains, they will not be able to gain more experience
points than those points needed to be placed one point away from the next
highest level.
 
See Also: AUTOGAIN, LEVELS, GUILD MALARIA, GUILD SILVERSTONE
~

0 GARIL~
Garil is the implementor, owner of the mud, and primary coder.
Email address: garil@dotd.com
~

0 GATE~
Usage        : cast 'gate' <distant target>
Duration     : Unknown
Level        : 55 Mage, 55 Sorcerer
Minimum Cost : 100 magic points

	A more powerful version of the portal spell, gate opens a gate from 
you to another life form, which must exist before the spell is cast.  Once a
gate is opened, anyone may enter either side and be transported to the other
entrance immediately.  Gate allows for extraplanar travel, as well.

See Also: Portal
~

0 GET TAKE~
Usage : get <item> ((from) container)

	If you find something interesting on the ground, you may use 'get' to 
pick it up. Example: "get greatsword". If you are in a hurry, or if you just
feel very greedy, you may type "get all". You can also use 'get' to extract
objects from containers. Note that this command can be abbreviated with "g".
Example: "get dagger from bag".  Other examples:

  get all.bread from bag
  get 9*bread from 2.bag   (gets 9 breads from the second bag you have)
  get all from corpse

	This command has been fixed! There is no longer any ambiguity between
containers in your inventory and on the ground.  The ones in your inventory are
1..n and the ones on the ground are (n+1)..(n+m).

See Also: DROP PUT
~

56 GHOST LOADUP~
Syntax: loadup <player>
        ghost <player>

LOADUP allows one to load up a player's character (playing or not), to do
whatever needs be done to the character.  (Modifying a flag, changing a
password... etc).  Use FORCE to make the character do your bidding.

~

0 GITH~
The Gith are a race descended from humans.  Once long ago, they were a
peaceful civilization of humans that were captured by mind flayers and
tormented for centuries.  Eventually, a savior named Gith led them to
freedom, yet their bodies had been flayed by the mental powers of the
illithids.  The Gith found themselves, stronger, quicker, luckier and
smarter than average humans, yet they had lost much of their faith,
wisdom, stamina and charisma.
 
They had yellowed skin and were very long of limb.  Sunken eyes peered
from yellowed sockets, now strangely capable of naturally detecting
invisible things.  The Gith race has split into three distinct groups
recently.  The good, the Githzerai, the selfish neutral, the Pirates
of Gith, and the evil, the Githyanki.
~

0 GIVE~
Usage : give <item> (to) <person>

	If you feel benevolent, you may give some stuff to someone in need.

See Also: GET, STEAL
~

1 GLANCE~
syntax:  glance
syntax:  glance <victim>
 
Glance alone shows you only the contents of the room you are in,
eliminating the description.  Glance <victim> shows only the health
condition, eliminating their description and equipment from your
screen.
 
Glance may be abbreviated as 'gl'.
~

1 GLORY~
Glory is a measure of how valiant you are, and is accumulated by taking part
in quests and the like by the immortals.   It appears in 'score' as:
 
                    Glory: 264(430)
 
The number in parentheses is the total lifetime glory attained by a character,
and the other number is your current glory.  Glory can be "spent" to improve
items, weapons and the like.

See Also: QUEST
~

0 GNOME~
Gnomes are very similar in appearance to dwarves, just... shorter, and
more prone to have white hair.  Some would say that these guys look like a
dwarf with a very large nose, I would not say that to a dwarf though.  Gnomes,
on the whole, are highly intelligent, but lacking in common sense.  They tend
to be above average at spellcasting, and again, like the dwarves, they are 
pious, and many take the vows of the clerics.
~

0 GOBLIN GOBLINOID GOBLINS~
Goblins have flat faces, broad noses, pointed ears, wide mouths, and
small, sharp fangs.  Their foreheads slope back and their eyes are usually
dull and glazed.  Though they walk upright, their arms usually hang down
almost to their knees.  Their skin color is generally deep orange or
reddish.  Then again, some goblins are green skinned.  Eyes are colored
either yellow or red.  An average goblin stands about four foot tall.

	They are not so much unliked as misunderstood. They are very agile,
but not very strong.  It seems that they were destined to be thieves.
~

1 GOLD~
Syntax:  gold
 
Displays the current total gold you are carrying.
~

0 GOSSIP~
Usage : gossip <message>

	This is similar to shout, but only people that have this channel turned
on and are in the same 'zone' as you will hear it. If you wanna just gab, this
is the way to do it. All immortals can hear gossip no matter what 'zone' you
are in.

See Also: SHOUT,AUCTION,NOGOSSIP,NOAUCTION and DEAFEN
~

52 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.

If the location is a vnum, and it does not already exist, and it is within
your room vnum range; it shall be created for your to edit further with
RSET.

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.

See RSET.
~

0 GRAB HOLD~
Usage : grab <object>
        hold <object>

	For getting a good grip on something; a torch, for example. The object
in question must be in your inventory and holdable, and you have to have a free
hand to put it in.

See Also: WEAR, WIELD, REMOVE
~

-1 GREETING~
.

Those who will give up essential liberty to secure a little temporary
safety deserve neither liberty nor safety. - Benjamin Franklin

SMAUG 1.0 by Thoric (Derek Snider - derek@idirect.com), with Altrag,
Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog
Original MERC 2.1 by Hatchet, Furey, and Kahn.  Original DikuMUD by: Hans
Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer
Boa 0.92o -- See HELP BOA, www.boa.org

Implementors: Garil and Zoso

Desolation of the Dragon II MUD
~

0 'GREY ELF' 'HIGH ELF' 'SYLVAN ELF' ELVEN ELF~
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.
 
~

1 GRIP~
This skill is automatic, once practiced.  The skill causes you to grip
your weapon tightly as someone tries to disarm you, making it far more
difficult to successfully disarm you.  This skill will only increase as
you are engaged in fights where someone is attempting to disarm you.
~

0 GROUPING GROUPS~
Usage : group (<victim> or "all")

	If you are a group member, then you will share experience points for
killing monsters equally among the group. Experience points will only be shared
among group members that are in the same location, at the time of the killing
blow. Sharing is regardless of whether the group members have been participating
in the fight.

Incentives for grouping... As if being able to kill much tougher mobs wasn't
incentive enough! :

1) leader of a group gets 5% exp bonus per kill per pc in group
2) followers get 3% bonus (per pc)

ABOUT EXP CAPS AND GROUPS

	There is a experience 'cap' on people NOT grouped with anyone else,
this cap is 200k per mob MAX. (k means multiply by a thousand, for those of you
non-nerd types) If you group with someone else the cap is then moved to 300k,
3 people and it is 400k and so on. If there are 8 people grouped then the cap
is 1m, anything over 8 the cap is 2million. In other words, you ONLY get more
experience (if the mob is worth a lot of experience) if you group.

	Group with no argument show a list of people who you are grouped with,
as well as their current hits, magic, and movement percentages.

	To make a group, a "leader" must be selected. All members of the group
must then "follow" the leader using the follow command. The leader should NOT
follow anyone at all! The leader can now toggle group membership for each 
player in the group, by using "group <player_name>". The leader should remember
to include himself/herself in the group.

Example:

Quifael and Redferne both wish to group with Dragon.
Dragon doesn't mind, they raise his cap!

Quifael enters :  follow dragon
Redferne enters : follow dragon
Dragon enters : follow dragon (If he isn't already.)
Dragon enters : group dragon
Dragon enters : group redfern
Dragon enters : group quifael

These last three lines could just have been replaced with
dragon enters : group all

Later when Dragon gets upset at Quifael (because he is sleeping all the time)
he enters : group quifael -- to kick Quifael out of the group.

See Also: XP, EXPERIENCE, FOLLOW
~

54 GRUB~
Here is some reference data you will need in order to use GRUB.
 
Sex          Class        Race         Fields   Clans        Councils
0 Neutral  0 Mage       0 Human        Name     1 1st Guild  1 1st Council
1 Male     1 Cleric     1 Elf          Sex      2 2nd Guild  2 2nd Council
2 Female   2 Thief      2 Dwarf        Class    3 ... so on  3 ... so on
           3 Warrior    3 Halfling     Race
           4 Vampire    4 Pixie        Level
           5 Druid      5 Vampire      Room
           6 Ranger     6 Half Ogre    Gold
           7 Trainer    7 Half Orc     Clan
           8 Paladin    8 Half Troll   Council
           9 Barbarian  9 Half Elf     Site
          10 Psionist  10 Gith         Last
          11 Artificer                 Pkill
 	  12 Monk
	  13 Necromancer
	  14 AntiPaladin  

Here are some sample uses of GRUB:
 
grub 20 pkill=y class=5      Display 20 Druid pkillers
grub 20 level=2 last<=970120 Display 20 L2 players absent since 970120
grub 20 level>=20 level<=30  Display 20 players levels 20 thru 30
grub  0 level=2              Count the number of level 2 players
grub 20 level>50 gold>100000 Display 20 imms with more than 100k gold
grub 50 damroll>100 sex=2    Display 50 females with damroll>150
grub  0 class=5 damroll>150  Count the number of druids with damroll>100
grub 20 site=123.456.789     Display 20 players from site 123.456.789
grub 10 class=0 race=2       Display 10 dwarven mages
grub  1 name=Joe             Display Joe's info
grub 20 room=7070 class=0    Display 20 mages who logged off in 7070
grub  0 class!=2 class!=3 class!=4   Count the number of mana users
 
You always need to specify the number of lines you want displayed. The
reason for that is that we don't want to ask for a list and then get
surprised to find that it's 15,000 lines long. You can get a count
of the players that match your criteria by requesting zero lines.
 
GRUB will tell you how many lines there are in the list n matter how
many you ask to display. So if there are 15,000 players that meet yur
criteria and you ask for the first ten, GRUB will tell you there are
15,000 in total but will only show you the first ten.
 
See also: HELP 'GRUB EXAMPLES'
~

54 'GRUB EXAMPLES~
Here are some examples illustrating common usages:
 
Example:
 
grub 20 or hitroll>150 damroll>150 gold>200000000
 
Suppose you want to search for "suspicious players". Suppose you want
to see players who have more than 200 million gold or whose damroll
exceeds 150 or whose hitroll exceeds 150 you can do that as follows:
 
Normally GRUB lists players who satisfy all the conditions you specify.
But it can also be used like this to list players who satisfy any one of
the conditions.
 
The operand "or" ensures GRUB will list players who satisfy any one of
the conditions.
 
If you had specified:
 
grub 20 hitroll>150 damroll>150 gold>200000000
 
That would show you players whose hitroll exceeds 150 and whose damroll
exceeds 150 and whose gold exceeds 200 million. It would be a much
smaller list and you would miss many suspicous players.
 
Example:
 
grub 20 name>ska name<skb room>=21000 room<=21499
 
Suppose someone complains that a player with a name like "Skathamaga"
picked up some of their eq and promptly quit the game. The player isn't
sure of the exact name of the thief but is sure it starts with "Ska".
The thief quit the game somewhere in New Darkhaven (vnums 21000-21499).
 
This example will show you players whose name starts with "Ska" and who
last quit the mud somewhere in New Darkhaven.
~

0 GTELL~
Usage : gtell <message>

	This command is similar to TELL with one major difference. It will tell
EVERYONE that is in your *group*. You can use this command while sleeping but
you can't hear it while sleeping. This will help you when you need to sleep.
NOW. But need to tell people things, too.

See Also :TELL, GROUP
~

0 GTELL ; REPLY SAY TELL~
Syntax: gtell <message>
Syntax: say   <message>
Syntax: tell  <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.
 
~

0 GUILDMASTER~
A Guildmaster is a skilled npc where players go to learn and practice
skills or spells of their class.  Guildmasters can best be found by
exploring the large cities or areas nearby such as villages or other
type of camps depending on the class.
 
Guildmasters can also advance a player to a higher level if the required
experience has been achieved.  However if the player has AUTOGAIN turned
on, typing GAIN to advance, will not be necessary.  It will be done
automatically.
 
Newbie guildmasters are normally located in a player's hometown, or
city where the newbie player was created.  In two of the main cities,
Silverstone and Malaria, there are city guides that willingly will
provide directions to the guildmasters when asked for HELP.
 
See Also: GUILD SILVERSTONE, GUILD MALARIA, CITYGUIDE, LEVELS, GAIN
            AUTOGAIN, HOMETOWN
~

0 GUILDS~
Syntax:  guilds
 
Displays a list of currently operating guilds, their leaders, their
mkills (number of mobs killed by guildmembers) and mdeaths (number
of members killed by mobs).
~

0 GUILDTALK~
Syntax:  guildtalk <message>
 
Provided that you are in a Guild, guildtalk will send the message to
all members currently online.
~

0 GULLIBLE~
adj.  Easily deceived or duped.
~

0 GWHO~
Usage : gwho

	GWHO will give a complete list of groups, i.e. group names and members.

See Also: WHO, WHOIS
~

1 H~
.                  COMMANDS FOR GENERAL INFORMATION
                 -----------------------------------
  *WIZLIST - shows a list of all the immortals
 
  *AREAS - lists of areas and their level ranges
 
  *COMMANDS - lists all the commands available

  *SCORE - will show the stats on your character
 
  *SOCIALS - lists the socials available to you
 
  *TIME - gives the mud time
 
  *WEATHER - tells you what the weather is like
 
  *WHO - shows all the people playing at the time

  *WHERE - lists the players in your area
 
  *CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different
   clans, orders, councils, and guilds
~

0 HALF-ELF HALFELF HALFELVES~
A mixing of Human and Elven blood, these attractive creatures are neither
as intelligent as full-blood Elves (but moreso than Humans), nor as hardy
as full-blood Humans (but moreso than Elves).  They serve best in classes
which require a mix of mental and physical strength without demanding
superiority in either.  Half-elves carry the inherent Elven ability to
see limitedly in the dark with infravision.
 
Though not as tall as a pure-blood elf, a half-elf is a relatively tall
creature ranging from five foot five inches tall to six foot five inches,
with a generally more muscular build than the pure-blooded elf.
 
~

0 HALF-OGRE HALFOGRE~
Half-Ogres are offspring of the successful coupling of the neanderthal-like
Ogre with and Humans.  Standing from six to nine feet in height and packed
with bulging muscles, Half-Ogres possess great physical abilities, enabling
this race to thrive in battle.  Half-ogres tend to be less quick-witted
than humans and, like their pure-blood Ogre relatives, are aggressive in
the extreme, often engaging in battle to establish superiority, leaving the
loser shunned as a weakling incapable of survival.  Because of their human
parentage, Half-Ogres are not as large or powerful as pure-breed Ogres, but
nevertheless boast truly awesome strength.  Half-Ogres possess infravision.
 
The torso and limbs of many Half-Ogre are commonly covered in small, boney
growths.  Most are relatively hairless, with disproportionally long limbs,
giving many an ape-like appearance.  Their weight runs from three hundred
to four hundred pounds.
 
~

0 HALF-ORC HALF-ORCS HALFORC HALFORCS~
A recent mingling of Orcish and Human blood arising as the darker races
have encroached further upon the remaining settled areas, most members
of this half-blooded race are distinctly more Orcish than Human in both
appearance and behavior.  Large and dull of wit, with short but broad
bodies, their poor mental and physical dexterity is offset by an iron
constitution.  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 Half-Orc.  All Half-Orcs possess infravision.
 
Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually
retain their wider bodies, longer, bowed limbs and heavier 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 HALF-TROLL HALFTROLL~
An intermingling (carried out in the darker lands of the world) of the
blood of the Troll with that of Humans, the Half-troll is as deadly as
it is hideous.  Though considerably smaller than full-blood Trolls, the
Half-troll often stands well over eight feet in height and carries over
three hundred pounds on its heavily-muscled frame.  Though naturally of
low wisdom, the race was sorcerously imbued with a wicked intelligence
and the ability to see naturally in the darkness.  Half-trolls usually
make poor pure magic users, and suffer from an unusually low dexterity.
Yet their boundless energy and high intellect create one of the most
cunning physical beasts in experienced hands.
 
Owing in part to the black blood which courses through their heavy veins,
the heavily-scaled skin of the Half-troll ranges in color from a charcoal
grey to a deep, blackish green.  Half-trolls revel in the fright of their
appearance, often wearing their hair in battle-braids and emblazoning
themselves with brands and tattoos to accentuate the effect.
 
~

0 HALFLING HALFLINGS~
Short, slender, bull-headed and very mischievous the Halfling has a level
of dexterity which knows no equal, and many enjoy the thrill of stealing
valuables from other people.  Many halflings choose the path of the Thief,
for which their silent footstep and nimble fingers serve them well.  This
dexterity coupled with a surprising fearlessness makes them a ferocious
(though somewhat underpowered) opponent.
 
Halflings have compact bodies and thick, long limbs, and are usually
covered from head to toe in hair of varying thickness and color.
 
~

0 HALFLING HOBBIT~
Mini-humans is what they look like, but beyond that, they are 
vastly different... Halflings like to enjoy good food and lay about. They 
are good at most thief skills when born, although they are generally not a
evil race; they traditionally are what most would deem a peaceful folk.  This
peaceful nature has led some halflings to become druids.  However, most
halflings prefer a simple life (preferably with plenty of food).  Halflings
are physically weak compared to most races, but they are extremely quick.
Halflings make adept thieves, for some odd reason.
~

0 HARM~
Usage        : cast 'harm' <victim>
Duration     : Combat - cannot process commands for 2 rounds.
Level        : 25 Cleric
Damage       : 100 points, or enough to ALMOST kill.
Minimum cost : 50 magic points

	This spell is only successful if the caster makes a successful hit roll
on the victim.  If it does work, This spell removes all but 1d4 hitpoints from
the victim, unless the victim is too healthy :  the maximum number of damage 
points are 100. It is possible to kill people who are suffering badly using
this spell.

See Also: CAUSE LIGHT, CAUSE SERIOUS, CAUSE CRITIC, NASTY RASH
~

0 HEAL~
Usage         : cast 'heal' <target>
Duration/Type : Restorative / Combat - cannot process commands for two rounds
Level         : 25 Cleric
Minimum Cost  : 100 magic points
 
	Heal will cure damage done to the target. Though a maximum of 100 hit
points can be healed, heal will not cure the last 1d4 hit points. A victim who
is blinded will also be cured by the heal spell.
 
See Also: CURE LIGHT, CURE SERIOUS, CURE CRITIC, CURE BLINDNESS, FULL HEAL
~

69 HEDIT~
Syntax:  hedit [help topic]
 
This command allows you to edit a help topic.  If the specified help topic
does not exist, it will be created for you.  The default help page (summary)
will be selected if you do not specify a page.
 
NOTE - Always, when creating a new help entry, type Help <new entry name>
       prior to creating your entry. A pre-existing help file associated
       with that keyword may already exist.
&Y
Colors &wcan now be added to help files using the same command set that changes
a player prompt.  &bMultiple &Ycolor &wcombinations can be set on a given line
including ^bbackground^x colors.  However, there are a couple of quirks to take
note of:
&Y
    1) If the first line of your help file containers a color code and you are
       experiencing a display problem with the file, use a . to begin the file.
    2) Color changes should be separated by at least one character.  Example:
       '&&Y.^^r' will work, '&&Y^^r' may cause problems.
 
See HSET, PCOLORS.
~

51 HELL UNHELL~
Syntax: hell <character> <number> <hours or days>
Syntax: unhell <character>
 
The hell command sends a character to hell for a given period of time.  It
automatically releases the character when their time has been served.  Upon
being helled, the character receives the message, "The immortals are not 
pleased with your actions.  You shall remain in hell for <time period>."
 
Hell takes arguments of either hours or days.  To hell someone for 3 hours,
"hell <character> 3 hours."  To hell someone for three days, "hell <character>
3 days".  Hell will default to hours if hours or days is not specified.

To release a player from hell early, simply "unhell <character>".  
~

0 HELP~
Usage : help (topic)

	Basically, you can get help on any spell or skill, and certain topics
of interest, such as the following :

        help               - list of often-used commands
	help help          - you're reading it now
	help introduction  - Useful for people new to DaleMUD (Diku+Tiny)
	help areas         - nice list of where to go, and when to go
	help newbie        - useful for people new to DOTD
	help map           - gives you an map of part of the DOTD world

	Help searches for a partial match of the entered word, including any
spaces that may follow the word. If you put spaces after the topic, the help
will most likely not find that topic.

Note on spells : If help <spellname> doesn't give you the information you want,
                 (i.e. gives you help on an irrelevant subject) try :

			help "spell" <spellname>

                 (of course, leaving off the <> and "")

A (LONG) note on usages :
The symbols < and > surround REQUIRED parameters, which will consist of a word
substituted for the word in <>'s. (i.e. help <topic> means, that if you would
like help on a specific command, TELL for instance, you would type : help tell)
Parenthesis - ()'s, will surround OPTIONAL parameters.
Anything in double quotes, (i.e. "Anything") means, the word in quotes must
be present AS TYPED, unless it was in parenthesis as well... for example, the
help group entry reads :
Usage : group (<victim> or "all")
This means that the following are all acceptable commands :

  group
  group Bilbo (if Bilbo is in the room you are in, and following you)
  group all

See Also: The above topics, which can ALL be rather useful, even for 
           experienced players. 
~

0 HIDE~
Usage : hide

	When you type hide there is a chance that you hide in the room. If
hidden you can only be "sensed" by the "sense life" spell. Even if sensed, your
identity will remain hidden. Hide is broken by pressing return, regardless of
whether you typed a command or not. AFK works similarly.

See Also: AFK
~

0 HIDE SNEAK VISIBLE~
Syntax:  hide
Syntax:  sneak
Syntax:  visible
 
If you successfully HIDE, other characters and creatures cannot see you
unless they are affected by 'detect hidden'.
 
If you successfully SNEAK, you can move from place to place without being
noticed by other characters.
 
In order to HIDE or SNEAK successfully, you must practice the appropriate
skill.
 
VISIBLE cancels your hiding and sneaking, as well as any invisibility,
effectively making you visible again to all.
~

60 HITALL~
Syntax: hitall
 
Hitall is a fighter skill that will start a fight by hitting all the
opponents in the room.  For nondeadly characters, the 'opponents' means
mobs, for deadlies it means all the deadly players in the room.
 
Be aware that area attacks are aggressive to all mobs in the room,
including pets, mounts and charmed creatures.
~

1 HLIST~
Syntax: hlist <low level range> <high level range>
 
This command will give you a listing of available help files. The list
is in alphabetical order based on the first triggering keyword. While
this command was initially designed as a maintenance tool to help us
track help files, it is also available to players so that they can
capture a listing of the help files available to them. 
 
Note - You may only view help files that are coded for viewing by your
       level or lower.
 
Note - The list of help files is quite extensive, and the command does
       not as yet have a way to filter/shorten the list. Screen capture
       is, at present, your only recourse.
 
~

0 HOLD REMOVE WEAR WIELD~
Syntax:  hold   <object>
Syntax:  remove <object>
Syntax:  remove all
Syntax:  wear   <object>
Syntax:  wear   all
Syntax:  wield  <object>
 
Three of these commands will cause you to take an object from your inventory
and use it as equipment:
 
HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons.
 
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
 
WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory.
 
REMOVE will take an object from your equipment and place it into inventory.
 
REMOVE ALL will remove all your equipment and place it into inventory.
 
~

51 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.

When an immortal is INVIS, they will have a flag on the who list which 
indicates their level of invisibility, such as (51) for INVIS 51.  A 
similar flag will also appear when you 'LOOK' in a room - this flag will 
say (Invis 51).

HOLYLIGHT will not allow you to see immortal INVIS characters who are
higher level than you.
~

10 HOMEPAGE~
syntax: homepage <url>
 
example: homepage http://www.idirect.com/test.html
 
If you have a web page somewhere, you can use the homepage
command to show people a link to that page whenever they
select the 'see who's on' link from the Realms of Despair
home page.
 
To remove your homepage setting, type 'homepage clear'.
~

0 HOMETOWN~
When a player creates his/her character, they will choose a race.
This race will determine which hometown (city) the character will
belong to.
 
Presently, there are two main cities named Silverstone and Malaria.
Silverstone is home for the good races, and thus, Malaria is the
home for the evil races.  Each hometown will have guildmasters and
cityguides to help the newbie player gain new skills and learn the
directions to places to explore.
 
It is important to realize that if one is from Silverstone, it
would not be wise to venture into Malaria or vice-versa.  The
sentrys, Guardians, and other guards will attack you as an enemy,
and this may not be too cool, if they swarm on you like ants.
 
~

0 HOUSE HOUSES~
Houses allow the character who owns it to rent for half-price. 
The character enters the house, and types rent, and all the stuff is
stored.  No one else can rent in that room, just the owner.  Multi-room
houses are legal.  Houses are in pre-defined locations, you cannot choose
your location other than which city it is in (Silverstone or Malaria).


See Also: HOUSE AUCTION
~

0 HP~
This is an abbreviation for hit points.  All classes begin with 20 hp
at creation and gain between 6 and 19 hp per gained level, depending on
class, race and CON.  Equipment can also add to your total hp.
~

69 HSET~
Syntax:  hset [help page] <field> [value]
 save                            Saves all help pages (to help.are)
 level <level>                   Sets help topic to specified level
 keyword <keywords>              Sets help keyword to specified keywords
 remove                          Removes the specified help page
 
Note:  If you wish to set more than one keyword to a help topic, enclose all
       the keywords, space separated inside quotes.  (Like in spellcasting)
Note:  If you have instances of multiple help files with the same keyname,
       using Hset Remove without a level designation will remove the one with
       the lowest level of access. ie:
 
       Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58.
       Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY.
       Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'.
 
See also: HEDIT
~

0 HUMAN~
Look in the mirror.  Humans are your basic Joe Normal, and are the
basis for comparison for all the other races.  They excel in everything they
do, so are not limited in levels, and can be of any class.  However, they 
have no particular distinction, other than being pretty common. 
~

0 HUMAN HUMANS~
Humans are the most numerous and least unusual of the races.  They possess 
no special abilities or bonuses, but also have no penalties.  Because of
this, Humans are extremely adaptable and are able to assume a variety of
classes and roles.
 
Humans are bipedal beings, boasting two arms, two legs and a roundish head.
Amazingly, Humans have a strange tendency to look different from each the
other; almost none look exactly alike.
 
~

0 HUNT~
This is the ranger skill that allows him/her to track somebody.

See Also: TRACKING
~

0 HYPNOSIS HYPNOTIZE~
Usage        : hypnotize <victim>
Duration     : 36 Hours
Level        : 2 Psionist
Minimum cost : 25 magic points
 
	This skill allows a psionist to 'hypnotize' a victim into following
him. This is similar to the spell charm and follows it in most respects to
rules. Remember that this skill is considered aggressive. If you fail, you're
fresh meat.

See Also: CHARM MONSTER
~

1 I~
.               COMMANDS FOR YOUR CHARACTER
              -----------------------------
  *AFK - this adds an 'Away From Keyboard' flag to your name
 
  *CONFIG - lists all the config options available to you
 
  *DESCRIPTION - you can write a description for your character
 
  *PASSWORD <old> <new> - changes your password
 
  *TITLE <sentence> - changes the sentence behind your name
 
  *SAVE - saves your progress (good idea to do it often)
 
  *PRACTICE <skill, spell, weapons> - trains you to use a skill, spell, etc...
  *NOTE* Typing PRACTICE will show you all your spells, skills, etc...
         HELP <spell, skill, etc> - will define the spell, skill, etc...

  *SLIST - lists the spells you will receive and at what level

  *QUIT - quits the game
 
  * ! - will repeat the last command
~

10 I3~
Syntax:

For Everyone:
i3 chanlist [all] [filter]
i3 mudlist [filter]
i3 listen <localchannel>
i3 chanwho <channel> <mud>
i3 mudinfo <mud>
i3 ignore <person@mud>
i3 invis

For Administrators Only:
i3 stats
i3 chanlayout <channel> <message> <emote>
i3 setup <channel> <localname> [level]
i3 addchan <channel> <type>
i3 removechan <channel>
i3 chanadmin <localchannel> <add|remove> <mudname>
i3 connect
i3 disconnect
i3 savechan
i3 debug

These are the configuration commands for Intermud-3.

I3 IGNORE allows you to selectively ignore users at certain muds.
You will effectively be invisible in all ways to them, with the
exception of public channels. They will not see you on who, finger,
or locate, and they will not be able to beep you.

I3 INVIS toggles your invisibility state. If you are i3invis, then
nobody on I3 can locate you or send tells, beeps, etc.
You will NOT however be made invisible for channels. If you use
a public channel, then people will see you on them. This is more
or less equivalent to an UberIgnore.

I3 CHANLIST gives an overview of all channels available on the
Intermud-3 network, the option "all" will give all channels instead
of the subscribed only and the option "filter" will display all
channels which prefix the string.

I3 MUDLIST gives an overview of all muds connected to the Intermud-3
network, the option "all" will also show the ones which are down
right now and the option "filter" will show only those which prefix
the string.

I3 CHANWHO gives an overview of all people on a certain mud
listening to the channel specified.

I3 MUDINFO gives information about a mud on the Intermud-3 network
with information as given by the Intermud-3 router to the mud.

I3 LISTEN will let you listen to a channel. To talk to the channel
use the name of the channel as the command.

See also: i3tell, i3reply, i3finger, i3emote, i3locate, i3who
~

10 I3EMOTE~
Syntax i3emote <name>@<mud> <message>

An Intermud-3 command:

Sends a private emote to a person on another mud.

See also: i3, intermud3
~

10 I3FINGER~
Syntax i3finger <name>@<mud>

An Intermud-3 command:

Requests for information regarding a player on a mud.
Operates in a similar manner to the local 'finger' command.
Will only reveal information the target mud feels is appropriate.

See also i3, intermud3, finger
~

10 I3LOCATE~
Syntax i3locate <name>

An Intermud-3 command:

Requests on all the muds on the Intermud-3 network if a person
known by the name is there. Be patient when using this command,
there are a lot of muds on the network to search through, so
a response may take some time to come back.

See also: i3, intermud3
~

10 I3TELL I3REPLY~
Syntax: i3tell <name>@<mud> <message>
Syntax: i3reply <message>

An Intermud-3 command:

i3tell sends a private message to a person on another mud.
Due to limitations in the code, you can only use a one word
mud name to target the tell to. Otherwise this command operates
in much the same way as the local tell command.

To reply to the last i3tell you received, simply type 'i3reply'
followed by your message and it will be sent back to the last
person on I3 who sent a tell to you. Works in the same manner
as the local reply command.

See also: i3, intermud3, tell, reply
~

10 I3WHO~
Syntax i3who <mud>

An Intermud-3 command:

Requests an overview of players on a different mud.
Operates similarly to the local who command.

See also: i3, intermud3, who
~

-1 ICE IMCCHAT~
ICE - the IMC Channel Extensions protocol

ICE is a response to the cesspool-like attributes that rchat, rimm, and
even rcode have acquired over the last few months. It is IRC-ish in some
ways, but hopefully it will be used more constructively than IRC.

For a quick introduction and setup guide for ICE, see ICE-INTRO

The basic ICE structure is (greatly simplified):

. Some nodes on IMC - normally hubs - run channel daemon code that
  manages channels
. Each of these nodes maintains a list of the channels they manage, and
  the various attributes of them - who owns them, and so on
. The daemons regularly tell all muds on IMC what channels they have, and
  what their attributes are
. Based on this information, the muds on IMC decide which of their local
  users can use which ICE channels. If one mud is modified to ignore these
  restrictions, then the other muds will recognize this (since they, too,
  know the restrictions) and ignore messages from that mud.

Every channel on ICE is of the form nodename:channelname, for example a
channel called hub2:IAdmin is the channel IAdmin maintained by the node hub2.
Each mud picks which channels it is interested in (see ILIST and
ISETUP) and creates a local channel name which can be used to talk on
that channel.

Generally, any admin on a mud can create a channel on any node - although
nodes can be configured to restrict who can create channels. Whoever
creates a channel owns it, and can control who can use that channel (in
whatever way they wish). The trick, of course, is to persuade the admins
of other muds that your channel has value. Creating and modifying a
channel is done via the ICOMMAND command.

Channels can be tuned into and out of on a player-by-player basis by
using the ICHAN command.

There are a variety of ways of controlling who can hear and use a channel
- see ICE-POLICY for more information.

See also: IMC ILIST ISETUP ICOMMAND ICHAN ICE-POLICY ICE-INTRO
~

-1 ICE-INTRO~
A Quick Introduction to ICE

This assumes that the code for IMC and ICE is installed and running, and
that you have an active connection to an IMC network.

1. ILIST. This will give you a list of possible channels to choose from.
   Pick one that you want to add, that has a policy of 'open'. Note its
   name (of the form node:channel).

2. Decide what command you want to use to speak on this channel on your
   mud. This is the channel's localname.

3. Type: ISETUP ADD <node:channel> <localname>

4. You should now be able to use the channel. Others can listen to and
   speak on the channel by using ICHAN <localname>.

5. You may wish to reconfigure the default local channel settings.
   ILIST <localname> will display them; ISETUP will change them.

6. Repeat for whatever other channels you wish to have.

See also: IMC ICE ISETUP ICOMMAND ICHAN ILIST
~

-1 ICE-POLICY~
ICE Channel Policies

Channels can have one of three policies - open, closed, and private. They
also have one owner, and zero or more operators (assigned by the owner).
They also have an include and exclude list (which can specify both
individual players ['user@mud'] and entire muds ['mud']), which can be
modified by the owner and the operators.

- Open. The channel can be accessed by all muds on the network (it is a
  broadcast channel). People on the exclude list cannot use the channel,
  with the exception of people also on the invite list. This means, for
  example, if an entire mud is excluded and one player is invited, that
  player can use the channel, but the rest of the mud can't.

- Closed. The channel can be accessed by all muds on the network (it is a
  broadcast channel), but by default they will not hear or be able to use
  it. People on the invite list can use the channel, with the exception of
  people also on the exclude list.

- Private. Identical to closed, except that the channel is actually only
  physically sent to those muds that are on the invite list. This is good
  for channels specific to a small group of muds, and not of interest to
  the majority of the network.

See also: IMC ICE ICOMMAND
~

0 ICESHIELD~
This spell will surround you with a shield of ice, that will return your
enemies attacks with tongues of ice!
~

0 ICHAN~
Syntax:  ichan               - display current ICE channel status
         ichan <localname>   - toggle an ICE channel

IChan lets you show and toggle which ICE channels you are listening
to. Without arguments, it will show you the channels you belog to; with
an argument, it will turn on or off that channel.

Any channels you listen to must be locally configured first - see
ISETUP. ILIST can be used to see available channels.

See also: IMC ICE ILIST ISETUP
~

0 ICOMMAND~
Syntax:          icommand <command> <channel> [<data..>]
Common commands:  create <channel>           - create a channel
                  refresh <channel>          - refresh channel data
                  list [<channel>]           - list available commands
                  destroy <channel>          - destroy a channel
                  policy <channel> <policy>  - change channel policy
                  addop <channel> <name>     - add a channel operator
                  removeop <channel> <name>  - remove an operator
                  invite <channel> <name>    - add an invited name
                  uninvite <channel> <name>  - remove an invited name
                  exclude <channel> <name>   - exclude a name
                  unexclude <channel> <name> - remove an exclusion

ICommand is used to send commands to a channel daemon elsewhere on IMC.
It directly affects the channel itself - any changes made here will
affect all muds using the channel.

Since the actual commands are interpreted by the channel daemon, not your
mud, what is available may vary. To get a list of available commands, use
icommand list <nodename> for public commands, or icommand list
<node:channel> to see what commands you have for that channel.

icommand refresh asks the daemon to refresh your mud's information for a
channel, if it ever gets out of synx. Asking for a refresh of nodename:*
will refresh all channels on that daemon.

icommand create creates a new channel, with you as the owner
icommand destroy destroys a channel. You must own the channel.

icommand policy changes the basic policy of the channel (see ICE-POLICY).
You must be the owner.

icommand addop/removeop add and remove operators from a channel. You must
be the owner, and specify the operator's full user@mud name.

icommand invite/uninvite/exclude/unexcluded modify the invite and exclude
lists for a channel. You must be the owner or an operator on the channel.
Either a full user@mud or a simple 'mud' name (no @) can be specified.
See ICE-POLICY for more details.

See also: IMC ICE ICE-POLICY
~

0 IDENTIFY~
Syntax: cast identify <object>

This spell reveals information about the object.
~

53 IFCHECKS~
VALUE CHECKS                          TRUE/FALSE CHECKS
(If check == #/string/vnum)
Ifcheck   Question                    Ifcheck       Question
--------- --------------------------- ----------    ------------------------
Hitprcnt  Percentage of hit/max_hit?  Isnpc         Mob?                       
Inroom    Room #?                     Ispc          Player character?          
Sex       Sex #?                      Isgood        Align +350 or higher?      
Position  Position #?                 Isneutral     Align < 350 and > -350?    
Level     Experience level?           Isevil        Align -350 or lower?       
Objtype   Type of Object?             Ispkill       Pkill?                     
Objval#   Value# equal to this?       Isfight       Fighting?                  
Number    Is its vnum equal to this?  Isimmort      Immortal?                  
Name      Name?  (STRING)             Ischarmed     Charmed?                   
Clan      Clan name?  (STRING)        Isfollow      Follow master in room?     
Race      Race name?  (STRING)        Rand (#)      Equal to or less?          
Mobinroom How many of mob? (VNUM)     Isaffected    Affectedby name?          
Guild     Guild name? (STRING)        Canpkill      Pkill >lev 5,18 or older?
Goldamt   How much gold ya got?       Ismounted     Mounted?
Class     Class name? (STRING)        Ismobinvis    Mobinvis? (versus invis)
Str       What's your strength?       Mobinvislevel Level of invis?
Int       What's your intelligence?   economy       if economy >=< xxx
Wis       What's your wisdom?         Isgoodrace    Good races
Dex       What's your dexterity?      Isevilrace    Evil races
Con       What's your constitution?   Isneutralrace Neutral races
Cha       What's your charisma?       Isundead      Undead races
Lck       What's your luck?           Recallpoint   vnum of home 
Deity     What's your deity?          Favor         What's your favor?
Norecall  Is target's room norecall?  Isdevoted     Is target devoted?
Drunk     How drunk?                  Mobskilled    How many killed?
 
*    New ifchecks : see HELP IFCHECKS2 and HELP IFCHECKS3
** - Value checks can use == (equals), > (greater than), < (less than) and
     ! (not).  Combine for:  != (not equal), >= (greater than or equal).
 
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
      RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
      AFFECTEDBY (for a list of affect types)
~

65 IFCHECKS 2~
TimesKilled
if timeskilled($* OR vnum) == amount
   - for character checks only, can use any normal mobprog operator
           
OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv
if ovnum<place>(vnum) == amount
  - for objects only, counts how many objects of vnum 'vnum' exist in <place>
  - can use any normal mobprog operator
 
OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv
if otype<place>(type OR value) == amount
  - for objects only, counts how many objects of type 'value' are in <place>
  - can use any normal mobprog operator
  - will convert the type names (light is 1, for example)
 
<place> definitions:
 ... room  - in the room the mobile is in
 ... wear  - worn by the mobile as equipment
 ... inv   - in the mobile's inventory
 ... carry - worn or in inventory
 ... here  - all of the above
 
~

65 IFCHECKS2~
TimesKilled, MobsKilled
if timeskilled($* OR vnum) == amount
   - for character checks only, can use any normal mobprog operator
           
OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv
if ovnum<place>(vnum) == amount
  - for objects only, counts how many objects of vnum 'vnum' exist in <place>
  - can use any normal mobprog operator
 
OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv
if otype<place>(type OR value) == amount
  - for objects only, counts how many objects of type 'value' are in <place>
  - can use any normal mobprog operator
  - will convert the type names (light is 1, for example)
 
<place> definitions:
 ... room  - in the room the mobile is in
 ... wear  - worn by the mobile as equipment
 ... inv   - in the mobile's inventory
 ... carry - worn or in inventory
 ... here  - all of the above
 
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
      RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
      AFFECTEDBY (for a list of affect types) and IFCHECKS
~

65 IFCHECKS3~
Two new ifchecks: mexists, oexists
 
Example:
if oexists(24) == 0
  mpoload 24
endif
 
If there are no steel toed combat boots (obj #24) currently
loaded, load a pair.

Variable examples:
if %varname($n) == finished
 mpdosomething
endif
 
~

0 ILIST~
Syntax:  ilist               - list all known ICE channels
         ilist <channel>     - list details on one ICE channel

IList displays information on channels active on ICE.
Without arguments, it will produce a display similar to:

Name            Local name      Owner           Policy
hub2:IAdmin     IAdmin          Nemon@AR        open
hub2:ICode      ICode                                    (inactive)
hub2:test       (not local)     Nemon@ARtest    private

This shows the canonical name (eg. hub2:IAdmin), the local name (eg IAdmin
- which can be used as an abbreviation in ISETUP, and which is also
the command to speak on that channel), the owner of the channel (eg.
Nemon@AR), and the channel's policy (see ICE-POLICY).

If a channel is not configured locally, it will have (not local) for its
local name.

If a channel is configured locally, but is not actually active on IMC, it
will have an (inactive) flag on it.

IList with a channel name will provide detailed information on that
channel. For example:

Channel hub2:IAdmin:
  Local name: IAdmin
  Format 1:   (IAdmin) %s: %s
  Format 2:   (IAdmin) %s %s
  Level:      102

  Policy:     open
  Owner:      Nemon@AR
  Operators:  Drylock@AR
  Invited:    NiceGuy@SomeMud
  Excluded:   SomeMud

This displays the channel name, local name, policy, and owner, as above. It
also displays:

- the minimum level needed on your mud to see the channel

- the format for displaying messages from the channel. These can contain
  any color codes etc. that your mud uses.

  Format1 is the string displayed when someone speaks normally on the
  channel - the first %s is replaced by their name, the second %s by what
  they say.

  Format2 is a similar string for emotes. Again the first %s is their name,
  the second %s the text of their emote.

- any operators for the channel. This can only be changed by the owner of
  the channel. Operators can modify the 'invited' and 'excluded' fields
  via the ISETUP command.

- the invited and excluded people on the channel. See ICE-POLICY for
  more details.

See also: IMC ICE ISETUP ICOMMAND ICE-POLICY
~

-1 IMC~
IMC (Inter-Mud Communication) provides a way for muds to connect together and
share various services: chat channels, tells, notes, who listings, and so on.

The available mortal-level IMC commands are as follows. See the help topics
for each of these for more information.

- IMCLIST : get a list of active muds that are connected to IMC.
- RCHAT   : send a message on the common chat channel.
- RWHO    : send a who request to a mud.
- RTELL   : send a tell to someone on another mud.
- RREPLY  : reply to a rtell from someone on another mud.
- RQUERY  : ask for information of some type from another mud.
- RBEEP   : "beep" another player. Use sparingly.
- RWHOIS  : find someone on IMC
- RFINGER : get information about a player on another mud
- ISTATS  : get some (interesting?) stats about IMC.
- RCHAN   : show which channels you are listening to, and modify that state.

There is also provision for inter-mud notes/mail; see 'IMC NOTES'.

IMC2 was written by Oliver Jowett <oliver@sa-search.massey.ac.nz>, aka
Spectrum. Mail me if you're interested in connecting to the IMC network.
The source code is available at ftp://sa-search.massey.ac.nz/pub/mud/imc2/
The IMC2 home page is at http://sa-search.massey.ac.nz/-oliver/imc2/
(- = tilde)
~

0 'IMC CONFIG'~
The 'imc' command is used to configure your IMC setup:

Syntax:  imc add <mudname>            - add a new IMC connection entry
         imc set <...>                - set the details of an IMC connection
         imc delete <mudname>         - remove an IMC connection
         imc rename <old> <new>       - rename an IMC connection
         imc reload                   - load a new IMC config file from disk
         imc localname <name>         - set the local IMC name
         imc localport <port>         - set the local IMC port

Add, delete, and rename should be self-explanatory. The name of an IMC
connection MUST match the name which the other end is using.

Reload destroys the version of the configuration in memory, and reloads it
from disk. This is useful if you have hand-edited the config file and want
to load your changes without rebooting. 'imc reload' also reloads the
rignores file.

The set command has several forms:

imc set <mudname> all <data...>     - set all values for a mud
                  host <hostname>   - set the hostname to connect to
                  port <portnum>    - set the remote IMC port to connect to
                  clientpw <pw>     - set the case-sensitive client password
                  serverpw <pw>     - set the case-sensitive server password
                  rcvstamp <value>  - set the receivestamp
                  noforward <value> - set the noforward bitmask
                  flags <value>     - set the connection flags

The 'all' form takes a series of values:

imc set <mudname> all <host> <port> <clientpw> <serverpw> <rcvstamp>
                      <noforward> <flags>

For information on the exact details of each field, see the IMC documentation.

The localname and localport commands set the IMC name and port of -your- mud.
Use with care.

See also: IMC 'IMC IMMORTAL COMMANDS'
~

-1 'IMC IMMORTAL COMMANDS' RINFO~
IMC Immortal commands:

- RINFO       : A channel which the various hubs put status reports onto. Can
                be spammy at times; you may want to turn off rinfo for this
                reason.
- RSOCKETS    : displays debugging info on the current IMC connection state.
- RCONNECT    : force a connection to a directly connected mud.
- RDISCONNECT : forcibly disconnect a directly connected mud.
- RIGNORE     : ignore a player or an entire mud on IMC.
- MAILQUEUE   : show the current queue of pending inter-mud notes.
- IMC         : edit the IMC configuration for your mud (see 'IMC CONFIG')
- RCHANSET    : manage access to IMC channels/rtell/rbeep for players.
- RPING       : trace IMC connectivity

See also: IMC
~

-1 'IMC NOTES'~
Notes (boards, mail, etc) are very mud-dependent, but in general, if they
have been connected to IMC, then you can simply write notes to player@mudname
in addition to normal 'player'.

For example, you may be able to do:

note to abcde@somemud anotherplayer immortal@someothermud

and the note would go to:
  abcde on the mud called 'somemud'
  anotherplayer on your mud
  all immortals on the mud called 'someothermud'

The 'playernames' used are interpreted by the mud that receives them, not
your mud, so be careful when writing notes to group names such as 'immortal'.

If your note cannot be delivered within 12 hours for some reason (if the
mud is down, does not exist, or refused your mail) then you will get a note
from the system telling you so.

See also: IMC
~

0 IMCLIST~
Syntax:  imclist                  - get a list of active muds on IMC
         imclist direct           - get a list of directly connected muds
         imclist config           - see the local IMC config

'imclist' lists active muds on IMC. It lists all the muds which this mud knows
about on the IMC network, and when they were last heard from. The 'route'
section is mainly for diagnostics, and indicates the route that your mud will
send packets via to get to another mud.

'imclist direct' shows direct connections from your mud to other muds.

'imclist config' shows the local IMC configuration and state.

See also: IMC RQUERY
~

56 'IMM AUTH' 'IMM AUTHORIZE'~
Associated help files: authorize
 
Authorize <player> name -- This is the command used to allow a player to
  continue in the Spectral Gate pre-auth area, but will make them choose
  a new name prior to entering the Academy.  Use this command if the name
  is questionable, modern, or rude.  If the name is acceptible, but in all
  caps, accept the name, but send them a tell requesting they not use all
  caps for their name in the future.
 
Authorize <player> yes -- This is used to accept a players name.  Once this
  command is used, the player requires no further Immortal commands to enter
  the Realms.
 
Authorize <player> no -- This command is exclusively used to deny players
  with extremely rude or profane names and banned sites.  Use this command
  sparingly.
 
Levels 51-54 have primary responsibility for character authorization.  All
Immortals should periodically type 'authorize' to assure their are not any
players waiting for authorization.  The new system allows the Immortals a
bit of time to decide if an name is appropriate before accepting or denying
it.  If you are in doubts to a names acceptibilty, but it is not profane or
extremely modern, you should probably accept it.
~

0 IMMORTALITY~
Well, you all know what immortals are?  Well, they are the goodly 
folks that keep the mud in good running order (implementors (imps), 
a.k.a. coders, An, *sir*, etc...), handle complaints, build zones 
(builders, gods), and learn as much about the MUD as possible (hopefully 
they already know a fair amount) so they can perform these offices well.

Top ten reasons why *you* want to be an immort :

10. You play 14 hours a day.... why the hell not?
 9. The chicks (or guys) dig it. Did I mention you get to become any race, too?
 8. "at", "go", "trans"... what more could you want?!
 7. Who *doesn't* want to live forever?
 6. Instant omnipotence. (You want to know how much stuff there is to know?)
 5. No more shouting. (global gossip, woohoo!)
 4. You can spend all your time having ideas. No more mobs to kill, after all.
 3. "Kill the Morts" day .... umm, just kidding.
 2. You'll be respected more (yeah, right...)
 1. It's not just a job, it's an adventure! (build zones, make your dreams
    come true, get to act really goofy and call yourself eccentric!)

	However, as with everything in life (i.e., death) there's a down side.
A certain room in the hall of rules states the "Immortal Prime Directive"
which are rules immorts must adhere to. Basically, once you immort, you 
can't help PCs physically, or give away hard-to-get information for free.

	To become immort, you need to be adept (61+ levels), and possess
an extensive knowledge of DOTD in general (DaleMUD experience should
work well) and an administrator (very high-level immorts - [Garil, Nabu])
to promote you.  Low-level aspirants will be made immortal by application
only, or by special cases to be determined by the administrators, on a
case-by-case basis.

See Also: WIZLIST, LEGENDS
~

59 IMMORTALIZE~
Syntax:  immortalize <character>
 
Used to advance a level 60 character (avatar) to level 61 (the first
level of immortality).  This command will destroy the character's
inventory and display to them a pre-written message.

~

62 IMOTD~
&GAdvertise this mud (but not on other muds)!

&RNew Immortals!  If you are inactive for longer than a week you will
be deleted!
&W
Please read the rules at room 3294, and the immortal rules at 666.
The Immortal board is in room 1000.
 
You are expected to know them, to sum them up, if you leave mortals
alone (unless given permission) and you don't harass other immortals,
you'll be fine.

&BIf you find any bugs or have any ideas, post them on the board in 1000.
Even if you tell somebody like Garil about them, post them anyway.

&YVote on the applications or else! &RTHIS MEANS YOU!
~

0 IMPLEMENTORS~
The most powerful beings in existence.  Their function is mostly
administrative.  Don't whine too much in their presence.
~

0 INDUCT OUTCAST~
Syntax:  induct  <player>
         outcast <player>
 
Induct and outcast are clan commands.  The leader and number 1 of the 
clan receive the induct commands, while the deity, leader, number 1 and 
number 2 all receive outcast.  Induct will bring a new player into the 
clan, while outcast will remove them.
 
~

0 INFO~
Usage : info

	Gives you some useful hints and information about the game. This 
information could be rather outdated.
~

0 INFO NOINFO~
Usage : noinfo

	The info channel tells you what's going on in the world... deaths,
level gains, and reboot warnings, for the most part.

	NOINFO lets you not see info messages (say you're sick of seeing
people level...), so just keep this in mind.
~

1 INFORMATION~
SLIST   - a command that lists all your spells and skills and the level at
          which you may practice them.
AREAS   - Typing AREAS will get you a list of all areas.  You may get more
          information on each area by typing HELP <full area name>.
WIZLIST - This is a list of all Immortals of the game.
COMMANDS- This is a list of all commands available to you.
SOCIALS - This is a list of all socials available. 
TIME    - This will tell you the current times inside the game, the time
          the game was last rebooted, and the current time at the sight.
WHERE   - Where will give you a list of other players in the same area.
SAVE    - After level two, typing SAVE will save your process.
QUIT    - If you want to leave the game, type QUIT.
WHO     - A list of other players visible to you in the game.
TITLE   - Once you reach level five, you may make your own title.
PASSWORD- Your character's password can be changed with PASSWORD <old> <new>.
DESC    - You may set up a personal description, type DESC to edit.
 
Note that this is only a very brief list of commands.
~

0 INFRAVISION~
Syntax: cast infravision <character>

This spell enables the target character to see other players and mobiles
that are in the room with them.  This spell will also allow you to get
items from a corpse, but will not allow you to see the corpse.  You
must have a light source to see items, room descriptions, or "exits" in
a dark room.
~

0 'INNER WARMTH' INNER WARMTH~
This spell makes you more resistant to all forms of coldness.
~

0 INNS~
Inns are places where the weary traveler may rest while the innkeeper
looks after his equipment and treasure. Specifically, you may use inns to store
your gathered equipment while you are not playing the game (we all have to
sleep sometimes, there is no shame in that).

See Also: OFFER, RENT
~

59 INSTALLAREA~
Syntax:  installarea <area filename> <full area name/title>
 
Installs a prototype area into the mud as a non-prototype area.  The
filename can be fixed with aset (don't forget to foldarea afterwards).
 
Installarea renames the installed area file from 'author.are.file' to
'author.are.installed' so that the builder may be assigned new vnums.
 
~

54 INSTAROOM INSTAZONE~
Syntax:  instaroom
 
Functions the same as instazone, but is room-based instead of area-based.
 
Syntax:  instazone [nodoors]
 
This command lets your instantly create a whole set of resets for your area
based on all the mobiles and objects contained within your area.
All you have to do is place each mob in its proper room, wearing what it
should be wearing, carrying what it should be carrying, and objects in their
proper places, or in their proper containers, and doors in their proper
states, (open, closed, locked).  The instazone command will clear out your
current resets (if any), and create new ones for you.
You may optionally specify "nodoors" so that door resets will not be
created.
 
NOTE:  This command will wipe out any existing resets!  Do not use this
command after you have added your own resets with 'reset add'.
The recommended procedure is to use instazone, then use the 'reset' command
to add any special resets, and NOT use instazone again.
 
See RESET and RESETCMDS.
~

1 INTELLIGENCE INT~
Intelligence (INT in your 'score') represents your character's mental
capacity.  Among other things, it affects:
 
 - heavily influences the amount of mana a character gains at level
 
 - affects the amount of mana regenerated or recovered at each tick
   if a character is resting or sleeping
 
 - the rate at which a character learns a new skill or spell
 
 - the percentage rate at which a character practices a new language
 
Intelligence is an important factor in learning between combatants.  If
a character fights a creature several times, the more intelligent of the
two opponents will gain an advantage over time...
 
Intelligence is the prime attribute of the mage.
~

0 INTENSIFY~
Usage	     : mind 'intensify'
Duration     : (psionist's level) / 10 Hours
Level        : 27 Psionist
Minimum cost : 100 magic points

        Increases hitroll and damroll by level/20. Mechanically similar to 
adrenalize, but this skill causes the muscles of the victim to become larger
for a short period of time. Similar to a steroid. Self only.

See Also: ADRENALIZE
~

0 INTERMUD3~
Intermud-3 is a protocol which allows you to chat with people on
other muds who are also connected to Intermud-3. It is primarily
populated by LP based muds at this time, but the hope is to get
more Diku based muds to join over time. While some may say that
Diku based muds would be better served on the IMC Network, it
is far easier for a mud to obtain a connection to the Intermud-3
network, and the commands to use it are generally simpler.
In either case, should a mud desire it, Intermud-3 will coexist
peacefully with an IMC enabled mud. Currently there is no way
for public or private traffic to be passed from one network to
the other.

See also: i3, i3tell, i3reply, i3emote, i3finger, i3who, i3locate
~

0 INTRO~
Syntax:  intro <player name>
	 intro setintro <your intro>

To introduce yourself to somebody, type intro <name>.  You can use their
introduction as well.

To set your introduction, or how others see you when you arn't introduced
to them, type intro setintro <your intro>.  Note that you can only set
this once after you are above level 1, while at level 1 you can set it as
many times as you like to fine tune it or correct typos.
 

~

0 INTRODUCTION~
Things you might be interested in:

	There are almost 300 skills and spells, more on the way.
	Many monsters have special routines.
	Monsters that ought to have poison do. Poison is very dangerous.
	Some poisonous monsters have instantly fatal poison.  Take care!
	Equipment can be damaged by spells and in combat.
	Dragons' breath does lots of damage to people and equipment.
	Non pc followers only get 1/2 the exp they would get if they weren't
		charmed.  the other 1/2 is lost.
	Some monsters are too big to bash... in general, dragons, most 'huge'
		things, purple worm, etc, are all non-bashable.
	Sneak allows you to avoid aggressive monsters.
	Monsters develop hatreds very quickly, and will try to hunt you down  
		and kill you for hurting them (or giving them the finger!)
	Kangaroos hate all kinds of enfan.
	Mobs that should see in the dark probably do.
	Monsters can be immune against that which you would expect them to be.
	Some monsters are also resistant to certain attacks and/or susceptible
		to others (resist = 1/2 damage, susc = 2* dam)
	Monsters HELP each other out.  They don't sit by and watch.

	Player characters are very powerful:  many spells, attacks, etc.
Monsters are weaker individually, most of the time.  However, the monsters here
are not as stupid as they are on (some) other muds, and they tend to be 
tougher, because of that, and because they help each other.

	Rule of thumb:  Grouping is ALWAYS a good idea.

	It is easier to play mages and thieves if you are patient.  You don't
	have to be as patient, if you are more willing to group.

	The goals for the classes:

	Fighters  : powerful at lower levels, much less useful at higher levels.
	Clerics   : reasonably powerful and useful all along.
	Mages     : weak at lower levels, more powerful at higher levels.
	Thieves   : Good for scouting, very nice when grouped.
	Monks     : Weak at lower levels, more powerful at higher levels.
	Druids    : Medium at all levels, like clerics.
	Psionists : A diverse class, with unique skills

	Spellcasting is harder to do in combat. Generally, the more powerful
the spell, the harder to cast in combat. Magic missile, acid blast, shocking
grasp, and cause light, serious, and critical, are all fairly easy to cast in
combat.

	While your equipment can be damaged by spells and such, there are some
things you can do minimize the damage.  #1, if you are fighting something that
does fire damage, being immune or resistant to fire yourself will help your
equipment out as well. #2, good saves will reduce the amount of damage.

See Also: HELP
~

0 INVENTORY~
Usage : inventory

	If you are uncertain about what you are carrying, or simply want to
check that no thieves have pilfered from your backpack. You can abbreviate
this command with 'i'.

See Also: EQUIPMENT
~

0 INVIS 'MASS INVIS'~
Syntax: cast invis <character>
Syntax: cast 'mass invis'

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.
~

0 INVISIBILITY~
Usage        : cast 'invisibility' <target>
Duration     : 24 hours on living targets, permanent on objects.
Level        : 4 Mage, 4 Sorcerer
Minimum Cost : 5 magic points
 
	This spell causes the target to turn invisible.  Only those who are able
to detect invisibility will be able to see it.  Attacking while invisible will
immediately break the spell.  Another way to become visibile is to type VIS.

See Also: DETECT INVISIBILITY
~

0 ISETUP~
Syntax: isetup add <ice-channel> <localname>   - add a channel
        isetup delete <localname>              - delete a channel
        isetup rename <oldname> <newname>      - rename a channel
        isetup format1 <localname> <format>    - change format1 on a channel
        isetup format2 <localname> <format>    - change format2 on a channel
        isetup level <localname> <level>       - set channel level

ISetup allows you to change the local configuration of an ICE
channel. None of these commands have a lasting effect on the channel's
configuration on other muds.

ISetup add begins the configuration of a channel. It connects the
specified ice-channel (of the form nodename:channelname) to a local name.
For example: isetup add hub2:IAdmin IAdmin. The local name is also the
command used to speak on the channel.

When the channel is added, various default values are filled in for
format1, format2, and level.

ISetup delete removes this link. It does not affect the channel itself;
it just deletes the local configuration link for the channel.

ISetup rename changes the local name of a channel. It does not affect the
channel name itself for other muds - just the command used locally to
access it.

ISetup format1 and format2 change how a channel is displayed locally.
Each format string must have exactly two %s's within it (this is checked
for) - the first will be replaced by the speaker's name, the second by
whatever they say. Format1 is used for normal speech, format2 for emotes.
See ILIST for more information.

ISetup level sets the minimum level necessary on your mud to hear or use
the channel.

See also: IMC ICE ILIST
~

0 ISTATS~
Syntax:  istats                     - display use(less?) statistics

istats shows some (maybe :) interesting statistics about how much traffic your
mud is generating due to IMC.

See also: IMC IMCLIST RQUERY
~

63 ITEMVALUES~
In these values, 'sn' is a spell number;  a negative value means 'no spell'.
Item Type |V0         |V1          |V2         |V3         |V4       |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor     |current AC |original AC |           |           |         |
container |capacity   |flags       |key vnum   |condition  |         |
drinkcon  |capacity   |quantity    |liquid #   |poison?    |         |
food      |food value |(condition) |           |poison?    |         |
herb      |           |charges     |herb #     |           |         |
key       |(lock #)   |            |           |           |         |
lever     |leverflags |vnum/sn     |vnum       |vnum/value |         |
light     |           |            |hours left |           |         |
money     |# of coins |coin type   |           |           |         |
pill      |spell level|sn 1        |sn 2       |sn 3       |food val |
potion    |spell level|sn 1        |sn 2       |sn 3       |         |
salve     |spell level|max charge  |charges    |delay      |sn       |sn
scroll    |spell level|sn 1        |sn 2       |sn3        |         |
staff     |spell level|max charges |charges    |sn         |         |
switch    |leverflags |vnum/sn     |vnum       |vnum/value |         |
trap      |charges    |type        |level      |flags      |         |
treasure  |(type)     |(condition) |           |           |         |
wand      |level      |max charges |charges    |sn         |         |
weapon    |condition  |num dice    |size dice  |weapontype |         |
missilewp |str to draw|tohit bonus |todam bonus|weapontype |         |
projectile|% break    |num dice    |weapontype |size dice  |         |

See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, and WEAPONCONDITION.
~

0 JUGGERNAUT~
Usage        : cast 'juggernaut' (self)
Duration     : Unknown
Level        : 53 Mage, 53 Sorcerer
Minimum Cost : 80 magic points

	This spell : makes you REAL BIG, and naked, and makes ya hit REAL HARD
                     and have BIG hp... those are the consequences, live 
                     with them or regret forgetting them.
~

0 KARATE~
This skill gives enhanced combat prowess to whoever possesses it. 
(i.e., more damage per strike) However, it takes a long time to learn, and
can only be mastered to 5%. It is an automatic skill, and will be effective
if you have it practiced.
~

0 KICK~
Usage : kick <victim>
Damage : (warrior's level / 2) ... (twice as much for monks)

	The success of a kick depends upon how well you are learned. The higher
level you are, the harder you kick. There is one small catch - whenever you 
kick (or miss) you will be unable to type any command for the next three rounds
of 'Violence' - so be sure that you do not need to flee! This is one of the 
monks' most awesome weapons.  Use it wisely.

See Also: RESCUE, BASH, MONK DAMAGE, MONK ATTACKS
~

0 KILL HIT~
Usage : kill <victim>
        hit <victim>

	A good way to start a fight.
~

1 'KINDRED STRENGTH'~
This spell increases the strength of the recipient by three points.
It can be cast on yourself or other players.
~

0 KISS~
Usage : kiss (victim)

	Not the band.

See Also: SOCIAL ACTIONS
~

1 'KNOCK'~
Syntax:  cast 'knock'  <direction>
 
This skill enables one to unlock doors.
~

0 'KNOW ALIGNMENT'~
Syntax: cast 'know alignment' <character>

This spell reveals the alignment of the target character.
~

0 LANGUAGES~
Syntax: languages
Syntax: language learn <language name>

Languages alone shows which languages you know, and "language learn 
<name>" will add to your percentage of language knowledge.  To learn a 
language, a scholar who is knowledgable in that tongue must be present.

If someone is speaking in a language, and you know it, you will 
understand what they are saying.  However, to change the language in which 
you are speaking, you must change that manually.  (See help on SPEAK).

Also see help on TONGUES.
~

56 LAST~
Syntax:  last <character>
 
Returns the last connected date of the victim.
~

53 LAYERS~
.
&gLayers are currently available on the following wear locations:
 
&GAbout, Arms, Body, Feet, Hands, Legs, Waist.
 
&gLayers are set with a numeric value, or combination of values.  The lower
the value, the lower the layer, or thinner the item of clothing/armor is.
 
Valid numeric values are:
 
&G0, 1, 2, 4, 8, 16, 32, 64, 128.
 
&gOr any combination of the above. A value of zero means no other items came
be layered with this item. Items of clothing can be layered over one another
as long as their layer values do not overlap. ie, if leather armor were set
to a value of 56 (8, 16, and 32), it could not layer with, say, a set of
heavy chain that is set to a value of 96 (32 and 64), as they overlap on the
layer value of 32.
 
See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,  
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU.
~

53 LAYERS2~
.
&gLayer Bit Vectors
&G|1              |       | 
|2|6|3|1        |       |
|8|4|2|6|8|4|2|1| Layer | Suggested Armor Type
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
|0 0 0 0 0 0 0 0|   0   | (Default - Nothing Layers)
|0 0 0 0 0 0 0 1|   1   | silk shirt, light cloth tunic (Lowest Layer)  
|0 0 0 0 0 0 1 0|   2   | leather vest, heavy cloth
|0 0 0 0 0 1 0 0|   4   | light chainmail, padded gambeson
|0 0 0 0 0 1 1 0|   6   | padded chainmail
|0 0 0 0 1 0 0 0|   8   | leather jacket, reinforced chainmail
|0 0 0 0 1 1 0 0|  12   | platemail, similarly rigid armor
|0 0 0 1 0 0 0 0|  16   | light cloak, loose robes
|0 0 0 1 1 0 0 0|  24   | heavy fur cloak
|0 0 0 1 0 0 0 0|  16   | light cloak, loose robes
|0 0 0 1 1 0 0 0|  24   | heavy fur cloak
|0 0 1 0 0 0 0 0|  32   | loose cloaks, surcoats
|0 1 0 0 0 0 0 0|  64   | capes
|1 0 0 0 0 0 0 0| 128   | magical effects (auras, clouds of dust, etc)
|1 1 1 1 1 1 1 1| 255   | (Highest Layer - Nothing Layers)
+-+-+-+-+-+-+-+-+-------+---------------------------------------------
&g* Thick or bulky items may need to occupy more than one layer.
  (example; padded chain covers 2 layers)
* A "body" wear position will have more layers than other positions such
  as "arms", "hands", "legs", and "feet".
  (example for "hands"; silk gloves | leather gloves | chain gauntlets)

See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES,
WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU.
~

0 LEAVE~
Usage : leave

	If you feel claustrophobic, typing 'leave' will make you use the
nearest obvious exit to the outside.

See Also: ENTER
~

0 LEGENDS SUPERMORTALS~
Well, what can you say about people who have gone beyond the ranks
of mortal prowess previously assumed to be the highest possible, in their
respective class? Hmm, perhaps that requires rephrasing...

	A legend is a mortal character who has surpassed the rank of "Master"
in their chosen profession (or at least one of their chosen professions, 
in the case of certain multi-class persons).  All persons in all classes will
attain the rank of "Legend" upon getting a certain amount of experience
points, and gaining at their guild... nothing fancy.  Legends generally
get more powerful skills and abilities than mortals, and more skills are
being added each month.

	Legends may also petition to become immortal... if you have the
levels, you will always be allowed to attempt to become immortal, but
there are duties inherent to the position, as well as all the handy little
extras you get by being immortal.  Note the word 'attempt' in this
paragraph.  You will be tested, and can only be an immortal if you pass.
Not a test of prowess - but of knowledge. This is your warning.

See Also: SMLIST, IMMORTALITY
~

56 LEVEL 1 'IMM SNOOP'~
~

56 LEVEL 1 CHANNELS~
~

56 LEVEL 51 COMMENT~
~

0 LEVELS "RACE LIST"~
Usage : levels (class)

	Lists the levels of the specified class. Levels with an asterisk (*)
indicate levels you may not attain. If you do not specify a class, this 
command will give level limits for all races.

Note : class is the one-letter abbreviation for the class - i.e.
(M)age / (S)orcerer, (C)leric, (W)arrior, (T)hief, (D)ruid, mon(K),
(B)arbarian, (P)aladin, (R)anger, ps(I)onist, (A)lchemist

See Also: SKILLS, CLASSES
~

52 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
UP            |          1  |  Trigger is UP 
UNLOCK        |          2  |  Trigger unlocks something
LOCK          |          4  |  Trigger locks something
D_NORTH       |          8  |  Affects the north exit
D_SOUTH       |         16  |  Affects the south exit
D_EAST        |         32  |  Affects the east exit
D_WEST        |         64  |  Affects the west exit
D_UP          |        128  |  Affects the exit up
D_DOWN        |        256  |  Affects the exit down
DOOR          |        512  |  Affects a door
CONTAINER    *|       1024  |  Affects a container
OPEN          |       2048  |  Opens something
CLOSE         |       4096  |  Closes something
PASSAGE       |       8192  |  Creates a passage
OLOAD        *|      16384  |  Loads up an object
MLOAD        *|      32768  |  Loads up a mobile
TELEPORT      |      65536  |  Teleports the puller
TELEPORTALL  *|     131072  |  Teleports everyone in the room
TELEPORTPLUS *|     262144  |  Teleports everything in the room
DEATH        *|     524288  |  Causes instant death
CAST         *|    1048567  |  Casts a spell (sn in value1)
FAKEBLADE    *|    2097152  |  Lever is a wax covered sword blade (OUCH)
RAND4         |    4194304  |  Randomizes the exits N, S, E, W
RAND6         |    8388608  |  Randomizes the exits N, S, E, W, U, D
TRAPDOOR     *|   16777216  |  Opens a trap door, everthing falls down

See OSET and ITEMVALUES.  * = not yet implemented.
~

0 LEVITATION~
Usage        : levitation
Duration     : (psionist's level)/5 hours
Level        : 10 Psionist
Minimum cost : 20 magic points

	This discipline teaches a psionist to use the power of his/her mind
to lift his own body into the air. In MUD terms you have the same abilities
as a person flying.

See Also: FLY
~

0 LIGHT~
Syntax:  light <pipe>
 
This lights the herb in your pipe.  Once lit, the herb will continue to
burn until it burns itself out, is smoked out, or you tamp your pipe.
 
See SMOKE, TAMP, FILL
~

0 LINKDEAD~
A lot of players have problems with their links to the game. This
could be very dangerous to your health in the middle of a combat. But
we have worked out a solution. There are two cases:

  I.If your link is broken, you will automatically attempt to flee
    each time someone attempts to hit you. If you manage to flee, then
    you will be saved by divine forces, and put in a safe place until
    you reconnect to the game.

 II.If your link jams (freezes) you got a problem. The only solution
    we can give, is that you break your link as quickly as possible. By
    breaking the link you can hope that the above procedure is initiated.

 Addendum to II : you can reconnect without dropping link.  This is known as
    usurping your body.  Therefore, you never have to ask for a disconnect.
    So, if your link freezes, and you can open another telnet (or tin, or 
    whatever) session, you're in good shape.

~

52 LIQUIDTYPES~
Value | Liquid Type
------------------------------
  0   | water
  1   | beer
  2   | wine
  3   | ale
  4   | dark ale
  5   | whiskey
  6   | lemonade
  7   | firebreather
  8   | local specialty
  9   | slime mold juice
 10   | milk
 11   | tea
 12   | coffee
 13   | salt water
 14   | cola

See OSET and ITEMVALUES.
~

0 LIST~
Usage : list

	In a shop this command will list what the shopkeeper has for sale, with
prices. Elsewhere, this command makes no sense.
~

52 LITTERBUG~
Syntax: litterbug <player>

Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~

0 LOAD NOTCH~
The command parameters are 'notch <item>'. You will then attempt to
notch/load the item into the weapon you currently wield. You can also use
'load <item>' , it will have the SAME results. This is how you can notch a
arrow to FIRE at someone or something.

See Also: FIRE
~

0 'LOCATE OBJECT'~
Syntax: cast 'locate object' <name>

This spell reveals the location of all objects with the given name.
~

72 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 and to the log channel.  Like FREEZE, it is a permanent
character toggle that persists across reboots until removed.
 
Certain commands (such as password) are protected against LOG.  Conversely,
certain commands (especially immortal commands) are always logged.
 
LOG ALL logs all character and mob commands and actions to the server's log
file, but does not send the output to the log channel.  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.  The input from the player will be displayed with a header of the
players  name and a percentage sign (i.e. Mudder%)
 
SNOOP yourself to cancel all outstanding snoops.
 
~

0 LOOK~
Usage : look ((at or to) (the)) (direction or object or person)
        look in <object>

Examples:
	look AT the angel
	look IN the bag
	look to the south   (or just: look south)
 
	Note that if you LOOK AT CORPSE you will not see its inventory.
To see what is inside a container (i.e. corpse) use LOOK IN <OBJECT>.

See Also: EXAMINE, READ
~

0 LORE~
Usage : consider <target>

	Lore tells you the vital statistics of a mob, compared to yours, but
only if you have the appropriate lore skill. To use it, type 'consider X'.
If X is a race that you know lore about, you can get some info on your target.
As your ability with the skill improves, your estimates will improve. 
Characters who have lore are also better at backstabbing creatures they know
something about.
~

1 LOYAL LOYALTY~
The item flag 'loyal' reflects a weapon's loyal status.  Such a weapon will
return to a player's inventory when disarmed.
 
Note that a weapon will only be loyal to a deadly character, and it will be
loyal regardless of whether or not a mob or a player (peaceful or deadly)
disarms the wielder.  Non-deadly characters will gain no advantage with
a loyal weapon.
 
~

0 MAGICUSER MAGE MAGES~
A mage is one of the weakest class when it comes to body, but their minds
have no par.  As a mage you will begin weak, but as you grow in knowledge
and power, you will become a powerful fighting force.  Mages' spells are
varied and sundry, but they get many more combat spells than the clerics.
With a mage's vast repertoire of useful spells you will become a much
sought after commodity ... for your spells can mean victory or defeat
for other players.
 
~

1 'MAGNETIC THRUST'~
'Magnetic Thrust,' much like 'Sonic Resonance,' allows the casting
Mage to control the nature of space and time in the immediate locale
of his victim.  In this sorcery, the Mage forms a wedge of magnetic
energy within the body of the victim.  As the spell progresses, the
victims organs are violently rent and internal tissues are torn.  The
resulting pain and damage are formidible, indeed.
 
~

0 MAIL~
Syntax: mail list
Syntax: mail read    <number>
Syntax: mail read    all
Syntax: mail write
Syntax: mail subject <string>
Syntax: mail to      <to-list>
Syntax: mail take    <number>
Syntax: mail show
Syntax: mail post
Syntax: mail remove  <number>

The mail command is very similar to the note command.  To write mail, as 
in notes, you must have a blank note held in your hands, and a quill or 
pen in your inventory.  Mail can only be addressed to real players, or 
'all'.  There is a charge for reading and taking mail.
~

0 MAILQUEUE~
Syntax:  mailqueue                         - show current IMC mailqueue

This command simply shows the current contents of the outgoing IMC mailqueue
for inter-mud notes. Due to the internal implementation of this (static
buffers - ick), only the first 8-9 entries will be shown.

See also: IMC 'IMC IMMORTAL COMMANDS' 'IMC NOTES'
~

51 MAKE~
Syntax:  make <object>
 
For use by clan, Order or guild leaders only to make one of the three
clan, Order or guild objects.
 
See SETCLAN
~

61 MAKEBOARD~
Syntax:  makeboard <board filename>
Example: makeboard newboard.brd
 
Used to create a board file, which can then be defined using 'bset'.
 
See BSET, BSTAT and BOARDS
~

65 MAKECLAN~
Syntax:  makeclan <clan name>
Example: makeclan Retribution

Used to create a new clan, Order or guild, which can then be defined using
the 'setclan' command.  Orders, guilds and clans are distinguished using the
'type' field in 'setclan'.
 
See SETCLAN, SHOWCLAN
~

61 MAKECOUNCIL~
Syntax:  makecouncil <council name>
Example: makecouncil Newbie Council
 
Used to create a new council, which can then de defined using 'setcouncil'.
 
See SETCOUNCIL
~

61 MAKEDEITY~
Syntax:  makedeity <deity name>
 
Creates a new deity, which can then be defined using 'setdeity'.
 
See SETDEITY, DEITIES
~

57 MAKEREPAIR~
Syntax:  makerepair <mobvnum>
 
Automatically gives the mobile the ability to repair damaged equipment.
Use 'repairset' to set the parameters by which the shop will function.
 
See REPAIRSET, REPAIRSTAT, REPAIRSHOPS
~

53 MAKESHOP~
Syntax: makeshop <mobile vnum>

Creates a new shop and assigns it to a mobile.

The levels of the items in the shop are picked randomly based on item type:

--------------------------------------------
|Item Type | Level Range                   |
--------------------------------------------
| default  | 0                             |
| pill     | 0 to 10                       |
| potion   | 0 to 10                       |
| scroll   | value[0] of the scroll object |
| wand     | 10 to 20                      |
| staff    | 15 to 25                      |
| armor    | 5 to 15                       |
| weapon   | 5 to 15                       |
--------------------------------------------

See SHOPSTAT, SHOPSET, SHOPS and SHOPVALUES
~

61 MAKEWIZLIST~
Syntax:  makewizlist
 
Used to generate a new wizlist during game operation (a new wizlist
is automatically created at each reboot).  A character recently
immortalized may need to 'save' first if they don't show up on the
newly created wizlist.
 
~

75 MALARIA~
Malaria is one of the major cities in Desolation of the Dragon II.
It is the hometown of evil races such as Trollish, Dark Elves, Mind
flayers...etc.
 
The good counterpart of Malaria is Silverstone, home of the good
races such as Humans, ELves, Half-elves...etc.

Race alignment plays an important factor when venturing through one
of these cities.  If a player is opposite aligned, coming from the
opposing city, beware of an attack by a guard, sentry, or the
Guardian of that city.
 
See Also: SILVERSTONE, NEW THALOS, ALIGNMENT, RACES
~

0 MANA~
This is the stuff that spells are powered by, unless you are a sorcerer.
Shouting may also consume mana.

See Also: SPELLS, SHOUT
~

1 'MANA'~
Mana is the living inner power used by Druids, Clerics, Mages, Rangers and
even Thieves to cast their magic.  Warriors also have mana, but do not cast
spells.  As undead beings, Vampires neither have nor need mana.
~

0 MAP~
The below map is general. For exact dirs, pray to an immortal or ask 
another PC. The following is a general sketch of area locations:

           #########|################################ ******[Arctic]**********
          ##########|#########[Grey Mountains]######   ***************   *****
         ######-----+-----+########################     **************    ***
           ###############|##[Giants]#############       ********************
 [Frost Giants]           +-----+                          **[Great Ocean]**
      |                         |                                     |
  [Arctica]                     |  [Dwarven Palace]                   |
      |    [The Desolation]     |        |                            |
      |         /        +------|--------------+                    [Pyrdain]
      |        /                |              +-------[WoodElfs]    |
      |       |                 |                           |       ++
      |    [Lakemen]            |  +----[Malaria]---+       |       |
      |        \                +--+                |       |      ++
      |         +----+          |    ############## +----+  |      |
      |               \         |      #############     |  |     ++ [MageTow]
      | [Olympus]       \     [Moria]##############      |  |     |     *
 +----+  [Hades]          \   [*****][Dwarves]######     |  +-----+******
 |         |                \ [*****]#####|#########     |        |
 | [Graecia]                 |[*****]##[Mines]######     +--------+-[Sauria]
 |   |             [Jungle]  |[Moria]##+--------+### [Ravenloft]  |
 |   |     [Monks] [Pyramid] |     |###|########|#[Gypsy]         |
 +---+       |       | [mist]|     |###|##[GEM]#|####|            |
 |           |   +-[Jungle]  /     |###|########|####|            |
 |         [Shire]         /       |###|########+----+--------[New Thalos]
 |       /     |         /[Midir]--+---+[Goblin]##    *************|****
 +----+/ [Elfs]| [Doom] |   |      |#####[Caves]##   * [Drow]------+
      |     |   \  |    |[Geldor]  |#############   *              |
[Wht] +-----+---+[Silver]+       +-+------[Caves]#  *  [Great Eastern Desert]
[Plm] |   [Quik]|[stone]         |   [Python]####   *              |
     \|   [ling]|  |  |    [Arachnos] ###########  *               |
   *************|**|**|****************************   [Old Thalos]-+
   * *          |  ++ |          |                                 |
  ****        [Roo] +-+          |                                 |
 |  /|[Spider [Haunt]            |                              +--+
 | / [Mordilnia]                 |                              | [Rhyodin]
 |[Hoeur]   |  |            [Lycanthropia]                      |    |
 |          | [Arena]                                           |    |
 [Gelfling] |                                                   +[Trogs]
 [Skexie]   |          
 |          |
[Enfan]     |
            |      ************
        *************************************************    ********
 **********[Cifalntic Ocean]********************************************
**************************************************************************
~

51 MAPOUT~
Syntax:  map
Syntax:  mapout
 
Map displays the 'map' of the current room (for use with automapper).
 
Mapout generates a copy of an area generated by the automapper.
 
These commands may not be functional currently.
 
~

0 MAYOR~
Mayors are PCs who have been voted for by the general public in each
town.  They are required to enforce the laws, settle minor disputes (and
refer larger ones to the local judges).  They will be required to assist
newbies (not necessarily by grouping with them).  They are also required
to keep tabs on the town for immortals, by reporting shop errors, mobs
that load in wrong places, and other things that should be fixed. 

~

53 MCREATE OCREATE~
Syntax: mcreate <vnum> [copy vnum] <keywords>
Syntax: ocreate <vnum> [copy vnum] <keywords>

Create and new mobile / object.
A prototype monster or object will be created with the selected vnum, and
set up with the plainest of default values.  A material image of the magical
prototype will appear before you, for you to futher modify with MSET or OSET.

See MSET or OSET.
~

1 ME 'ME I'M A MORON'~
We all know this, but put up with you anyways!
~

0 MEDITATE~
Usage : meditate
Level : 1 Psionist

	A psionist that is meditating can regain mental power back much
faster (mana). Much like resting, stand to stop meditating.

See Also: REST, CANIBALIZE
~

57 MEM MEMORY~
Syntax:  memory
 
Reports the current counts of objects, mobiles, rooms, etc...
 
Affects   (# of affects)                Areas   (# of areas loaded)
ExtDes    (# of exdescs)                Exits   (# of exits)
Helps     (# of help files)             Resets  (# of resets)
IdxMobs   (# of unique mob indexes)     Mobs    (# of mobs in game total)
IdxObjs   (# of unique obj indexes)     Objs    (unique items) (total items)
Rooms     (# of rooms in the game)      VRooms  (# of virtual rooms present)
Shops     (# of shops defined)          RepShps (# of repair shops defined)
CurOq's   (Not used)                    CurCq's (Not used)
Players   (Current # link-live players) Maxplrs (max players this reboot)
MaxEver   (Max # of players ever)       Topsn   (top sn used) (top sn open)
MaxEver time recorded at:   (date and time max users was reached)
 
~

0 MEMORIZE~
Usage : memorize "'"<spell>"'" <number of times to memorize>

	Memorize will commit a spell to memory if the conditions are right. You
must be at least sitting and cannot be fighting. To use this command 
type memorize 'spellname'.
~

52 MENU~
When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one
page to another, type '- <letter>'.  (For example, '- a' will bring you to
the first page in the current menu system).

'- h' will bring up a help file in any menu system.

'+ <name>' in OMENU or MMENU will change the object or mobile being edited
if it exists in your inventory/room respectively.

See RMENU, OMENU, MMENU.
~

-1 MERC FUREY KHAN HATCHET~
Originally based on the Merc 2.1 code which was created by Furey, 
Hatchet, and Kahn.
This original code base is available as Merc_21.tar.gz via FTP from:
ftp.tcp.com, ftp.math.okstate.edu and game.org.
E-mail to 'merc-request@kpc.com' to join the merc mailing list.

Merc would like to thank ...
  ... Diku Mud for their code base.
  ... 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.
~

0 MESSENGER~
Usage        : messenger <name> <message>
Duration     : Instant
Level        : 1 Cleric, 1 Druid, 1 Paladin
Minimum Cost : 5 magic points

	This spell is exactly similar to the mage spell 'sending' in that it
allows the cleric to send a message to any person in the world.
 
See Also: SENDING,TELEPATHY
~

53 MFIND OFIND RFIND~
Syntax: mfind <name>
Syntax: ofind <name>
Syntax: ofind type <obj type>
Syntax: rfind <name>

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name, or a particular type given
the keyword type followed by the object type.

RFIND finds all room  types with a particular name.

See Also: OBJECTTYPES
~

1 'MIDAS TOUCH'~
THIS SPELL IS NOT AVAILABLE

Syntax:  cast 'midas touch' obj
 
[where obj is in your inventory]
 
Turns an object in your inventory into gold.
~

61 MIML~
MUD Internal Markup Language

MIML Grammar: #keyword#arg1,arg2,argx#display if true#display if false#

Valid keywords: aff, aff2, act, act2, plr, plr2, objroom, mobroom
drunk, mentalstate, spell, variable

MIML is a system whereby the MUD can customize output to a player based on
any number of things.  Room descriptions can, for example, be customized
to show a player with true sight some secret, or if in the lair of a beast
the beast is dead, the room can reflect that.

MIML is a work in progress, please keep that in mind.

Example:
You are #aff#flying#flying above#standing in# an alley, between
two buildings.  #aff#flying#Looking down, you see many piles of refuse.##
The alley is quite dark, and you #aff#truesight#can see many forms scurrying
about doing business in the underground#have trouble making out the path#.

Notes: The #keyword#arg1,arg2,argx# portion should be on one line, otherwise
the MIML interpreter will not recognize them because they will contain CRLF's.
~

0 MINDBLANK~
Usage        : mind 'mindblank'
Duration     : (psionist's level) / 5 Hours
Level        : 17 Psionist
Minimum cost : 50 magic points

	This discipline teaches the psionists protective ways to hide his
mind from some psionic attacks, One such attack is MIND WIPE and FEEBLEMIND,
both of which the psionist will be immune to should he have his skill
enabled.
 
See Also: MIND WIPE, FEEBLEMIND
~

0 MINDCASTING~
Usage : mind "'"<discipline>"'" (target)

	This command allows a psionist to use more complex psi skills. This 
command is VERY similar to CAST and RECALL used by the magic user type classes.

See Also: PSIONIST SKILLS
~

0 MINDFLAYER~
Mindflayers stand about six feet talland have a hideous mauve skin
that glistens with slime.  Its head ressembles that of an octopus, with
pupil-less eyes and four tentacles around its mouth.  It has a round, 
many-toothed orfice, like that of a lamprey.  Also, they only have three
fingers on each hand, not including the thumb. Mindflayers are famed for
the power of their minds.  Their race has collectively forgotten all
pursuits of the body and physical prowess in favor of developing their
powerful mental talents.

	Of course, the introverted lifestyle they adopted made then seek a
home with with the dark races, and they are therefore considered evil.

See Also: PSIONIST, PSIONIST SKILLS, &RPSITRAIN
~

64 MINVOKE OINVOKE LOAD~
Syntax:  minvoke <vnum>
         minvoke <keyword of mob>
Syntax:  oinvoke <vnum>
         oinvoke <keyword of obj>
         oinvoke <vnum/keyword of obj> <level>
Syntax:  load [o/m] <vnum/keyword of obj/mob> <level of obj>  

MINVOKE invokes an instance of the mobile specified.
 
OINVOKE invokes an copy of the object specified.  It accepts an optional
parameter for the level of the object to be invoked.
 
~

0 'MIST WALK'~
Syntax: cast 'mist walk' <victim>
 
This spell allows a vampire to become a fine mist, capable of traveling
with speed and precision through the smallest of cracks and crevices to
to reach its victim.
 
Due to the nature of this spell, it only works in darkest night (between
the hours of 9 o'clock in the night and 5 o'clock in the morning).
~

0 MIX ELEMENTS~
Usage : mix <element> <element> (element)

	You can mix either two or three basic elements together,
air, earth, fire, water, and ether, and you may spell these out, or 
abbreviate: A, E, F, W, or T, respectively.

Note that 'mix a e f' would *not* consume only 1 each of air, earth, and fire
on hand, but as much as necessary to complete that particular reaction.

Alchemists will only gain the ablity (know-how) to mix a given set of two
or three elements together after gaining a predetermined amount of skill.
~

53 MLIST~
Syntax: mlist
      :	mlist <first mob>
      :	mlist <first mob> <last mob>

This command will list all of the prototype mobs in your area, when used 
with no arguments.  When used with a single argument it will list all 
mobs including and after the argument, and when used with two arguments, 
it will list all mobs including and between the two. 
~

53 MMENU~
Syntax: mmenu <mob name> [menu page] (defaults to 'a' if none given)

Mmenu will bring you into a menu system of editing mobiles.  To use mmenu,
the mobile that you are editing should be in the same room as you.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

-1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~
.
         The MOBprograms have been contributed by N'Atas-ha.

         Haus hacked together room && obj programs 'cause
          he got sick of failing to add lever bitvectors,
               and cause he thought Carnage was a
                  Trancendentally Cool Mud.
~

53 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Birth         <percentage>        [when mob is loaded - Zoso]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]
 
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.
*NOTE* The birth trigger will not activate as a result of polymorph.
 
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

0 MONK MONKS~
This class is very strong in hand-to-hand or bare-handed combat. However,
due to the spiritual belief and faith, a monk may possess some unique power
that can either levitate or cause their victim to sustain mass damage with 
a wave or touch of their hands.

See Also: PRACTICE, SKILLS, SLIST, "MONK DAMAGE", "MONK ATTACKS"
~

0 MONSUM "MONSUM ONE" "MONSUM TWO" "MONSUM THREE" "MONSUM FOUR" "MONSUM FIVE" "MONSUM SIX" "MONSUM SEVEN"~
Usage        : cast 'monsum #'
("#" is the word "one", "two", "three", "four", "five", "six", or "seven")
Duration     : (special)
Level        : 4, 7, 9, 12, 15, 18, 22 Mage and Sorcerer
Minimum Cost : 10, 12, 15, 17, 20, 22, 25 magic points, respectively

	These spells create monsters of the appropriate level to serve you as 
followers for a time. The time is as long as the time that charm person 
would work on the same creature. You can summon as many creatures as your 
charisma will allow.

See Also: CHARM MONSTER, CHARM PERSON, HYPNOSIS, ANIMAL SUMMON
~

0 MOTD~
.
 &r
&r                                                       / \/ \
                                                      (/ //_ \_
                _                                      \||  .  \
              \  '-._                             _,'._-"/---\_ \
         ______/___  '.                          '..'--.)__( , )\
        `'--.___  _\  /                               ''     \)`\|
             /_.-' _\ \ _ :,                                   "  '
           .'__ _.' \'   ( ; Desolation of the Dragon II
               '. ___.> /=,          
                / .-'/_ )   &w We continue to improve the mud&r
                 '  ( /(/   &w by fixing bugs, revising help&r 
                     \\ "   &w files, and implementing new ideas.&r
                      '     &w Some fixes include RENTING, be careful
                             picking up rare items/equip that are
                             expensive. When you leave the MUD you
                             should do OFFER at the Receptionist to
                             see how much RENT you will be charged.
                                          HAPPY MUDDING!
~

51 MOTDS~
The motds are 'messages of the day', and there are several:
 
New characters will see the 'nmotd', containing info relevant only to
new characters (level 1).
 
Leveling characters (2 through 49) will see the 'motd', containing
information relevant to those who are still playing to level.
 
Avatars (level 50) will see the 'amotd', containing information
relevant to avatar characters.
 
Immortals (level 61 and higher) will see the 'imotd', containing
information specifically relevant to all immortals.
 
Any of the motds may be seen with 'help <name of motd>' ... for
example:  'help nmotd'
 
The motds are edited with hedit and saved with hset like all helpfiles.
~

0 MOUNT DISMOUNT~
Syntax: mount <mob>
Syntax: dismount

Mount is a skill, which allows you to mount certain mobs.  Being mounted 
on a mob cuts down on movement points that are used whenever you move.
 
New water sectors allow a person mounted to traverse them without damage
from drowning.  If you are in an area where your movement points begin
to drop suddenly and/or you begin to lose hps <hitpoints> quickly, you
should try to mount immediately.

See Also: RIDING
~

1 MOVE~
This discusses the process of moving your character from one place in the
game to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.
 
If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
 
At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

1 MOVEMENT~
This discusses the process of moving your character from one place in the
game to another.  The common movements are north, east, south, west, up
down, northeast, southeast, southwest, and northwest.  You may also move
in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw.

If you need to pass through a door, at times they require being unlocked
and opened. To unlock a door, you type UNLOCK <direction or door name>.
To open a door, you type OPEN <direction or door name>.
 
At times, you may run out of movement points or require healing.  To allow
for faster recovery, you may SIT, REST, or SLEEP.  When are finished with
your recovery, and wish to continue adventuring, type WAKE or STAND.
 
~

53 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

52 MPAPPLY MPAPPLYB~
Syntax:  mpapply <victim>
Syntax:  mpapplyb <victim>
 
These commands are used in the pre-auth area to signal a new character's
authorization status.  When a character first enters the game, it will
be targeted by an 'mpapply <victim>' which will inform the immortals that
the character is waiting for authorization.  Once the character is
authorized, a mob will attempt to 'mapplyb <victim>' the character, and
the character will be sent into the actual game.
~

53 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

54 MPAT~
Syntax: MPAT <vnum> <command>

Lets the mobile perform a command at another location.
~

53 MPCOMMANDS RPCOMMANDS OPCOMMANDS~
The following commands can be used for Room, Mob and Object progs. The commands
listed at the bottom are for mob progs only. A ** indicates command under 
development. Each command also has its own help file. Type HELP <COMMAND>.
 
MPCOMMAND       PARAMETERS            MPCOMMAND      PARAMETERS
--------------  --------------------  -------------  --------------------
MPASOUND        <phrase>              MPJUNK         <name/var>
MPECHOAROUND    <name/var> <phrase>   MPECHOAT       <name/var> <phrase>
MPECHO          <phrase>              MPMLOAD        <mob vnum>
MPOLOAD         <object vnum>         MPPURGE        <object/mobile name>
MPADVANCE       <player name> <level> MPTRANSFER     <name/all>
MPFORCE         <name/all> <actions>  MPSLAY         <victim>
MPDREAM         <name> <phrase>       MPDAMAGE       <name> <#hps> 
MPCLOSEPASSAGE  <room> <direction>    MPOPENPASSAGE  <origin> <dest> <dir>
MPRESTORE       <name> <hp>
MPSETVAR        <victim> <variable> <value>
MPDELVAR        <victim> <variable>
**MPDISPEL      <victim>
**MPPEACE       <room vnum>
** MPPRACTICE   <victim> (skill|spell) (max_percent)
Mobs only:
MPKILL           <name>                 MPGOTO <vnum>
MPAT             <vnum> <command>
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES.
~

52 MPDAMAGE~
Syntax:  mpdamage <victim> <amount>
 
This command inflicts a specified amount of damage on the victim.
This damage will be affected by sanctuary, but is not affected by
protect, saving throws or resists.
 
A mob should _never_ mpdamage itself, at risk of crashing.
~

52 MPDEPOSIT MPWITHDRAW~
Syntax:  mpdeposit <amount>
Syntax:  mpwithdraw <amount>
 
This command orders the mobile to deposit or withdraw a specified number
of gold coins from an area.  These can be used in conjunction with mpat
to tell the mob which area to withdraw/deposit money in.
 
Example:  mpat 21000 mpwithdraw 5000000
 
This would cause the mob to withdraw 5 million coins from the new Darkhaven
area, as that is the area vnum 21000 is in.
 
If no mpat is used, the mob will withdraw or deposit the gold from the
area in which it is located at the time.
 
~

53 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

54 MPECHO~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
~

53 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

54 MPECHOAT~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

53 MPEDIT~
Syntax:  mpedit <mobile> <command> [number]  [program] [arguments]
Syntax:  mpedit <mobile> add       <program> <arguments>
Syntax:  mpedit <mobile> insert    <number>  <program> <arguments>
Syntax:  mpedit <mobile> edit      <number>  [program] [arguments]
Syntax:  mpedit <mobile> delete    <number>
Syntax:  mpedit <mobile> list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments
associated with that trigger.
 
For complete infomation, reference the mob program documentation available
via FTP on realms.game.org:  (building.tar.gz/building.tar.Z/building.zip )
 
See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

53 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

54 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

52 MPINVIS~
Syntax:  mpinvis
Syntax:  mpinvis <level>
 
This command controls a mob's ability to use a modified form of wizinvis.
 
Use 'mpinvis' alone to toggle the invisibility.
 
Use 'mpinvis <level>' to set the level at which the mob will be invis.
 
Mortals under the mobinvis level of the mob will be unable to see the mob
when it goes mobinvis; they cannot see it with any spell, it will be
completely invisible to them.
 
Be warned, however, that its programs will still function as normal, the
mortal will simply see a 'someone' if it performs an action or an echo
that they see, just as if a wizinvis immortal performed the action.
 
Also be warned that at the present time, area attacks _will_ hit a mobinvis
creature even if it is invisible.
 
~

53 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

53 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

54 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
        MPOLOAD <vnum> [<level> timer]

Loads a mob or object.
~

53 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction> [exit flags]

Opens a passage to a room (does not affect pre-existing doors)

Syntax: MPCLOSEPASSAGE <room> <direction>

Closes a passage to a room (does not affect pre-existing doors that were
not created with mpopenpassage)
~

52 MPPKSET~
Syntax:  mppkset <victim> yes/no
 
This command tells the mob to set the victim to either deadly or
non-deadly status.
 
Mppkset yes will set the victim to deadly status.
 
Mppkset no will set the victim to non-deadly status.
 
~

52 MPPRACTICE~
Syntax:  mppractice <victim> <skill/spell/language> <amount>
 
This command will set the victim's percentage of proficiency in the
specified skill/spell/language to the specified amount.
 
It cannot train a character in a skill/spell/language the character does
not have as a part of its class and that it does not already have as a
result of its level.  In other words, it canot train a warrior in
fireball, or a level 1 thief in gouge.
~

54 MPPURGE~
Syntax: MPPURGE <object/mobile>

Purges the room, or a specified object/mobile.
~

52 MPRESTORE~
Syntax:  mprestore <victim> <amount>
 
This command restores a specified number of hitpoints to the victim.
~

52 MPSLAY~
Syntax:  mpslay <victim>
 
This command orders the mob to slay the victim in cold blood; the
victim gets no saving throw.
~

53 MPSTAT~
Syntax:  mpstat <mob/mobvnum>
 
Mpstat will display all of the mobprograms that have been written for the
specified mob.  If an instance of that mob exists in the game, it can be
accessed with its vnum.
 
See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

53 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

51 MRANGE ORANGE~
These functions, when complete, will function similarly to 'rat', but
will be used to manipulate ranges of mobiles and objects instead of
rooms.
~

63 MSET~
Syntax: mset <character> <field> <value>
Syntax: rset <location>  <field> <value>

MSET and RSET set the properties of mobiles and rooms respectively.

MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS,
DEFENSES and MSTAT.

If a mobile has the PROTOTYPE flag, modifying an instance of the mobile
will also modify the index mobile, which all other instances of the
mobile are based on.

See MCREATE.  For objects see OSET.

Also see MMENU, RMENU, and OMENU for the menu editing system.
~

65 MSFIND OSFIND RSFIND~
Usage: msfind [spec name]
       osfind [spec name]
       rsfind [spec name]

These commands search the mud for mobs/objs/rooms that have specs
assigned.

See Also: MSLIST OSLIST RSLIST
~

65 MSLIST OSLIST RSLIST~
Usage: mslist
       oslist
       rslist
 
These commands will list all specials procs availble in the game.  You
can assign them to mobs/objs/rooms using Xset [name] spec <code>.  If
you do not know what a special does, or if it's name looks like it goes
on a one-of-a-kind mob/obj/room then don't assign it.  Also do not assign
guildmaster or guard procs without permission.

See Also: MSFIND OSFIND RSFIND
~

52 MSTAT OSTAT RSTAT~
Syntax:  mstat <character/mob or mobvnum>
Syntax:  ostat <object/object vnum>
Syntax:  rstat 
Syntax:  rstat <location>
 
MSTAT shows you statistics on a character or mobile.  If a copy of the mobile
is present in the game, you can access it using its vnum.
 
OSTAT shows you statistics on an object.  If a copy of the object is present
in the game, you can acces it using its vnum.
 
RSTAT shows you statistics on a location.  The location may be specified as
a roomvnum, as the name of a mobile, or as the name of an object.  Rstat
with no argument returns the statistics on your present room.
 
See MSET OSET and RSET
~

0 MTOD~
That's MOTD *poke*
~

0 MULTICLASS~
Multiclass means that a certain race may be able to have more than one class
available at the same time.  For Example:  Mage/Thief   
 
When a player first creates a character to play on the mud, one of the possible
choices will be whether you want to have more than one class at the beginning.
The disadvantage of multiclass is that it takes longer to get enough experience
points to go up in levels when you have more than one class.  The advantages
can outweigh the disadvantages though, in that your character will have more
skills and spells available which can be very advantageous in the overall aspect
of the mud.
 
Humans, mindflayers, and dark dwarves cannot have multiple classes to start out
with in the game.  However, humans do have the ability to multiclass at level
10 or higher by changing classes with the command new_class.  Please refer to
the help on new_class for further information on that.
 
To see what multiclasses are available for the different races, please refer
to our web page at http://www.dotd.com and click on Classes, you will get 
a list of the possibilities.
 
SEE ALSO:  RACES, NEW_CLASS, DUALCLASS
~

55 MUSE~
Syntax:  muse <message>
 
Allows you to use the 'muse' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to muse can be controlled with 'cset'.
 
See CSET
~

0 MXP~
MXP is the Mud eXtension Protocol designed and supported by Zuggsoft.
 
For more information on the spec, visit http://www.zuggsoft.com/zmud/mxp.htm
 
MXP should be automatically enabled if your client supports it, to manually
enable or disable it, config +mxp/config -mxp.
 
Tags currently sent by DOTDII:
Rooms: RName, RDesc, RExits, Ex, NoDir
Prompt: Prompt, Hp, MaxHp, Mana, MaxMana
Objects: Send commands for: look, steal, buy, get, remove, wear
Mobs: Send commands for: nothing at this time
Channels: all channels have tags named after the channel
~

-1 M_ADVHERO_~
&RImmortality is finally within your grasp...

~

-1 M_BALZHUR_~
.&RSuddenly out of nowhere, a hideous beast appears, bringing with it the
horrible smell of brimstone, death and decay!

&YThe demon gives you the most evil and spine tingling sneer that makes you
fall to your knees, and release your bladder... 

&GThe next second, the immense mass of slimey muscle and claws is all over you
...shredding you to a bloody mess!

&PMercifully, everything goes black as it moves its widening maw towards your
head...
~

-1 M_GODLVL10_~
.&GYou are all powerful!
~

-1 M_GODLVL1_~
.&G...Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
indeed much more free than you have ever felt before...

You float high into the heavens... a vortex of ever-changing curved beams
of colored light swirling around you faster and faster...

Your soul is bursting with emotions you can barely conceive...
You feel a burning inside... both cold and hot... a tingle of electricity
grows into a powerful buzzing surge jolting through every inch of your body.

A strange chorus of voices begins to sing indecipherable and long forgotten
words... the singing grows louder and louder... a million voices as one.

You feel yourself losing touch with reality... and all goes quiet.
~

-1 M_GODLVL2_~
.&G...You begin to feel light-headed.

Your hands begin to tingle softly...
The feeling quickly grows into a strange radiating pulse of energy! 

The tingle rises up your arms and into your head, filing your mind with
visions of worlds of wonder, far off places, great towers, vast mountains,
oceans, seas, lush valleys, dark caverns and twisted passages...
 
You sense a feeling of wonderous potential and power in your hands...
Enough power to build and create these visions for yourself!

You feel much more powerful, eager and inspired!
~

-1 M_GODLVL3_~
.&G...You feel slightly faint as your head begins to spin.

Your hands begin to tingle once more...
A vortex of energy starts to swirl throughout your hands, going faster
and faster... becoming almost painful! 

Beams of light break through your skin, one at a time, then more and
more until the light is almost to bright to bear...

As your squint your eyes, you perceive a vision of great beasts of wonder,
dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples
of all kinds, ancient forgotten artifacts, weapons of vast untapped powers,
crystal balls, magick rings, staves, wands, rods, arcane tomes of untold
secrets... your mind is bursting with inspiration...
 
You sense a new, reborn feeling of unlimited potential and power...
In your hands the power to build and create these visions for yourself!

The bright light from your hands fades away... but strange faint glow
remains always.
~

-1 M_GODLVL4_~
.&GYou suddenly feel much more powerful!
~

-1 M_GODLVL5_~
.&GYou suddenly feel much more powerful!
~

-1 M_GODLVL6_~
.&GYou suddenly feel much more powerful!
~

-1 M_GODLVL7_~
.&GYou suddenly feel much more powerful!
~

-1 M_GODLVL8_~
.&GYou suddenly feel much more powerful!
~

-1 M_GODLVL9_~
.&GYou suddenly feel much more powerful!
~

75 NABU~
Nabu is a Supreme Entity - High Immortal
homepage: http://www.dotd.com
email address 1: sysop@todbbs.com
email address 2: nabu@dotd.com
~

0 NAME~
Syntax:  name <newname>
 
This command allows a pre-auth player to change their name to something
else if their original choice has been denied.
~

0 NECROMANCER~
From the steamy recesses of the swamps comes a figure cloaked in mystery.
The Necromancer, as the name implies, is an unseemly form of sorcerer whose
spells deal with the raising of the dead and the summoning and control of
various creatures for their purpose.  Though their goals are often aligned
with those of the forces of Light, some do not think that these ends can
justify their foul means.  Long hours of study in dank mausolea have made
their skin pale and corpse-like, their figure, skeletal.  Most people shun
them for their peculiar looks and ways, but none doubt the power of the 
Necromancer, for it is the stuff of nightmares.
        You can improve your skills by using the practice command, in the
room in the necromancer's guild with the guildmaster (usually the last room)
 
See Also: PRACTICE
~

0 NEWBIE INERT INEPT~
These are a few things that should help you get started.

Start:
 - Depending on your race you will start in either Silverstone (good races)
   or Malaria (evil races)
 - Explore the cities first. There are many shops and possibly other players
   who can help you.
 - You might find some starting equipment in the Donation Room. There is one
   in each city, ask around or explore to find it.
 - Another place you should visit is your guild. Each guild is represented
   in both cities (or close by). Here you can learn new skills and spells.
 - Type help for a list of available commands and then help <command> for
   more info on each command.
 - You are expected to be aware of the rules of the mud. They are in the
   hall of rules in Silverstone and along the stairway to hell in Malaria.

Communicating:
 - Use say <text> to talk to people in the room with you. Although if you
   aren't all speaking the same language you may not understand each other.
 - Use tell <player> <text>  to speak to a particular player. Tell has a
   limited range, however, there are no language barriers.
 - Use gossip <text> to send a general message to all in the area.
 - Use shout <text> to send a message to everyone on the mud.
 - When you are grouped with others you can use gtell <text> to talk to
   others in your group.
 - Misuse of gossip and shout commands may lead to you being denied them.
 - Check the help menu for other communications commands.
  
Fighting:
 - Allways consider a monster (by typing consider <monster> ) before you
   try to attack. This will give you an idea of your chances.
 - Monsters of the same race will assist each other in combat, so be careful
   about attacking groups of monsters.
 - Cityguards will occasionally help you in battles. Depending on your
   allignment.
 - Cityguards will attack people of opposite race. ie Silverstone guards will
   attack evil race players and Malaria guards will attack good races.
 - Your race side (Good or Evil) is shown when you type score.
 - You can set wimpy to a value eg typing Wimpy 10 will make you try to flee
   from combat if your hit points go below 10. You may or may not suceed.

Gaining levels/skills:
 - When you gain enough experience points the mud will inform you that you
   have leveled. Seek out your guild master to gain the new level.
 - After you gain you will receive a number of practices which you can use
   to learn new skills and spells.
 - Most skills / spells improve slowly with use so you may only need to
   practice them once. Additional practices improve your abilities faster.
 - To check on your skills during game play type prac <class> and you will
 - see what the status is for each skills / spells you have learned.
 
 
See Also: NEWBIE 2, MAP, INTRODUCTION, HELP
~

0 NEWBIECHAT~
Newbiechat is a channel created for and use by only low-level new
players.  It is designed to lessen the confusion of their transition
into the game, and can be used to gain answers to any questions
or problems the player may have.
~

51 NEWBIESET~
Syntax: newbieset <character>

NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the
character's inventory.  Recipient must be level 5 or lower.
~

54 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

0 NEW_CLASS DUALCLASS~
New_class is a command available for the human race.  If at a higher level
a single class human decides to start a second class (some refer to this
as dualing), then they have to enter another class guild by getting pass
the guild guard and typing this command.
     example:  new_class
The existing class then becomes dormant or inactive, until the player's
new class obtains one level higher than what the old class was before
dualing.  Further, since new class starts at level 1 again, all equip
will need to be shed that is required for higher levels, and/or class
dependant.  Once either the required level is reached and/or the
previous class status is obtained, the equipment can be worn again.
 
SEE ALSO: RACES MULTICLASS
~

-1 NMOTD~
.                     &r Welcome to Desolation of the Dragon II !
  )    )
,'   ,'&w   A few important things you should know:&r
(    (
`.   `.   &w1) Gossip is area wide only, people in other areas won't be&r 
  )    ) &w    able to hear you.&r
,'   ,'
(    (&w    2) You can configure many of the default colors for the mud, simply&r
`.   `. &w     type color once you are playing.  config +color to enable color.&r
  )    )
,'   ,'&w   3) Some spells/skills out of 350 are not finished, if something&r
(    ( &w      doesn't work, it may just be incomplete, but please use the bug&r
`.   `. &w     command to tell the implementors.&r
  )    )
,'   ,'&w   4) &WIMPORTANT!!&w When you enter the MUD for the very first time,&r 
(    (&w       you will be transported to the MUD SCHOOL.  Please read the room&r      
`.   `.&w      descriptions carefully to understand how to play in DOTD II.&r
 )    )       _       _       _       _       _       _       _       _     
,'   .' `.   .' `.   .' `.   .' `.   . ' `.   .' `.   .' `.    `.' `  .' `.   
(    (
 `.   .' `.   .' `.   .' `.   .' `.   .' `.   .' `.   .' `.   .' `._.'
   `-'     `-'     `-'     `-'     `-'     `-'     `-'     `-'     
~

0 NOAUCTION~
Usage : noauction

	Type noauction to turn off the auction channel, type noauction
again to turn it back on.

See Also:NOGOSSIP, DEAFEN
~

0 NOGOSSIP~
Usage : nogossip

	Type nogossip to turn off the gossip channel. Type gossip again 
to turn it back on.

See Also: NOTELL, NOAUCTION, DEAFEN
~

0 NOOOC~
Usage:  channel +noooc
  
          This will turn ON the NOOOC channel.  With this channel on, you will
not be able to hear anyone using the OOC channel in the MUD.  If you have the
ooc channel on (+OOC), you will still be able to talk on the channel, just can't
hear.
  
See Also: NOGOSSIP, NOAUCTION, NOTELL
~

61 NORESOLVE~
Syntax:  noresolve
 
Toggles resolution of incoming player ip's into names.
 
~

0 NORTH SOUTH EAST WEST UP DOWN~
Usage : north
	south
	east
	west
	up
	down

	To walk in a given direction. Note that you can abbreviate these 
to the first letter, so n, s, e, w, u, d all work just as well.
~

1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST NE NW SE SW~
Syntax: northeast or ne
Syntax: northwest or nw
Syntax: southeast or se
Syntax: southwest or sw
 
Use these commands to walk in a particular direction.
~

0 NOSHOUT~
Usage : noshout (player)

	Prevents you from (or allows you to) hearing shouts, if used with no
arguments.  Can be used with the name of a player, to prevent him/her from
hearing shouts, as well as from shouting. Can only be used by certain more-
powerful-beings.

See Also: DEAFEN
~

1 NOSTRUM~
Syntax:  c nostrum
 
A restorative spell of the Augurer which heals the caster of wounds.
The spell cannot be cast on others.
~

0 NOTE~
Syntax: note list    <number>
Syntax: note read    <number>
Syntax: note read    all
Syntax: note write
Syntax: note subject <string>
Syntax: note to      <to-list>
Syntax: note take    <number>
Syntax: note show
Syntax: note reply   <number>
Syntax: note post
Syntax: note remove  <number>

NOTE LIST lists notes which you can read.  NOTE READ reads one or all notes.
By specifying a number after NOTE LIST, you will list all notes including
and after that number.

NOTE SUBJECT sets the subject line of a new note.  NOTE TO sets the list of
recipients.  The recipient ALL means all players, 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.  Posting is not automatic.

NOTE REPLY is like note post, but is used for replies to existing notes.
It will cause the new note to display under the replied one, instead of
at the bottom of the list as usual.

NOTE REMOVE removes the entire note if you are the sender, or just removes you
from the to-list if you are a recipient.

NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking 
it in your inventory.

Notes now require a blank note to be held in your hands, and a quill to 
be in your inventory.
 
See also 'voting'.
~

0 NOTELL~
Usage : notell

	This will allow you to ignore all attempts to tell you. However
immortals can still get to ya.

See Also: NOGOSSIP, NOAUCTION
~

51 NOTITLE NOEMOTE NOTELL SILENCE UNSILENCE~
Syntax: notitle <character>
Syntax: noemote <character>
Syntax: notell  <character>
Syntax: silence <character>
Syntax: unsilence <character>
 
NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by
preventing them from setting their title, emoting, telling, and using
channels, respectively.  Characters who are notelled will also not receive
those forms of communication.
 
Use UNSILENCE to remove a player's silence.  Simple use notell, noemote or
notitle on the character again to remove each of those restrictions.
 
~

53 NPCRACES NPC_RACES~
A mobile may be any of the following races:
 
human         elf         dwarf        halfling     pixie        vampire   
half-ogre     half-orc    half-troll   half-elf     gith         ant       
ape           baboon      bat          bear         bee          beetle       
boar          bugbear     cat          dog          dragon       ferret    
fly           gargoyle    gelatin      ghoul        gnoll        gnome       
goblin        golem       gorgon       harpy        hobgoblin    kobold       
lizardman     locust      lycanthrope  minotaur     mold         mule 
neanderthal   ooze        orc          rat          rustmonster  shadow 
shapeshifter  shrew       shrieker     skeleton     slime        snake 
spider        stirge      thoul        troglodyte   undead       wight 
wolf          worm        zombie       bovine       canine       feline
porcine       mammal      rodent       avis         reptile      amphibian 
fish          crustacean  insect       spirit       magical      horse 
animal        humanoid    monster      god
 
See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, 
          ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU.
 
~

65 NUK NUKE~
Syntax:  nuke <character>
 
This command immediately deletes the pfile of the victim, and will
simultaneously force the character offline if they are connected.
 
~

53 OBJECTFLAGS ITEMFLAGS OBJFLAGS~
Flags that objects can have:
 
Flag          Affect                Flag          Affect
====          ======                ====          ======
glow          n/a                   hum           n/a
dark          n/a                   loyal         loyalty ('help loyal')
evil          glow on det. evil     invis         invisible
magic         prevents enchant      nodrop        cannot drop
bless         +20% resist dam.      antigood      zap if align +350
              dbl. duration poison
              weapon
antievil      zap if align -350     antineutal   zap if align -350 to +350
noremove      cannot remove         inventory     purge upon char. death
antimage      zap if mage           antithief     zap if thief
antiwarrior   zap if warrior        anticleric    zap if cleric
organic       +20% suscept. dam.    metal         +20% resist damage
donation      prevents get all      clanobject    n/a
clancorpse    n/a                   prototype     n/a
 
Additional flags:
covering      items inside this are 'covered', use 'look under <object>' to
              see 'inside'.  The object does not have to be a container to
              be a covering object.  Use 'reset put' to indicate objects to
              be covered by this object.
~

1 OBJECTS~
To see the objects you currently posess, type INVENTORY and EQUIPMENT.
INVENTORY is the items you are carrying, but are not currently wearing.
EQUIPMENT shows you the equipement you are currently wearing.
 
You may WEAR, WIELD, or HOLD equipment to use it.  To stop using a piece
of equipment, you REMOVE it.  Before you may wield a new weapon, you must
first REMOVE the old weapon. 
 
You can gain information on your objects by using LOOK or EXAMINE.  EXAMINE
tells you the condition of your item, as a more detailed form of LOOK.
 
~

53 OBJECTTYPES ITEMTYPES~
Object types listed in bit order:
 
  None        Light     Scroll     Wand        Staff       Weapon
  Oldweapon  Oldmissile Treasure   Armor       Potion      Worn
  Furniture   Trash     Oldtrap    Container   Note        Drink_con
  Key         Food      Money      Pen         Boat        Corpse_npc
  Corpse_pc   Fountain  Pill       Blood       Bloodstain  Scraps
  Pipe        Herb_con  Herb       Incense     Fire        Book
  Switch      Lever     Pullchain  Button      Dial        Rune
  Runepouch   Match     Trap       Map         Portal      Paper
  Tinder      Lockpick  Spike      Disease     Oil         Fuel
  Missileweapon         Projectile Quiver      Shovel      Salve
  Board       Cook      Keyring    Odor
 
Not all are implemented.
 
See OSET ITEMVALUES ARMORCLASS.
~

53 OBJTRIGGERS OPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Wear          <percentage>        [when a player wears the object]
Remove        <percentage>        [when a player removes the object]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Sac           <percentage>        [when a player sacrifices the object]
Zap           <percentage>        [when the player is zapped due to alignment]
Get           <percentage>        [when a player gets the object]
Drop          <percentage>        [when a player drops the object]
Damage        <percentage>        [when the object is damaged]
Repair        <percentage>        [when the object is repaired]
Greet         <percentage>        [when a mob/player enters the room]
Exa           <percentage>        [when the object is Examined or Looked upon]
Look          ** THIS TRIGGER IS NOT CURRENTLY IN USE **
Push          <percentage>        [when a player pushes an object]
Pull          <percentage>        [when a player pulls an object]
Use           <percentage>        [see 'help useprog' for details]
 
For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES.
~

0 OFFER RENT~
Usage : offer
	rent

	For use in the receptions of inns. The command 'offer' will make the
innkeeper tell you the cost of storing your carried items for one day. 'rent'
will store the items and make you leave the game. The next time you enter, you
will start out in the reception where you left. The inn will store your items
as long as you have the gold to pay the rent. An added bonus, everything 
you leave with that is equipped, will be equipped when you return, too.

See Also: INN
~

54 OGRUB~
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
 
ogrub 20 level<8 avg>12
Display weapons below level 8 that do more than 12 average damage.
 
ogrub 20 +wear type=armor hp>100 dr>20
Display armor with more than 100 added hp and 20 added dam roll. Sort
by wear location.
 
ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0
Display all eq from Olympus that is above level 45 and affects hp.
Sort by object type in ascending order. Display only that eq held
by players - ignore any on mobs or on thee ground.
 
ogrub 20 +name name<>gloves
Display all eq with the substring "gloves" in the name field. Sort
by object name. Note that often objects are named with two or three
keywords like "gauntlets steel gloves". The substring operator <>
is used to search fields for substrings.
 
ogrub 20 +cname np ng type=light int>0
Display lights on mobs that raise intelligence. Sort by character name.
Ignore any lights on players or on theground.
 
ogrub 20 -dr np ng luck>0 level>=10 level<=20
Display eq that raises luck and is between levels 10 thru 20. Sort by
object damroll in descending order. Only display eq on mobs.
 
ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100
Display eq that raises hit roll more than 25 or dam roll more than 25
or hit points more than 100 or mana points more than 100 or lowers
armor class by more than 100 (remember the lower the AC the better)
Sort by object level in ascending order.
 
ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1
Display equipment that have affects resulting in any saving throws that are
greater than one. Note that positive saving throws are bad for characters
and negative ones are good. The more negative the better. The d2 keyword
requests an alternate form of display which shows the saving throws.
 
ogrub 20 nm cname=joe type=weapon    Display Joe the player's weapons
ogrub 20 np cname=joe type=armor     Display Joe the mob's armor 
 
See Also: HELP OGRUB DATA
~

65 'OGRUB DATA~
Syntax: ogrub <num of lines> <sort order> [keywords] [operands]
 
Here is some reference data you will need in order to use OGRUB.
 
FIELDS                      TYPES      WEAR     MODIFIERS
cname - chr name          1 light      1 take     or - select any
count - obj count         2 scroll     2 finger  +field - sort up
vnum  - obj vnum          3 wand       3 neck    -field - sort down
type  - obj type          4 staff      4 body     np - no players
name  - obj name          5 weapon     5 head     nm - no mobs           
level - obj level         9 armor      6 legs     ng - not on the ground
wear  - obj wear locn    10 potion     7 feet     d2 - display saving throws
avg   - obj avg dam      15 container  8 hands
hr    - obj hit roll     16 note       9 arms     OPERATORS
dr    - ojj dam roll     18 key       10 shield    = equals
hp    - obj hit pts      19 food      11 about    != not equal
mp    - obj mana pts     23 mcorpse   12 waist    >  greater than
ac    - obj armor class  24 pcorpse   13 wrist    >= greater than or equal
str   - obj str affect   26 pill      14 wield    <  less than
dex   - obj dex affect   24 book      15 hold     <= less than or equal
con   - obj con affect                16 dual     <> substring
wis   - obj wis affect                17 ears
int   - obj int affect                18 eyes
luck  - obj luck affect               19 missile
sav0  - save_poison
sav1  - save_rod
sav2  - save_para
sav3  - save_breath
sav4  - save_spell
 
Don't be scared by the fact that things like "pill" are referenced by
a number like 26. If you want info about pills, you can request the
info either by the name "pill" or the number "26".  ***SMILE***
 
See also: HELP OGRUB
~

0 OLDSCORE~
Syntax: oldscore

Oldscore shows the score information in a different way than 'score'.
~

53 OLIST~
Syntax: olist
      :	olist <first object>
      :	olist <first object> <last object>

This command will list all of the prototype objects in your area, when used 
with no arguments.  When used with a single argument it will list all 
objects including and after the argument, and when used with two arguments, 
it will list all objects including and between the two. 
~

53 OMENU~
Syntax: omenu <object name> [menu page] (defaults to 'a' if none given)

Omenu will bring you into a menu system of editing objects.  To use omenu,
you must be holding the object that you are editing in your inventory.  To
choose an option in the menu, type the number of the section followed by the
desired letter, and any variables that may follow.

See MENU for generic menu commands.
~

53 OPEDIT~
Syntax:  opedit <object> <command> [number]  [program] [arguments]
Syntax:  opedit <object> add       <program> <arguments>
Syntax:  opedit <object> insert    <number>  <program> <arguments>
Syntax:  opedit <object> edit      <number>  [program] [arguments]
Syntax:  opedit <object> delete    <number>
Syntax:  opedit <object> list
 
Add, insert and edit will put you into the line editor to edit your program.
The arguments consist of a trigger, plus any arguments associated with that
trigger.  Object programs are like mobprograms, with trigger differences.
 
To edit an Objprogram, you must be holding the object in your inventory.
 
See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

0 OPEN CLOSE LOCK UNLOCK~
Usage : open <object or target>
	close <object or target>
	lock <object or target>
	unlock <object or target>

Usage (example):
 > open portal
or
 > open portal to the south
   (if there is more than one to choose from)
~

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.

PICK can open a lock without having the key.  In order to PICK successfully,
you must practice the appropriate skill.
~

53 OPSTAT~
Syntax: opstat <object/object vnum>
 
Opstat will display all of the objprograms that have been written for the
specified object.  If a copy of the object exists in the game, it can be
accessed by its vnum.
 
See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES
~

0 ORC ORCISH~
Orcs are cruel and brutal humanoids.  They respect only strength, and
are fierce fighters.  Orcs vary widely in appearance, as they frequently
crossbreed with other species.  They ordinarily look like primitive humans,
covered with green or grey skin.  Quite a few orcs are born without hair
and never grow any in their entire life.  Orcs have a slightly stooped
posture, a low jutting head, and a snout-like nose.  The comparisons that
have been made with them and pigs are, however, slightly exagerated.
Ordinary orcs stand about six feet tall.

~

0 ORDER~
Usage : order <food or drink>
	order <follower or "followers"> <command>

	In bars etc you can order things.

	If you are not in a bar, and you happen to have followers, you can
order your followers to do things.
 
		ie: order zombie smile
		and 1.zombie will smile.
 
		ie: order 2.zombie smile
		and 2.zombie will smile
 
		ie: order followers smile
		and all your followers will smile.

Note : you may not order mobs to shout. You should be shot for considering it.

See Also: GROUPING
~

0 ORDERS~
Syntax:  orders
 
Displays a list of active Orders, their deity, their leader, their
mkills (number of mobs the Order has killed) and their mdeaths (the
number of Order members who have died to mobs).
~

0 ORDERTALK~
Syntax:  ordertalk <message>
 
Provided that you are in an Order, ordertalk will send the message to
all members currently online, as well as the deity if they are online.
~

64 OSET~
Syntax:  oset <object>    <field> <value>
         oset object on
 
If the copy of the object you are currently modifying has the PROTOTYPE flag,
your modifications will also modify the index of that object, which all other
instances of the object are based on.  In the future, every copy of that obj
will reflect your modifications.
 
Also be aware that modifications to the object affect list (everything that
is listed after 'object values') will affect _every_ copy of that object in
the game, including old copies (even if they are not online).  Thus if you
change a prototype-flagged copy of a sword to +4 damroll, every copy of that
vnum ever made will reflect that change.  If you add a 'magic' flag to that
sword, however, only copies made after the change will be affected.
 
If the copy of the object you are modifying does NOT have the PROTOTYPE flag,
your modifications will affect only that copy.
 
OSET ON will lock you onto a particular object.  Once locked on, all commands
commands will imply 'oset <object>'.  Hitting enter while in OSET ON gives
you an ostat of the object you are working on.  To get out of OSET ON, simply
type the word DONE. Example:
 
        oset staff on
        long A long gnarled staff of burnished oak lies here.
        type staff
        done
 
See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS
ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING
~

54 OWHERE MWHERE~
Syntax:  owhere <object keyword>
Syntax:  mwhere <mob keyword>
 
Owhere displays the location of all instances of the specified object.
 
Mwhere displays the location of all instance of the specified mobile.
 
See VSEARCH
~

0 PAGELENGTH~
Syntax: pagelength <number of lines>

This command sets your screen to only display a certain amount of lines.
After setting pagelength, type clear to reinitialize your screen.
~

-1 PALADIN PALADINS~
The Paladin
___________________________________________________________
"You are the most excellent of men and your lips have been anointed with
grace, since God has blessed you forever.  Gird your sword upon your side,
O mighty one; clothe yourself with splendor and majesty.

In your majesty ride forth victoriously in behalf of truth, humility and
righteousness; let your right hand display awesome deeds.

Let your sharp arrows pierce the hearts of the king's enemies; let the
nations fall beneath your feet...

You love righteousness and hate wickedness; therefore God, your God, has
set you above your companions by anointing you with the oil of joy...

I will perpetuate your memory through all generations; therefore the
nations will praise you for ever and ever..."
___________________________________________________________

Paladins are warrior priests who draw their power from acts of righteousness
and strict adherence to the Code of The Temple of Solomon.  Their strength
in battle, combined with the ability to perform limited miracles is offset
by the difficulty they experience in perfecting their craft, and the penalties
they suffer when they stray from the path of good.
~

53 PARDON~
Syntax: pardon <character> killer
Syntax: pardon <character> thief

PARDON pardons a player for their crimes.
~

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.
~

53 PARTS BODYPARTS XFLAGS~
Misc body parts:
HEAD     ARMS    LEGS   HEART        BRAINS      GUTS        HANDS   FEET
FINGERS  EAR     EYE    LONG_TONGUE  EYESTALKS   TENTACLES   FINS    WINGS
TAIL     SCALES

Used for attacking:
CLAWS    HORNS   TUSKS  TAILATTACK   SHARPSCALES
~

0 'PASS DOOR'~
Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.
~

0 PASSWORD PW~
Syntax: password <old-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.

Passwords can not contain certain characters, or spaces.  As well, we 
advise that you use an alphanumeric password (containing both numbers and 
letters) as they are harder to guess.
~

1 PC NPC~
PC      =  player character
NPC     =  non-player character
~

0 PCOLORS COLORPROMPT PROMPTCOLOR COLORCODES~
The foreground special character is:  &&
Tokens for && are:
  &&x  - Black                     &&r  - Red (blood)
  &&g  - Green                     &&O  - Orange (brown)
  &&b  - Dark Blue                 &&p  - Purple
  &&c  - Cyan                      &&w  - Gray (default color)
  &&z  - Dark Grey                 &&R  - Light Red
  &&G  - Light Green               &&Y  - Yellow
  &&B  - Blue                      &&P  - Pink
  &&C  - Light Blue                &&W  - White
 
The background special character is:  ^^
Tokens for ^^ are:
  ^^x(z)  - Black                  ^^r(R)  - Red
  ^^g(G)  - Green                  ^^O(Y)  - Orange
  ^^b(B)  - Blue                   ^^p(P)  - Purple
  ^^c(C)  - Cyan                   ^^w(W)  - Grey
The tokens in brackets are the same colors, but cause the foreground color
to flash.
 
Note: If setting both foreground and background colors. The foreground must
      precede the background color.
 
Example: Prompt &&Y^^b%h&&x^^r%m
         Will give you hit points in yellow with a blue background, and mana
         in black with a red background.
 
See also: HELP PROMPT
~

51 PEACE~
Syntax: peace

PEACE causes all characters in a room to stop fighting.
~

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.
~

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.
~

1 'PICK LOCK'~
This skill enables you to pick open locked doors.
~

0 PIXIE PIXIES~
Pixies are small Elfin creatures with gossamer wings.  They are very much
more intelligent than most other races, but their strength and constitution
suffers from their small size.  Because of this, the Pixie often choose the
calling of magic and excels especially in the arts of the Mage; the mind of
the Pixie knows no equal.  Pixies possess the obvious ability of flight.
 
Pixies are slight of stature, standing less than five feet in height.  Both
their skin and hair color varies from among all the colors of the rainbow.
 
~

0 'PLANT PASS'~
Syntax:  cast 'plant pass' <victim>
 
This spell allows the caster to merge with nearby foliage, and flow though
it to emerge near the victim.
 
Obviously this spell requires a good deal of natural foliage in both the
caster's and the victim's location.
~

58 PLRSTATS~
The following results were obtained by leveling a character with maxed
attributes from 1 to 50 a total of 20 times.  The results were averaged
and are as follows:
 
  ---------------------------------------------------
 |   Class   |  Hitpoints  |    Mana   |  Movements  |
 |---------------------------------------------------|
 | Mage      |     560     |    335    |     600     |
 | Cleric    |     630     |    340    |     600     |
 | Warrior   |     850     |    100    |     600     |
 | Vampire   |     790     |    60 bp  |     600     |
 | Druid     |     775     |    347    |     600     |
 | Ranger    |     855     |    320    |     600     |
 | Thief     |     730     |    100    |     600     |
 `---------------------------------------------------'
 
A characters's armor class (AC) will vary in relation to its dexterity.
The higher the dexterity, the lower the AC will be.  In general, the base
AC on a character will vary between 60 and 100.  In the worst case, if the
character's dexterity is very low (3 - 5) its AC can drop to 130 or so.
 
Various races have been imbued by the gods with certain effects:
* detect magic --  Elves
* sneak        --  Halflings
* flying       --  Pixies
* infrared     --  Dwarves, Half-elves, Half-orcs, Half-trolls
* none         --  Humans
* detect invis --  Gith
~

0 POISON~
Usage        : cast 'poison' <victim / food / drink>
Duration     : (caster's level) * 2 hours, or permanent on food and drinks.
Level        : 13 Cleric, 8 Druid
Save         : save vs paralyzation
Minimum cost : 10 magic points
 
	Casting poison on food or drink (containers) will poison it.  Eating
poisoned food/drinks will poison the person eating or drinking.

	A person who is poisoned will suffer 15 points of damage every hour, and
gain less points than usual. A person can be posioned more than once, but a
successful poison removal removes ALL poisons.

	Sometimes a monster's poison is FATAL, so beware.

See Also: DETECT POISON, REMOVE POISON, SLOW POISON
~

0 'POISON WEAPON'~
Syntax: 'poison weapon' <weapon>

Poison weapon is a skill, unique to thieves, which enables them to coat 
the tip of their weapon with a deadly poison.  In battle, this poison 
will cause ill effects on its recipient.  Be warned however, it has been 
told that poison has a strong lessening effect on the lifetime of 
weapons. To poison a weapon, you must have the weapon, poison, and a 
full waterskin in your inventory.  
~

0 POKEMON~
Don't ask.
~

61 POSITION POSITIONS DEFPOSITION DEFAULTPOSITION~
0    ==    Dead
1    ==    Mortaly wounded
2    ==    Incapacitated
3    ==    Stunned
4    ==    Sleeping
5    ==    Resting
6    ==    Sitting
7    ==    Fighting
8    ==    Standing
9    ==    Mounted
10   ==    Shove
11   ==    Drag
12   ==    Meditating
~

57 'POSSESS'~
Syntax:  cast 'possess' <mob>
 
This spell enables you to switch into a mob for a short amount of time.
~

0 POUR~
Usage : pour <container1> <container2 or "out">

	If you want to pour some liquid from one container to another, or
if you would rather not drink what you find in the barrel, but want to put a 
different liquid in it.
~

0 PRACTICE PRACTISE~
Usage : practice (skill) <-- in your guild
        practice (class) <-- elsewhere

	Practice is the way you first learn your spells and skills. You must go
to your guildmaster to let him/her help you improve (GAIN). If you type
practice, you will see which skills you can improve upon, and how good you
already are at these.  You can then use practice <skill>, to practice the
appropriate skill. You can only practice a certain amount for each level
you gain, and you do not have to use this right away; it can be accumulated.
Many skills and spells improve with use. Don't WASTE practices!

	For class, one letter will suffice. Here they are :

	Mage - M : Cleric - C : Warrior - W : Thief - T : Druid - D
	Barbarian - B : Monk - K : Paladin - P : Sorcerer - S : Ranger - R
	Psionist - I

See Also: GAIN
~

1 PRACTICE TRAIN~
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell|weapon>

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 starts off at 0% (unlearned), and can be practiced once.  
After this initial practice, the skill/spell must be used to develop it 
to the level of 'adept' (Adept is not always necessarily 100%)  You must 
be at a guild master to practice.

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.
 
All characters may practice skills, spells, and weapons in the Academy.
 
~

0 PRAY~
Usage : pray <message>

	This is a simple way for mortals to contact their deity in hopes or
receiving a response or help. Although it could be a way to just simply
worship :). The chance of your prayer getting answered is based on your
level of experience, you will receive a bonus to this chance if you are of
the cloth (cleric). To pray simply type 'pray DIETYNAME, would thine be kind
enough to tell me the way to Ravenloft from the swamp monster?'. Remember
that you need to keep the prayers short and to the point. Long prayers will
get ignore most likely, and people asking for EQ/EXP or the like will be
ignored,  no matter what.

Automan retired.  You'll live, but any prayers to him will no longer be
honored. you have been warned.
~

-1 PRINTTEST~

~

0 PROMPT~
Usage : prompt               <--- displays predefined prompts
        prompt <#>           <--- changes your prompt to a predefined one.
        prompt <text, macros, whatever>  <-- personalize it!      

You can use following macros in your prompt text

All character case-sensitive.

	%H - Max HP         		%h - Current HP
	%M - Max MANA         		%m - Current MANA
	%V - Max MOVES        		%v - Current MOVES
	%X - Your TOTAL XP    		%x - XP to level
        %y - XP to level / XP to level (/ XP to level) for multiclasses. 
	%G - Your bank balance		%g - gold with you
	%C - Condition of monster you fighting with ('*') if none
	%c - Condition of the PC fighting the monster ('*') if none
	%S - spells on you
	       F - fireshield		S - sanctuary
	       I - invisibility		T - true sight
               A - anti magic shell	D - protection from drain
        %s - same as '%S' but with '-' if no spell active
	%T - current Time

	-- Immortal only stuff
	%R - room number		%iS - Stealth mode (On/Off)
	%iI - invisibility level	%iN - Snooping victim

Some predifined prompts can be seen by typing prompt with no parameters. 

	Usage for predefined prompts is :
		prompt #
	Where # is the number of the predefined prompt you wish to use.

	Usage for the user defined prompts is (examples):
		prompt %h/%H %m/%M %v/%V
		prompt My name is Bob! %h / %v > 

Feel free to experiment with the codes, and make your own prompt style that
works best for you.
~

0 PROTECTION SANCTUARY~
Syntax: cast protection
Syntax: cast sanctuary  <character>

The PROTECTION spell reduces the damage taken from any attack by an evil
creature by one quarter.

The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.

These spells may be used simultaneously for cumulative effect.
~

0 PSI PORTAL~
Usage        : portal <victim>
Duration     : Instant
Level        : 32 Psionist
Minimum Cost : 70 magic points

	This skill is just like DOORWAY except the psionist takes everyone
that is following him/her. Use 'portal <name>' for this command.

See Also: DOORWAY
~

0 PSIONICIST PSIONIST PSION~
The psionicist uses the power of his or her mind to excert control over
the world around them. They are strong willed in thier nature, both 
with thier mental and physical training. They are masters of meditation.
Their apearance is generaly quite disciplined, clean shaven, short (or
no) hair, and strong build.
The psionicist are very independent people, most of thier power
can only be focused on themselves.

See also: PSIONIST SKILLS, &RPSITRAIN
~

0 PSISHIELD "PSI SHIELD" "PSIONIC SHIELD"~
Usage        : psishield
Duration     : (psionist's level) Hours
Level        : 1 Psionist
Minimum cost : 20 magic points
 
    This skill allows a psionist to summon a protective shield of
psionic energy. The shield has strength proportional to the psionist's
level divided by ten. To use this skill type 'psishield'. Self only skill.

See Also: SHIELD, ARMOR CLASS
~

0 PSITRAIN~
Usage        : psitrain

This command allows a psionist to use the powers of his/her mind to enter the
Psionist guild.  To use it, simply sleep, and type psitrain.  You will be
transported to your guild, where you must wake up before proceeding.

Your body will be left behind in the real world, where it can be hurt or even
killed, so be sure you find a safe place.  To return, simply sleep again, and
type psitrain.

See Also: PSIONIST SKILLS
~

0 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~
These skills represent your facility with various type of weapons.  Different
classes have different maximum proficiencies with different types of arms, i.e.
mages are best with 'short blades' and clerics with 'bludgeons.'

Proficiency less than 50% with a given weapon type means that damage inflicted
is less than "normal," proficiency greater than 50% increases your damage
per hit.

These skills are automatic: you need not type anything to invoke them.
"Pugilism" affects your proficiency with otherwise unclassified weapons.
~

0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~
Syntax: pull <trigger>
Syntax: push <trigger>

Levers, switches, pullchains and buttons can do all sorts of interesting
things... open or unlock doors, change exits around, teleport you to another
location, cast a spell, summon a monster... you name it!
~

0 PUNCH~
Syntax: punch <mob>

Punch is a skill which can only be used once a fight has started.  It 
will reduce the hit points of your opponent if successful.
~

53 PURGE~
Syntax: purge
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.
~

0 PUT~
Usage : put <item> (in) <container>

	For putting stuff in containers. Example: "Put the dagger in the bag".
More examples :

  Put all.bread in bag
  Put 9*bread in bag.

Note : The MUD largely ignores the word 'the', you should never NEED to use it.

See Also: GET
~

51 QPSET~
This command is used for giving/taking Glory from players.  The syntax 
is as follows:
 
      qpset <player>  <give|take>  <amount>
 
Where one of give or take is used, and the amount is always a positive
integer.
~

0 QUAFF POTIONS~
Usage : Quaff <Potion>

	Quaff is used to "drink" a (magical) potion. You may quaff a 
potion, only if it's in your inventory or you're holding it.

See Also: USE, RECITE
~

1 'QUANTUM SPIKE'~
The 'Quantum Spike' is one of the Sorceror's most awesome attacks.  With
this spell, the casting Mage is able to form, within the body of his
victim, a sphere of Quantum probability optimized in such a way as to
cause the most bizarre contortion of bodily order imaginable.  Organs
and tissues are rendered into unrecognizable blobs interconnected in
fiendish, unknowable geometries.
 
Obviously, such an attack has astonishing effects on any physical
creature, as well as any entity which has an extention into the
physical world.
~

0 QUEST QUESTS~
Syntax: quests list
Syntax: quests completed
Syntax: quests <name>

Use the QUESTS command to find new quests or see the status of quests you have
completed or are in the process of completing.

QUESTS LIST will show you a list of all available quests.
QUESTS COMPLETED will show you quests you have you have completed.
QUESTS <name> will show you the details of a specific, quest, the tasks
assigned, and various other details.

See Also: GLORY, QUESTTALK
~

0 QUESTTALK~
Syntax: QUESTTALK <message>

The quest channel is one which is typically used when a quest is being 
run, to notify players who are involved as to new updates.
~

0 QUI SHUTDOW SHO~
Just to prevent accidental quittings and/or shutdowns. These commands
don't not DO anything, they simply are.

	Sho was added because of ambiguites. shout comes first, so if you
wanted to abbreviate shoot to sho, that would've shouted instead. evil.
~

0 QUIT~
Usage : quit yes

	When you get tired of playing, you can leave the game by typing
'quit'. Note that whatever stuff you might be carrying with you is
simply left on the ground. If you wish to have your equipment put away
until you are able to come back, you will have to find an inn and RENT.

See Also: INNS, RENT
~

0 RACE RACES~
There are currently 9 races:
Type "help [race]" for specific information on the specified race:
 
Human ...... the generic race, with no inherent strengths or weaknesses.
Dwarf ...... short, hardy and hairy; often cantankerous in personality.
Elf ........ tall, thin and swift like the wind; close to nature and earth.
Halfling ... Short, quick and furry; mischevious and head-strong.
Pixie ...... a winged race, small of stature and with keen minds.
Half-Elf ... a mix of Human and Elf, possess the advantages of both.
Half-Ogre .. tall, powerful and deadly in combat; the prototypical warrior.
Half-Orc ... large, squat and smelly; make exceptionally deadly warriors.
Half-Troll.. a constitution just short of god-like; a truly deadly race.
Gith........ gaunt and long of limb, these astral beings naturally detect invis
~

0 RANGER~
A ranger is the outdoorsman and adventuresome free spirit of the times.  A
self-sufficent person, the ranger is adapatable and can survive in almost
any locale.  Skilled with weapons and able to utilize some of the finest
armor available, a ranger is more than skilled enough to defeat most of
his foes.  However, for especially hardy opponents, a ranger also can cast
many useful spells to both hinder his opponent and aid himself.  From minor
curative magics, to calling down lightning from a cloudy sky, the ranger is
the most adept class at surviving on its own.  A ranger typically travels
light, but he does have the mighty strength of a warrior to carry equipment
needed in his travels.  Like the druid (a class he closely resembles), his
need for help from outside sources is low.
 
~

57 RANK~
Syntax:  rank <argument>
 
Allows the character to change the text of their 'rank' on the who listing.
(ranks are such things as 'Avatar', 'Immortal', etc.)
~

61 RASSIGN MASSIGN OASSIGN~
Syntax:  rassign <character> <begin vnum range> <end vnum range>
 
These commands allow you to assign a range of vnums to an immortal for
so that they may build inside that range.  Use the 'checkvnums' command
before assigning a range to ensure that there will be no vnum conflicts.
You can also use the 'vnums' command for a complete list of currently
allocated ranges, and the 'newzones' command for a complete list of
prototype vnum ranges.
 
Warning:  *Never* assign any vnums to a character who has another vnum
range assigned to them via 'aassign'.  Simply be sure to have the
character type 'aassign none' before assigning vnums to them.
 
Example:  massign Joseph 9000 9099
 
This will assign the vnum range from 9000 to 9099 for rooms to Joseph.
It is best to keep an areas object, room and mob range the same.
 
Be sure to always use 'checkvnums' to ensure the vnums you are going to
assign are clear.
 
See CHECKVNUMS, ZONES, NEWZONES, VNUMS
~

58 RAT~
Syntax: rat vnum1 vnum2 command [parameters]
 
Rat, or 'range at' is the at command with the added parameters of two
room vnums.  Assuming the vnums are valid, your 'at' command will be
executed in every room in the range you give.
 
Example: rat 100 110 rset flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~

0 RATION CARVE~
Usage : carve <"corpse" or "name">

	This skill allows a ranger to CARVE a corpse into edible portions.
To use simply type 'carve <name>'. If you make your skill check a healthy
ration will be made. 2.corpse, 3.corpse etc. also work.
~

0 RAZORBAIT~
This spell makes the victim more susceptible to stabbing attacks.
~

0 RBEEP~
Syntax:  rbeep <player@mudname>     - "beep" a player over IMC

rbeep sends an audible beep to another player on another mud (the @mudname
part indicates which mud; see 'imclist'). Note that this should only be done
when you _really_ need to get their attention; abusing rbeep will usually
lead to your IMC priviliges being revoked.

See also: IMC IMCLIST
~

0 RCHANNELS RCHAN RINVIS~
Syntax:  rchannels                  - display your current IMC channel state
         rchannels +<channel>       - turn on an IMC channel
         rchannels -<channel>       - turn off an IMC channel

rchannels on its own will show you which IMC channels you have access to, and
whether they are currently on or off.

rchannels with an argument will turn on or off a given IMC channel that you
have access to.

rchannels can also be used to block rtells and rbeeps if necessary.

One additional option is rinvis. rchannels +rinvis will make you totally
invisible to IMC: you cannot be contacted by rtell, rreply, or rbeep, and
you do not appear on rwho. However, you cannot use any IMC channels while
rinvis is active (you can still hear them, though). rchannels -rinvis will
reverse this state.

Immortals may allow you access to IMC channels, or revoke your access to 
them, as necessary.

See also: IMC RCHAT RBEEP RTELL
~

0 RCHANSET~
Syntax:  chanset <player>             - see a players current IMC flags
         chanset <player> +<channel>  - set 'allow' flag on a player
         chanset <player> -<channel>  - set 'deny' flag on a player
         chanset <player> =<channel>  - reset allow/deny flags on a player

This command allows you to view or change a players IMC channel priviliges.
In all cases <channel> can be the name of an IMC channel (rchat, rcode, etc)
or 'rtell' or 'rbeep'.

Setting the allow flag for a channel allows that player to see and use that
channel, regardless of their level. This can be used, for example, to give
mortals with coding experience access to rcode.

Setting the deny flag for a channel prevents that player from using or
seeing that channel, even if their level normally allows them to. This can be
used as a penalty for players who abuse the IMC channels or rtell/rbeep.

Resetting the allow/deny flags simply clears them, using only the player's
level to determing whether they can use the channel.

See also: IMC 'IMC IMMORTAL COMMANDS' RCHAT RCODE RIMM RINFO
~

0 RCHAT RIMM RCODE~
Generic IMC channels, see help ICE for more information.
~

0 RCONNECT~
Syntax:  rconnect <mudname>                - start an IMC connection

rconnect will initiate a connection to the given mud. Note that this has to
be a _directly_ connected mud (ie. a mud in the first section of imclist).
Feedback on the state of the connection will be logged to 'wiznet imc', and 
you may want to check imclist to see if it was successful.

See also: IMC 'IMC IMMORTAL' RDISCONNECT
~

65 RDELETE MDELETE ODELETE~
Syntax:  rdelete <vnum>
Syntax:  mdelete <vnum>
Syntax:  odelete <vnum>
 
These commands will allow you to delete a vnum's entry online.
They are not currently functional.
 
~

0 RDISCONNECT~
Syntax:  rdisconnect <mudname>             - terminate an IMC connection

rdisconnect reverses rconnect, severing all connections to the named mud.

See also: IMC 'IMC IMMORTAL COMMANDS' RCONNECT
~

0 READ~
Usage : read <target>

	When you want to read something, like mail, or a book, or a message
on the board.
~

58 REBOOT SHUTDOWN WIZLOCK~
Syntax: reboot <nosave>
Syntax: shutdown <nosave>
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 51 may not log in.  Players who lose their links, however,
may reconnect.

If nosave is specified for reboot or shutdown, it will not automatically 
save all of the players.
~

1 RECALL 'WORD OF RECALL'~
Syntax:  recite <name of scroll with 'word of recall'>
Syntax:  c 'word of recall'
 
The 'word of recall' spell will return you from most areas to your home
sanctuary.  Scrolls with this spell are available at the wizard's shop
in Darkhaven...
 
~

0 'RECHARGE'~
Syntax: cast 'recharge' <wand/staff>

This spell is used to recharge wands and staves after use.  The mage
or cleric performing the recharge should always insure the item is
not fully charged, as overcharging is considered dangerous.  Also,
there is always a small chance of destroying the staff, or in even 
rarer instances multiplying the charges available.
~

0 RECITE SCROLLS~
Usage : recite <scroll> (target)

	Is used to "read" a magical scroll. Target can be an object, character
or nothing (which may be yourself, i.e. recite identify for an identify scroll,
identifies you).

See Also: QUAFF, USE
~

75 REDIT OEDIT MEDIT~
Depracated, use RSET, MSET, OSET
~

52 REDRAW~
Syntax: redraw

This will redraw the whole screen, and update the menu that is being worked
on if any.

See REFRESH.
~

0 REFRESH~
Usage       : cast 'refresh' <victim>
Duration     : Instant
Level        : 3 Cleric, 6 Mage, 4 Druid, 6 Sorcerer 
Minimum cost : 5 magic points

	Increases the victim's movement by 1d4+1 per level, with a minimum
of 20 points. Cannot be cast if the caster is fighting, and cannot exceed 
target's max movement.

See Also: SECOND WIND
~

51 REGOTO~
Syntax:  regoto
 
Returns an immortal to the previous roomvnum from which that immortal
used the 'goto' command.
 
See GOTO
~

0 REINCARNATE REINCARNATION~
Usage        : cast 'reincarnate' <victim>
Duration     : Instant
Level        : 39 Druid
Minimum Cost : 50 magic points (special)

	Upon casting this spell the caster summons the slain Player Character's
spirit from the nether world and inserts it into a new body.  This body may be
of any race, and may not be a race the PC really wants to be stuck with. This
spell must be cast outdoors in a forest on a player character's corpse.  It
lowers the constitution of the victim by one, and will no longer work when the
victim is down to a 3 con. The victim must also NOT enter the game. Doing so
will makes the corpse too weak to be reincarnated. The victim may be at the
entry prompt. If the victim is at the entry prompt, they will automatically be
returned to the game.  Casting this spell is a great strain upon the caster.
It will drain the character's movement, hit points, and mana to at least 1.

See Also: RESURRECTION
~

0 REMOVE~
Usage : remove <object>

	If you're tired of wearing armor or wielding a weapon, or holding
something. Note that you can't abbreviate the item's name.

See Also: WEAR, WIELD, GRAB
~

0 'REMOVE CURSE'~
Syntax: cast 'remove curse' <character>

This spell removes a curse from a character, or one of the objects a
character is carrying or using.
~

0 'REMOVE TRAP'~
Syntax: cast 'remove trap' <object>

This spell will magically disarm a trap on an object.
~

1 RENT~
Syntax: RENT ... characters never have to rent!
 
There is no RENT here.  Just SAVE and QUIT whenever you want to leave
the game.
~

1 REPAIR~
Syntax:   repair <object>
          repair all
 
Repair allows you to repair equipment and swords at metal blacksmiths,
and recharge staves and wands at magical 'blacksmiths.'  Repair all
attempts to repair every item in your inventory.
 
There is a 10% surcharge for using "repair all". This surcharge is for
the convenience of having all the equipment in your inventory repaired
at once.
~

53 REPAIRSET~
Syntax:  repairset <mobile vnum> <field> <value>
 
This command allows you to set the following fields for repair shops:
 
-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| fix#   | Types of items the keeper will fix |
|        |  - armor, weapon, wand, staff      |
| profit | Profit on fixing items             |
| type   | Repair shop type                   |
|        |   type 1 = standard                |
|        |   type 2 = recharge                |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of repair shop keeper         |
-----------------------------------------------
 
See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS
~

53 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

53 REPAIRSTAT~
Syntax: repairstat <mobile vnum>

Shows statistics on a mobile's repair shop.

See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~

0 REPORT~
Usage : report

	This command will output your current health/mana/move for everyone to
see. What they will actually see is your percentage of maximum, for some 
obscure reason, like privacy or somesuch.

See Also: SCORE
~

1 'REPORT' 'TIME' 'WEATHER'~
Syntax: report;  Syntax: time;  Syntax: weather
 
REPORT shows your current statistics to you and also announces them to other
players in the room.
 
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.  You must be in an outside room
to see the weather.
~

0 RESCUE~
Usage : rescue <victim>

	A rescue is an attempt to make a monster hit you instead of the person 
being rescued. You may only rescue a person from one monster for each attempt.
This is highly useful when playing in groups.

See Also: HEROIC RESCUE
~

53 RESET RESETS~
Syntax: reset list   [start] [end]
Syntax: reset delete [number]
Syntax: reset add    <command> <parameters>
Syntax: reset insert <number> <command> <parameters>
Syntax: reset edit   <number> <command> <parameters>
Syntax: reset area   (will "reset" your area based on the defined resets)
 
WARNING:
  The order that resets are in is VERY important.  You cannot equip
  a mobile with an object before putting the mobile into a room first.
  Likewise, you cannot put an object into a container until the container is
  put into a room first.
 
This command is used to display, edit, delete, add and insert resets for
your area.

See INSTAROOM, INSTAZONE and RESETCMDS
 
~

53 RESETCMDS RESETCOMMANDS~
Syntax: reset edit   <number> <commands>
Syntax: reset insert <number> <commands>
Syntax: reset add    <commands>

Commands:
MOB   <mobile vnum> <room vnum> [limit]  loads a mobile into a room
OBJ   <object vnum> <room vnum> [limit]  loads an object into a room
GIVE  <object vnum> [limit]              gives object to last loaded mobile
EQUIP <object vnum> <position> [limit]   equips object on last loaded mobile
PUT   <object vnum> <object vnum>        puts and object into another object
DOOR  <room vnum> <door dir> <state>     resets a door to a certain state
RAND  <room vnum> <last door dir>        randomizes a range of exits
TRAP  <vnum> <type> <charges> <flags>    sets a trap
HIDE  <object vnum>                      hides an object

For EQUIP position, see WEARLOCS.
For DOOR door dir, see DOORDIRS.
For TRAP setting see TRAPSETTING.

See RESETS, INSTAROOM and INSTAZONE
~

0 RESIZE~
Usage : resize <size>

	Resize allows you to change your screen size.  The default is a 25 line
screen, but not everyone uses 25 lines.  Resize allows you to change your setup
to your own screen size (allow for a total line count). RESIZE 25 would reset
you to a normal display size.

See Also: DISPLAY
~

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.
~

0 RESTAURANTS FOOD~
The baker has a small selection of bread.  His shop is west of Market
Square, and north.
	Moe's pub is just east of Public Square.  You can buy beer (if you're
at least 21 years old) and food there.
~

54 RESTORE~
Syntax:  restore <victim>
Syntax:  restore all
 
Restore returns the victim to full hitpoints, mana, blood and movement.
 
Restore all can be done once per day (real time) by any Saint and above,
and will 'restore' every link-live player in the game.  Restore alls such
as this are limited to once every 6 hours, so if one Savior does one,
another cannot do one until 6 hours has passed, regardless of whether or
not they have not done one that day.
 
A Greater God or higher can do a restore all whenever they wish, and are
not constrained by the above limitations.
 
Use 'restoretime' to see when the last restore all was done.
 
See RESTORETIME
~

54 RESTORETIME~
Syntax:  restoretime
 
Displays the last 'restore all' performed by you, as well as the last
time a 'restore all' was done by anyone else.
 
See RESTORE
~

57 RESTRICT~
Syntax:  restrict <command> <level>
Syntax:  restrict <command> show

Used to restrict a command to a higher or lower level.  You cannot
rstrict a command you yourself cannot access.  Changes to a command's
level are not permanent unless they are saved using 'cedit save'.  A
command's level may also be changed using 'cedit'.
 
Use 'restrict <command> show' to see the level a command is currently
restricted to.
 
See CEDIT
~

59 RETIRE~
Syntax:  retire <immortal>
 
This command will 'retire' an active immortal and place them on the
wizlist under 'retired immortals'.  They will retain their level in
number only; they will be trusted to Savior level, and will have
access only to Savior-level commands.  They will not be able to see
logs of anyone higher than Savior, and their commands will be logged
as if they were a Savior.
 
A retired immortal can, however, manually be given a higher trust
level.
 
To bring an immortal out of retirement, simply 'retire immortal' again.
 
~

52 RETRAN~
Syntax: retran <player>
 
This command will return that player or mob to the room from which
you last transferred it from.
~

0 RETREAT~
Usage : flee

	Retreat allows a character to get out of combat CALMLY. If you are
successful, you WILL leave the room, and you lose no exp for doing it. This
skill gets better through use, and is built in to the 'flee' command.

See Also: FLEE, WIMP
~

0 RFINGER~
Syntax:  rfinger <player@mudname>     - get information about a player

'rfinger' asks the specified mud for information about the specified player.
The information you will get back (and even its existance) depends on the
remote mud, but will typically give at least their last login time.

See also: IMC RWHO RWHOIS
~

0 RIDE RIDING~
It is possible to mount horses and dragons. Certain aspects are not 
finalized, so it is not advisable to mount aggressive dragons.  Currently
there are no horses of the correct race to be ridden, so, for the moment, it
is only possible to ride dragons. However, dragons are not docile creatures,
and it will take a large amount of riding skill, and a high level character
to do it with any amount of ability.  You can order your mount to do things,
as if he/she was a follower, but he/she isn't, so you can't group with the
mount.  Each time you attack something, or your mount attacks something, or
each time you take damage or your mount takes damage, you have a chance of
being thrown from the back of your mount. It is easier for evil chars to 
ride evil dragons, and good chars to ride good dragons.  

	To get an idea of how powerful one has to be to ride dragons, 
a 60th level character can typically only successfully ride on
Yevaud if said character has a -1000 alignment, or is affected
by the dragon-riding spell.  Or if Yevaud is heavily damaged.

See Also: SPELL MOUNT, MOUNT, DRAGON RIDE
~

0 RIGNORE~
Syntax:  rignore                           - list current rignores
         rignore ignore  <pattern>         - ignore player(s) or mud(s)
         rignore notrust <pattern>         - don't trust player(s) or mud(s)
	 rignore delete  <pattern>         - remove a rignore

rignore ignores or restricts the access, at a mud-wide level, everything
coming in over IMC for a specified player or group of players. Currently
two possible actions are possible: ignore and notrust.

Ignore means:

- rtells/rbeeps/rwhos will be ignored, and a rtell sent back to say that the
  mud is ignoring them.
- no messages from them on rchat, rcode, etc will appear on your mud.

Notrust means:

- any rwho/rfinger/etc requests from a mud/player matching the pattern will
  be treated as if they were from a level 1 mortal - ie. wizi imms will never
  be revealed on rwho, and rtells won't see them, etc.
- any incoming channel messages from something matching the pattern are
  stripped of wizi status - they will be visible to everyone in general.

Patterns can be one of:

  player@mud              - matches a specific player at a specific mud
  *suffix                 - matches anything ending with that suffix
                            (commonly used as *@mud)
  prefix*                 - matches anything beginning with that prefix
                            (for example, player@*)
  *substring*             - matches anything containing that substring

Use with care.

See also: IMC 'IMC IMMORTAL COMMANDS'
~

0 RIP~
Syntax: rip <on/off>

The rip command will either enable or disable rip graphics.  Rip graphics 
will only work provided you are using a rip compatible terminal program.
~

53 RIS RESISTANT IMMUNE SUSCEPTIBLE~
Players and mobiles may have resistance, suceptibility or immunity to
certain types of attack:

FIRE      COLD      ELECTRICITY  ENERGY     BLUNT     PIERCE     SLASH
ACID      POISON    DRAIN        SLEEP      CHARM     HOLD       NONMAGIC
PLUS1     PLUS2     PLUS3        PLUS4      PLUS5     PLUS6      MAGIC
PARALYSIS
~

52 RLIST~
Syntax: rlist
      :	rlist <first room>
      :	rlist <first room> <last room>

This command will list all of the prototype rooms in your area, when used 
with no arguments.  When used with a single argument it will list all 
rooms including and after the argument, and when used with two arguments, 
it will list all rooms including and between the two. 
~

52 RMENU~
Syntax: rmenu [menu letter] (defaults to 'a' if none given)

Rmenu will bring you into a menu system of editing rooms.  To use rmenu, you
must be in the room that you are editing.  To choose an option in the menu,
type the number of the section followed by the desired letter, and any
variables that may follow.

See MENU for generic menu commands.
~

52 ROOMFLAGS~
FLAG NAME     |  BITVECTOR  |  DESCRIPTION
----------------------------------------------------------------------
DARK          |          1  |  Room is always dark 
DEATH         |          2  |  Room causes instant death
NOMOB         |          4  |  Mobs cannot wander into this room
INDOORS       |          8  |  Room is indoors - MUST also use sectortype 0
LAWFUL        |         16  |  Room is oriented to those of lawful alignment
NEUTRAL       |         32  |  Room is oriented to those of neutral alignment
CHAOTIC       |         64  |  Room is oriented to those of chaotic alignment
NOMAGIC       |        128  |  Magic cannot be used in this room
TUNNEL        |        256  |  Room is a tunnel - x number of players allowed
                               (use 'rset tunnel #' to  set the number)
PRIVATE       |        512  |  Room is private (restricted to 2 people)
SAFE          |       1024  |  Room is safe... no violence allowed
SOLITARY      |       2048  |  Room is solitary (restricted to 1 person)
PETSHOP       |       4096  |  Petshop (next vnum must be the storeroom)
NORECALL      |       8192  |  Players cannot recall out of this room
DONATION      |      16384  |  Donation room... cannot get all
NODROPALL     |      32768  |  Cannot drop all in this room
SILENCE       |      65536  |  Not a sound can be made or heard in this room
LOGSPEECH     |     131072  |  All speech in this room is logged
NODROP        |     262144  |  Nothing can be dropped in this room
CLANSTOREROOM |     524288  |  Clan storage room
NOSUMMON      |    1048576  |  Player cannot be summoned out of this room
NOASTRAL      |    2097152  |  People cannot astral to this room
TELEPORT      |    4194304  |  People in this room will be teleported out
TELESHOWDESC  |    8388608  |  Players will see the room desc of the dest room
NOFLOOR       |   16777216  |  Room has no floor: exit down + no fly = fall
PROTOTYPE     | 1073741824  |  Room is a prototype, (under construction)
~

53 ROOMTRIGGERS RPTRIGGERS~
Trigger Optnl Triggering Variable Explanation
------- ----- ------------------- -----------
Act      {p}  <keyword / phrase>  [emotes, socials, actions, bamfs]
Speech   {p}  <keyword / phrase>  [says or tells from same room as mob]
Rand          <percentage>        [randomly triggered based on percentile]
Fight         <percentage>        [random, within a fight, based on percentile]
Hitprcnt      <percentage>        [percent is % of mob's max H.P.]
Greet         <percentage>        [entry that mob can see, by mob/player]
Allgreet      <percentage>        [entry by a mob/player, regardless if seen]
Entry         <percentage>        [when the mob itself enters a room]
Bribe         <amount of gold>    [when a player gives the mob money]
Death         <percentage>        [when the mob dies]
Script {hour}                     [loops a line at a time. Hour triggers start]
Time          <hour>              [script prog, runs once on hour specified]
Hour          <hour>              [loops as Script for an hour from start hour]
 
*NOTE* {hour}/<hour> is in military time. ie, 15 hours is 3p.m. mud time.
*NOTE* The mpcommand MPDONOTHING currently only works in Script progs,
       NOT in Time or Hour progs.
 
For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES.
~

53 RPEDIT~
Syntax:  rpedit <command> [number]  [program] [arguments]
Syntax:  rpedit add       <program> <arguments>
Syntax:  rpedit insert    <number>  <program> <arguments>
Syntax:  rpedit edit      <number>  [program] [arguments]
Syntax:  rpedit delete    <number>
Syntax:  rpedit list
 
Add, insert and edit will put you into the line editor to edit your
program.  The arguments consist of a trigger, plus any arguments 
ssociated with that trigger.
 
To edit a toomprogram you must be in the room.
 
See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

53 RPSTAT~
Syntax:  rpstat
 
Rpstat will display all of the roomprograms that have been written for a 
room.  You must be standing in the room that you are rpstatting (though
you can also use 'rpstat' in conjunction with the 'at' command to rpstat
a room remotely).
 
See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES
~

0 RQUERY~
Syntax:  rquery <mudname> help         - ask for available rquery options
         rquery <mudname> <option>     - ask for information from a mud

RQuery is similar to rwho, except it requests different information from a
mud. Each mud differs in what information it supplies, but 'rquery <mudname>
help' will give you a list of options that you can ask for.

Typically at least the following are supported:

rquery <mud> who        - ask for a who listing, identical to 'rwho'
rquery <mud> info       - get general information on the mud, usually including
                          its address. This is the preferred way of finding
                          out the address of a mud on IMC - don't ask on rchat!
rquery <mud> list       - ask for a list of IMC connections, from that mud's
                          point of view. Identical to 'imclist' on the remote
                          mud.
rquery <mud> istats     - ask for some IMC statistics, identical to 'istats' on
                          the remote mud.

See also: IMC IMCLIST RWHO
~

60 RRESET~
Syntax: rreset <list|edit|delete|add|insert|place>
Syntax: rreset remove <#>
Syntax: rreset mobile <mob#> [limit]
Syntax: rreset object <obj#> [limit [room]]
Syntax: rreset object <obj#> give <mob name> [limit]
Syntax: rreset object <obj#> equip <mob name> <location> [limit]
Syntax: rreset object <obj#> put <to_obj name> [limit]
Syntax: rreset hide <obj name>
Syntax: rreset trap <obj name> <type> <charges> <flags>
Syntax: rreset trap room <type> <charges> <flags>
Syntax: rreset bit <set|toggle|remove> door <dir> <exit flags>
Syntax: rreset bit <set|toggle|remove> object <obj name> <extra flags>
Syntax: rreset bit <set|toggle|remove> mobile <mob name> <affect flags>
Syntax: rreset bit <set|toggle|remove> room <room flags>
Syntax: rreset random <last dir>
~

63 RSET~
Syntax: RSET FIELD [parameter list]

FIELD  | PARAMETERS             -- DESCRIPTION / NOTES
---------------------------------------------------------------------
name   | <room name>            -- sets the room name / short description
exit   | <direction> [vnum] [exit-type] [key] [keywords]
bexit  | same as above, but does the exit in both directions
desc   | none                   -- you will be placed into the buffer editor
exdesc | <direction> [text]     -- sets/clears an exit's description
ed     | <keyword(s)>           -- adds/edits an extra description to the room
rmed   | <keyword(s)>           -- removes an extra description from the room
sector | <value>                -- sets the sector type
flags  | <flag> [flag]          -- toggles room flags
exflags| <direction> [flags]    -- displays/toggles exit flags
exname | <direction> [keywords] -- sets an exit's keywords
exkey  | <direction> <key vnum> -- sets an exit's key vnum/value

Note: Put a '+' before the direction to force ADDing of that exit
      and use a '#' to specify the exit by sequential order.

See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS.
~

0 RSOCKETS~
Syntax:  rsockets                   - display IMC socket usage

rsockets displays the current connection state for the direct IMC connections
that your mud has. The various fields are:

Desc  : the system-level descriptor used for this connection

Mud   : which mud this connection is for

State : how far through the connection process this connection is:
        - connecting: waiting for the other end to accept our TCP connection
        - wait1:      waiting for the password from an incoming client
        - wait2:      waiting for the server to respond to our password
        - connected:  the connection is completely 'up'

Inbuf : the size of data waiting in the input and output queues for this
Outbuf: connection.

Spam1 : spam-protection counters
Spam2 :

See also: IMC 'IMC IMMORTAL COMMANDS'
~

0 RTELL RREPLY~
Syntax:  rtell <player@mudname> <message>    - send a 'tell' to another player
         rreply <message>                    - send a 'tell' to the last player
                                               to send you a rtell

rtell and rreply are the IMC equivalents of tell and reply, and work nearly
identically. To rtell, however, you need to supply both a playername and a
mudname (as shown in 'imclist'). rreply will reply to the last rtell you
received from a player - even if that player was invisible to you.

See also: IMC IMCLIST
~

54 RULES CHANNELS~
~

58 RULES DEADLY~
~

0 RUN~
To RUN simply type 'run <dir>' where <dir> is the direction you wish
to run (north,south,east,west,up,down). You will then be 'hurried' through
the rooms/locations until you get to a room that does not have a exit in the
direction you are running. In other words if you 'run west' you will run
westwards until you get to a room without an exit west. Run requires one 
movement point per room travelled through. You must have a certain amount 
of movement before you are allowed to run.
 
WARNING : You CAN run into a DEATHTRAP this way!
~

0 RWHO~
Syntax:  rwho <mudname>               - ask for a who listing from another mud

'rwho' asks the given mud for a 'who' listing of its current players. Depending
on the network, it may take several seconds to get a response. You should use
the mud abbreviation listed in 'imclist' when issuing a rwho.

See also: IMC IMCLIST RQUERY RWHOIS
~

0 RWHOIS~
Syntax:  rwhois <playername>          - find a player on IMC

'rwhois' asks all muds on IMC for a player with the given name. You should not
include a @mudname section - just the playername. Replies will be returned
from those muds who have a player by that name connected.

See also: IMC RWHO RFINGER
~

0 SACRIFICE~
Usage : sacrifice <item>

	If you are of a low enough level, sacrificing items from your inventory
will increase your experience. Otherwise, you will get money (gold pieces) for
your worship-through-destruction-of-precious-objects. The only things you MAY
NOT sacrifice are training/complimentary equipment/items and artifacts.

See Also: DONATE
~

0 SAGACITY~
This spell increases your wisdom for its duration.
~

0 SANCTUARY~
Usage        : cast 'sanctuary' <victim>
Duration     : 3 hours
Level        : 26 Cleric, 57 Paladin
Minimum cost : 50 magic points

	This spell summons a glowing force of protection around the target of
the spell. This force will make all attacks on the person protected only do half
damage.

See Also: FIRESHIELD
~

0 SAVE~
Usage : save

	Save your persona. This includes experience points, gold, etc. It also
saves your equipment, up to the first 200 items.
~

52 SAVEAREA LOADAREA~
Syntax: savearea
        loadarea

Savearea and loadarea will save or load your prototype area.
 
A God or higher may load or save any other prototype area by simply
specifying the area name.  Example:  savearea/loadarea Joseph.are
 
See also BESTOWAREA, AASSIGN
~

53 SAVINGTHROWS~
Saving throws:
  sav1 - Saving vs. poison or death
  sav2 - Saving vs. wands
  sav3 - Saving vs. paralysis or petrification
  sav4 - Saving vs. breath
  sav5 - Saving vs. spells or staves

See MSET or type MSET by itself.
~

0 SAY TELL WHISPER SHOUT OOC ASK~
Usage : say <message>
	tell <person> <message>
	whisper <person> <message>
	shout <message>
	ooc <message>
	ask <person> <message>

	If you consider communicating with other beings, you might be
understood better if you start your sentences with either say, tell, whisper,
gossip, shout, or ooc.

	When using SAY you speak in a language that you choose, via SPEAK.
If the PC's do not understand you will not be able to communicate. All other
commands (tell,gossip,shout,whisper) do not use a special language.
 
Example : say I'm a jerk
          tell unclesam You're dead meat - sucker!
 
You can use ' as a shorthand for say, as in:
 
' hello there.

Notes : whisper and ask : can only be directed to a person in your room.
	say : will be heard by eveybody in the room.
	tell : can only be directed to people in your zone.
	shout : everybody on DOTD who isn't DEAF will hear you. This costs
                mana and movement.
	ooc : same as shout, and should be used for all times rather than
          gossiping or shouting, in the case of non-roleplaying
	      communications.  (OOC = Out Of Character)

See Also: SPEAK, GOSSIP, DEAFEN, NOTELL
~

1 'SCAN'~
Note: Use SPOT instead on DOTDII MUD.
Syntax:  scan <direction>
 
This skill enables you to scan for one or more rooms in the direction
specified, dependent on the percent to which the skill is practiced,
and the type of area you are in.
~

1 'SCORCHING SURGE~
Syntax:  c 'scorching surge' <victim>
Abbrev:  c scorching, c scorch
 
A powerful wave of heat created by an Augurer and directed at its victim.
The spell inflicts fire damage on the target, the higher the level of the
Augurer the greater the damage.
 
~

0 SCORE~
Usage : score

	This command lets you know all manner of interesting things, 
such as maximum hits, mana, and moves, money in pocket, experience to 
next level, current level(s) and alignment. You can abbreviate this 
command with 'sc'.

See Also: ATTRIBUTE
~

1 SCORE ATTRIB~
Syntax: score 
        attrib
 
SCORE is a sheet filled with your characters statistics.  When you type
score, only you can see what is listed there.  Should you want to let
others see your characters health, you can type REPORT.  
 
~

0 SCRIBE BREW~
A mage of sufficient level holding a 'blank scroll or 'empty flask' 
may transform them into spelled scrolls or potions via the scribe and
brew commands.

It takes significantly more mana to bind a spell to a potion or scroll
than to simply cast it.
~

0 SCRY~
Usage        : scry <victim>
Duration     : Instant
Level        : 7 Psionist
Minimum cost : 20 magic points

	This skill allows the psionist to see the room that any person or
mobile is currently in. This means, the skill makes you 'look' in that room.
~

0 SEARCH~
Syntax: search
Syntax: search <container>

Sometimes not all there is to find is in clear view.  Some things may be
concealed or hidden, and will require some searching to find.
~

0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH 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.
~

52 SECTORTYPES~
INSIDE              0
CITY                1
FIELD               2
FOREST              3
HILLS               4
MOUNTAIN            5
WATER_SWIM          6
WATER_NOSWIM        7
UNDERWATER          8
AIR                 9
DESERT             10
UNKNOWN            11
OCEANFLOOR         12
UNDERGROUND        13
TREE               14
FIRE               15
QUICKSAND          16
ETHER              17
GLACIER            18
EARTH              19
~

65 SEDIT~
View, create, edit or delete socials online.
Sytanx:  sedit <social>
Syntax:  sedit <social> [field]
Syntax:  sedit <social> create
Syntax:  sedit <social> delete
Syntax:  sedit <save>
 
Field being one of:
  cnoarg onoarg cfound ofound vfound cauto oauto
 
Use sedit <social> to view the current settings of an existing social.
Use sedit <social> [field] to set one of the fields:
  CNoArg: response to character if no argument given
  ONoArg: response to room if no argument given
  CFound: Response to character if target is someone else
  OFound: Response to room if target is someone else
  VFound: Response to target if target is someone else
  CAuto : Response to character if target is self
  OAuto : Response to room if target is self
Use sedit <social> create to create a new social, then edit with sedit field.
Use sedit <social> delete to delete an existing social.
Use sedit save to save the new social or changes to existing socials.
 
~

0 SENDING~
Usage        : sending <name> <message>
Duration     : Instant
Level        : 1 Mage, 1 Sorcerer, 1 Ranger
Minimum Cost : 5 magic points

	This spell enables the caster to speak over great distances to
a single person. Upon successful casting the messages is sent to <name>.
 
See Also: TELEPATHY, MESSENGER, TELL
~

0 SET~
Usage : set <type> <field>
	This command allows you to change an array of things.

	Not that for enable/disable, 'e' or 'd' is sufficient.

	email <email@address>
	ansi  <enable,disable/off>
	pause <enable,disable/off>
	war   <enable> see RACE WAR, or you might DIE!
	autoexits <enable,disable>
	group name <Group Name Here>
	group order <enable,disable>
	autoloot <enable,disable>
	permtitle <enable,disable>

* 'email'
The 'field' is email@address, something like jobob@hsc.unt.edu.
This information can be seen on a finger on your name.
	
* 'ansi'
set ansi enable : Lets you see colors if you have a color terminal.
                  However, on black and white, it makes some things bold.
         disable : Turns colors off (if you're getting a headache)

* 'pause'
set pause enable : Makes long-scrolling messages pause so you can read them.
          disable : Lets everything scroll by recklessly.

* 'war'
set war enable : Allow you to fight with PCs whose racewar side is 
                 opposite yours.
        (can't disable without immortal intervention!)

* 'autoexits'
set autoexits enable : This will automatically display exit information 
                       for you when you walk into a different 'room'.
              disable : For those brave souls who don't NEED to know how to 
                        exit the room. (or have memorized it. ;) )

* 'group' 
The type 'group' uses the field 'name <name>' to set your group name. After 
'name' you need to pass a name you would like to use for your group. 

Example : set group name The Wild Banditos!

Using 'gwho' you can see all the groups and their group names.

* 'order'
The type 'order' will allow you to accept orders from the group leader, and
the group leader only. You must be following someone before this will work.
This has been disabled until its abusive power has been curtailed.

* 'autoloot'
If autoloot is enabled, you'll grab everything that you can carry (i.e.
money, equipment, keys, etc) off of whatever you've just killed.

* 'permtitle'
set permtitle enable : If permtitle is enabled, your title will not change 
                       when you level.
              disable : well, if you like re-typing your title in after gain...

See Also: RACE WAR, GROUP, GWHO, WHOIS
~

57 SETBOOT~
Syntax: setboot time <hour> <minute>
 	setboot manual <0|1>

The setboot command is useful for planning a reboot, (to save you from 
the trouble of all those echos :) ) and for the daily boot.  The manual
bit is used by the mud to determine whether the boot time was set by 
hand.  When the mud starts up, the boot time is set to 0600hrs (6am)
and the manual bit to 0.  If 'setboot time' is used, the mud sets the
manual bit to 1.  When it comes time to do the reboot, the mud checks
how long it has been running.  If it has been running less than 18 
hours and the reboot time has not been set manually, the reboot does
not take place (nor do the automatic warning echoes).

Echoes: when a scheduled reboot is coming up, the mud will send out
echoes to that effect.  The echoes start 30 minutes before the reboot
and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). 
~

65 SETCLAN~
This command is used to define clan, Order and guild files.  The filename
field must be defined before other fields can be entered.
 
Syntax:  setclan <clan> <field> <deity|leader|number1|number2> <player>
Field being one of:
 filename- filename of the clan, guild or Order
 type    - 13 is an Order (peaceful clan)
         - 14 is a Guild
         - 0 is a deadly clan
 class   - class # accepted by the clan (for use with Guilds, leave 0 if none)
 name    - name of the clan
 motto   - motto of the clan
 desc    - description of the clan
 favour  - favour bestowed by the gods (not currently supported)
 strikes - displeasure of the gods toward the clan (not currently supported)
 deity   - name of the clan's Deity
 leader  - name of the clan's Leader
 number1 - name of the clan's Number One
 number2 - name of the clan's Number Two
 members - manually set the number of members
 board   - roomvnum of the clan's board
 recall  - roomvnum to which members of the clan recall
 storage - roomvnum of the storage room of the clan
           (so that items in the room will save over reboot/crash; use the
            clanstoreroom roomflag in this room as well)
 align   - alignment to which members must adhere (commented out in code)
 obj1, obj2, obj3 - vnums of the objects which the Leader can 'make'
 guard1, guard2   - mobvnums of the clan's primary guardians
 
See SHOWCLAN, MAKECLAN
~

61 SETCOUNCIL~
Syntax:  setcouncil <council> <field> <deity|leader|number1|number2> <player>
Field being one of:
 name     - name of the council
 filename - filename in which to store the council data
 desc     - description of the council
 head     - leader of the council
 members  - manually set the number of members
 board    - roomvnum of the council's board
 meeting  - roomvnum in which the council meets
 powers   - commands all members will receive regardless of their level
            (similiar to council-wide bestowments)
 
Used to define a council after it has been created with 'makecouncil'.  The
filename must be specified before other fields can be set. 
 
See SHOWCOUNCIL, MAKECOUNCIL
~

75 SETCURRENCY~
~

75 SETCURRIDX~
~

61 SETDEITY~
Syntax:  setdeity <deity> <field> <argument>
 
Used to define a deity (created with 'makedeity').  The fields are as
follows:
 
name:        name of the deity
filename:    filename for the deity data, should be set before other fields
description: description of the deity, seen with 'deities <deity name'>'
Alignment:   Deity's alignment.  Followers lose favor for all actions when
             650 or more out of alignment.
Worshippers: # of followers
Npcrace:     A mob race protected by the deity.  The _npcrace fields only
             apply to this race.
Npcfoe:      A mob race detested by the deity.  The _npcfoe fields only
             apply to this race.
Race:        A race the deity is restricted to.
Class:       A class the deity is restricted to.
Sex:         A sex the deity only accepts.
Element:     Resistance deity bestows on followers.
Suscept:     Susceptible deity bestows on followers.
Affected:    'affected by' spell deity bestows on followers.
Deityobj:    vnum of deity object
Avatar:      vnum of deity avatar
Scorpse, Savatar, Sdeityobj, Srecall:  Prices (in favor) to supplicate for
                                       these for a particular deity.
Kill, kill_npcrace, kill_npcfoe:  favor adjustment made when something killed
Kill_magic:  favor adjustment for each offensive spell cast
Sac:         favor adjustment for sacrificing a corpse
Bury_corpse/dig_corpse:  Favor adjustments for burying/digging up corpses.
Aid_spell:   favor adjustment for helping someone with a spell
Aid:         favor adjustment for aiding someone physically (aid, rescue)
Steal:       favor adjustment for theft
Backstab:    favor adjustment for circling and backstabbing
Die, die_npcrace, die_npcfoe:  favor adjustment for dying
spell_aid:   favor adjustment for having a help spell cast upon you.
 
See MAKEDEITY, SHOWDEITY and DEITIES
~

61 SETSEVERITY~
USAGE: setseverity <level>
 
SETSEVERITY sets the level of system log messages which you receive.
Only messages less than or equal to your severity level will be shown to
you.  Suggested level for non-coders is 40 or 50, it is also suggested to
never go below 30.

Here is a list of severity levels:

0-9     Emergency     System is unstable
10-19   Alert         Action must be taken immediately
20-29   Critical      Critical conditions
30-39   Error         Error conditions
40-49   Warning       Warning conditions
50-59   Notice        Normal but significant conditions
60-69   Info          Informational only conditions
70-79   Debug         Debug level messages
80-89   Treet         Halfway to spam
90-99   Spam          Pure spam, yum
~

0 SHADOWFORM~
Entering Shadowform makes you almost untouchable by non-magical attacks, 
at a great cost to your strength.
~

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 'SHOCKSHIELD'~
Syntax: cast 'shockshield'

This spell will surround you with a shield of electric energy that will
return your enemies attacks with bolts of lightning!
~

53 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES
~

0 SHOPS~
Shops are places where the adventurer may purchase equipment for his
quests, and where he may sell his treasure if he should manage to survive the
perils with his life and sanity intact. Many shops trade only in a specific
type of merchandise. Thus, a baker may well refuse to buy your armor, even if
it is of high quality!

	To some people, the prospect of obtaining the entire inventory of a
shop by murdering the keeper may appear tempting - but beware: The shopkeepers
are rugged, capable men and women; roughened by years of trading and, indeed,
surviving in a world where the only safe prospect is death in the end.
(They *usually* have a few thousand hitpoints and can shoot through schools).

See Also: BUY, SELL, LIST, VALUE
~

53 SHOPSET~
Syntax: shopset <mobile vnum> <field> <value>

-----------------------------------------------
| Fields | Meaning                            |
-----------------------------------------------
| buy#   | Types of items the keeper will buy |
| buy    | Profit on buying items             |
| sell   | Profit on selling items            |
| open   | Hour shop opens                    |
| close  | Hour shop closes                   |
| keeper | Vnum of shop keeper                |
-----------------------------------------------

Lets you set certain stats on a shop.

see MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES
~

53 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES
~

65 SHOPVALUES~
Syntax: shopset <mobile vnum> buy# <value>
 
1  - light               21 - pen                41 - rune
2  - scroll              22 - boat               42 - runepouch
3  - wand                23 - corpse             43 - match
4  - staff               24 - corpse_pc          44 - trap
5  - weapon              25 - fountain           45 - map
6  - _fireweapon         26 - pill               46 - portal
7  - _missile            27 - blood              47 - paper
8  - treasure            28 - bloodstain         48 - tinder
9  - armor               29 - scraps             49 - lockpick
10 - potion              30 - pipe               50 - spike
11 - _worn               31 - herbcon            51 - disease
12 - furniture           32 - herb               52 - oil
13 - trash               33 - incense            53 - fuel
14 - _oldtrap            34 - fire               54 - shortbow
15 - container           35 - book               55 - longbow
16 - _note               36 - switch             56 - crossbow
17 - drinkcon            37 - lever              57 - projectile
18 - key                 38 - pullchain          58 - quiver
19 - food                39 - button             59 - shovel
20 - money               40 - dial               60 - salve
 
See SHOPSET
~

0 SHOVE DRAG~
Syntax:  drag <character> <direction>
Syntax:  shove <character> <direction>
 
These commands can only be used between deadly characters.
 
Drag will drag the victim in the specified direction if they are not
standing up, while shove will shove them in the specified direction
only if they are standing.
 
Characters who have been in a safe room for longer than 30 seconds
will be unable to be shoved or dragged out of that room until they
either leave of their own choice or they shove/drag another player.
 
~

52 SHOWCLAN~
Syntax:  showclan <clan/order/guild name>
Example: showclan guild of mages, showclan Retribution
 
Used to display statistics for any clan organization, which includes
clans, Orders and guilds.
 
See SETCLAN, MAKECLAN and CLANS
~

1 SHOWCOUNCIL~
Syntax:  showcouncil <council name>
 
Displays the statistics of the specified council.
 
See SETCOUNCIL, MAKECOUNCIL, COUNCILS
~

51 SHOWDEITY~
Syntax:  showdeity <deity>
 
Used to display statistics for the specified deity.
 
See SETDEITY, MAKEDEITY, DEITIES
~

51 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
 
Displays the statistics on a guild.
~

0 SIGN~
Usage : sign <message>

	You, too, can learn to use sign language! Useful when underwater,
or in a silenced room, (or silenced yourself). Whatever the user types is 
broadcast, possibly somewhat garbled depending on his/her skill with signing,
and all those in the room who understand sign language will receive the
(possibly garbled) message.

See Also: TELL
~

75 SILVERSTONE~
Silverstone is one of the major cities in Desolation of the Dragon II.
It is the hometown of good races such as Humans, Elves, Half-elves...
etc.
 
The evil counterpart of Silverstone is Malaria, home of the evil
races such as the Trollish, Dark Elves...etc.
 
Race alignment plays an important factor when venturing through one
of these cities.  If a player is opposite aligned, coming from the
opposing city, beware of an attack by a guard, sentry, or the
Guardian of that city.
 
See Also: MALARIA, NEW THALOS, ALIGNMENT, RACES
~

0 SIT~
Syntax: sit

Sit makes your character sit down.
~

0 SKILLS~
Usage : skills <class>

	Allows you to see which spells a given (spell casting) class may learn.

See Also: PRACTICE
~

57 SLAY SLA~
Syntax:  slay <victim> [immolate/shatter/demon]
 
SLAY kills a character in cold blood, no saving throw.
 
The optional parameters cause different messages to be sent to the actor,
the victim and the room, just for a bit of variety.
 
Slay bypasses auto actions such as autoloot and autosac.  Slay should not
be used to test death_programs on mobs, as it is not the same as an actual
death to the mobile and may not return accurate results.
 
~

0 SLEEP~
Syntax: cast sleep <victim>

This spell puts its victim to sleep.
~

0 SLEEPING WAKE REST SIT STAND~
Usage : sleep
        wake
        rest
        sit
        stand

	For changing your position. If you feel weary, It is probably a good
idea to sit and rest for awhile; or maybe even take a nap. Your mana and hit
points should come back at a higher rate when you are resting, and faster still
when you are asleep. Careful! Some mobs will attack you when you're asleep.
~

0 SLINK~
This spell makes you more dexterous for its duration.
~

0 SLIST~
Syntax: SLIST
Syntax: SLIST [class] [low level] [high level]

SLIST without an argument gives you a compleat list of the spells and
skills available to your class, also indicating the maximum level to
which you can practice it.

SLIST lo hi gives you a list of spells and skills available to your class
from levels lo to hi.

Example:
    <554hp 156m 700mv> slist mage 2 2
    SPELL && SKILL LIST
    ------------------
    Level 2
      skill :                mount   Current:  75 Max: 85 
~

52 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.
~

-1 SMAUG THORIC~
.           [S]imulated [M]edieval multi-[U]ser [A]dventure game

SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has
taken on several assistants in expanding and improving the code.

 Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog
~

55 SMAUGSPELLS~
SMAUG has a specially coded spell type "spell_smaug", which is a generic
spell handler that uses the extra spell fields to determine what the spell
is going to achieve.
 
damtype   the class of damage done (see DAMTYPES)
acttype   the action of the spell (see ACTTYPES)
classtype the class of spell (see CLASSTYPES)
powertype the power ranking of the spell (see POWERTYPES)
flag      special extra flags this spell has (see SPELLFLAGS)
hit       Message displayed when spell is successful
miss      Message displayed when spell misses or fails
die       Message sent if spell causes death
imm       Message sent if victim is immune
(Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom)
dice      a dice formula used for rolling things like damage (see DICEFORMULAS)
saves     saving throw victim gets (see SPELLSAVES)
bitvector see AFFECTEDBY, the bitvector applied by the spell, if any
affects   see AFFECTTYPES, the effect the spell has, if any
value     an extra field reserved for things like the vnum used in spells
          that create objects, or summon monsters to the caster's aid.
~

0 SMILE~
Usage : smile (victim)

	Whenever you feel like smiling, alone or with a friend.

See Also: SOCIAL ACTIONS
~

0 SMLIST~
Usage : smlist

	This command shows a list of all the super mortals (legends).

See Also: WIZLIST
~

1 SMOKE~
You may 'smoke' a pipe after first filling it with a smokable herb or
tobacco.
~

0 SNEAK~
Usage : sneak

	Used for sneaking (moving in and out of rooms without anyone taking
notice). When you type sneak, you don't immediately know if you're actually
sneaking. If you successfully sneak, then you will continue to sneak for a
little while. When you are sneaking, many monsters that would otherwise attack
you will not notice you, allowing you to go places that no others can get to.

See Also: HIDE
~

52 SOBER~
Syntax:  sober <victim>
 
Removes a character's inebriation and all affects of alcohol.
~

0 SOCIAL ACTIONS~
Commands mainly for social interaction:

accuse, ack, adore, agree, applaud, bark, bcheck, beg, bhug, bite, blame,
bleed, blink, blow, blush, boast, bonk, bounce, bow, burp, cackle, calm, 
caress, cears, ceyes, cheer, chide, choke, chuckle, clap, comb, comfort, 
compliment, confess, console, cough, cower, cringe, cross, cry, cuddle, curse,
curtsey, dance, daydream, drool, faint, fart, finger, flex, flip, fondle,
frown, fume, gasp, gaze, giggle, glare, gloat, greet, grin, grinm, grit, groan,
grope, grovel, growl, gulp, halo, headbang, hiccup, highfive, hkiss, hop, howl,
hug, hum, ignore, insult, interrupt, jump, kiss, kneel, knock, laugh, lick,
liege, limbo, listen, love, massage, moan, mosh, muse, nibble, nod, nudge,
nuzzle, pace, pant, pat, peer, pie, pinch, plead, plot, point, poke, ponder,
pout, praise, puke, punch, purr, raise, recoil, relax, roar, roll, rub, ruffle,
salute, scoff, scold, scowl, scratch, scream, shake, shiver, shrug, shudder,
sigh, sing, slap, smile, smirk, snap, snarl, sneer, sneeze, snicker, sniff,
snore, snuggle, sob, spank, spit, squeeze, squirm, stagger, stare, steam,
strangle, stretch, strip, stroke, strut, sulk, swave, tackle, tango, tap,
taunt, thank, tickle, toast, tongue, toss, touch, tremble, tug, twiddle, twirl,
twitch, wave, wedge, whap, whimper, whine, whistle, wiggle, wink, worship,
wrestle, yawn, yodel

See Also: COMMANDS
~

1 'SOLAR FLIGHT'~
Syntax:  c 'solar flight' <victim>
 
This spell allows the caster to merge from an outdoor area to their victim
in an outdoor area.
 
The spell has a few restrictions:  you will only succeed in casting it
during daytime hours, between 7 A.M. and 5 P.M. and you will only succeed
in casting if both you and your victim are in an outdoor area -- you need
the power of the sun in order for this spell to work (thus it will also
not succeed in bad weather).
~

1 'SONIC RESONANCE'~
The magick of 'Sonic Resonance' allows the casting Mage to realign
the component particles of his foe in such a way that they are
susceptible to a certain mystical tone.  By the completion of the
spell, this tone is conjured, causing the particles to vibrate 
violently causing intense pain and tissue damage.
 
~

0 SORCERER~
Sorcerers are a class of magic users that use their mind to store power 
and not mana.  This class of mage uses the MEMORIZE command.

See Also: MEMORIZE
~

0 SPEAK~
Syntax: speak
Syntax: speak <language>
Syntax: speak all (immortals only)

The speak command changes the current language in which you are speaking. 
To speak your native tongue, type 'speak' alone.  To speak a specific 
language (such as common, for example), type "speak common".  Immortals 
have the unique ability to speak so that everyone can understand, by 
typing "speak all".
~

53 SPECFUNCS~
These special functions are available to assign to mobiles.
Use them sparingly:

To add spec:  mset <mob> spec <function> (ex. mset guard spec spec_guard)
To remove:    mset <mob> spec none

spec_breath_any          Mobiles breathes one of the four breaths randomly.
spec_breath_acid         Mobile has breath of acid.
spec_breath_fire         Mobile has breath of fire.
spec_breath_frost        Mobile has breath of frost
spec_breath_gas          Mobile has gas breath.
spec_breath_lightning    Mobile has lightning breath.
spec_cast_adept          Mobile casts helpful spells.
spec_cast_cleric         Mobile casts healing spells.
spec_cast_mage           Mobile casts offensive spells during battle.
spec_cast_undead         Mobile casts offensive spells during battle.
spec_guard               Mobile attacks KILLERS and THIEVES.
spec_executioner         Same as above except summons guards to help.
spec_fido                Mobile eats corpses.
spec_janitor             Mobile picks up trash.
spec_mayor               Reserved for the mayor... don't use.
spec_snake               Mobile poisons during battle.
spec_thief               Mobile steals gold from players.
~

0 SPECIALIZATION~
If you are a mage, sorcerer, cleric, or druid you can specialize in
a spell so that no matter what, you never fail casting the spell. However it
is costly and hard to do. First you must already be superb at the spell, second
it will cost you 4 pracs, and finally it costs around 250k in gold.

	You can only specialize in a set number of spells, so take care when
doing so.

	Mortal specialization is disabled at this time.

~

56 SPELLCOMPONENTS~
T###         check for item of type ###
V#####       check for item of vnum #####
Kword        check for item with keyword 'word'
G#####       check if player has ##### amount of gold
H####        check if player has #### amount of hitpoints

Special operators:
+ don't consume this component
@ decrease component's value[0], and extract if it reaches 0
# decrease component's value[1], and extract if it reaches 0
$ decrease component's value[2], and extract if it reaches 0
% decrease component's value[3], and extract if it reaches 0
^^ decrease component's value[4], and extract if it reaches 0
&& decrease component's value[5], and extract if it reaches 0
and ! will make the spell fail if the caster is carrying that component.
 
Example: V1100 V+1101
The spell will only succeed if the caster is carrying objects of vnums
1100 and 1101.  The object of vnum 1100 will get consumed by the spell,
and the object of vnum 1101 will not.
 
With the decremental operators (@#$%^^&&), the object must have at least
a value of 1 in the respective location for the spell to succeed.
~

56 SPELLFLAGS~
water           water based (create water, ice spells)
earth           interracts with nature (earthquake)
air             involve the air or winds
astral          involve the astral plane (astral walk)
area            an "area spell"... affects everyone in the room
distant         affects something far away
reverse         has a reverse affect
save_half_dam   victim can save for half damage
save_negates    victim can save for no effect
accumulative    can be cast repeatedly to have an increased effect
recastable      can be cast again to refresh the spell
nobrew          cannot be brewed into a potion
noscribe        cannot be scribed onto a scroll
group           affects everyone in the caster's group (same room only)
object          specifically affects an object (for target 'ignore')
character       specifically affect a character (for target 'ignore')
~

58 SPELLS~
Type 'practice' to get a list of spells currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all spells available at each level to your class.
~

55 SPELLSAVES~
Here are the saving throws you can set for use in SMAUG spells:
none            victim doesn't get a saving throw
poison_death    save vs. poison or death
wands           save vs. wands
para_petri      save vs. paralysis or petrification
breath          save vs. (dragon) breath
spell_staff     save vs. spells or staves
~

1 'SPIRAL BLAST~
Syntax:  c 'spiral blast'
Abbrev:  c spiral
 
A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks
every enemy target in the area.  The spell is hostile to all creatures in
the room, and will cause them to engage the caster in combat.
 
~

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.
~

0 SPOT~
Usage : spot (direction)

	Spot allows an archer to spot targets. Using this command, you can get 
the target you want to fire upon. SPOT with no direction given looks wherever
there are visible exits. As you increase in level, spot may allow you to look
more than one or two rooms in a given direction.

See Also: FIRE SHOOT, NOTCH, THROW
~

0 SPYING~
Usage : spy
	look <dir>

	Spying helps a thief/barb character gain information about the world 
around him/her.  After one has typed 'spy', one can look in various directions,
and given that there is an exit in that direction, and nothing blocking the way
(like a closed door), then the contents of the other room will be displayed, if
the character is successfully spying.

See Also: WIZARDEYE, CLAIRVOYANCE
~

61 SSET~
Syntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset <sn>     <field> <value>
 
name          the name of the skill or spell
code          for spells, the code executed when the spell is cast
flags         see help SPELLFLAGS
target        for spells, the target of the spell (see TARGETTYPES)
minpos        the minimum position required to use this skill/spell
slot          for spells, the slot number used in area files
mana          for spells, the amount of mana consumed by the spell
beats         how long this skill takes to be used (in 1/4 seconds)
dammsg        a word to describe the damage done by this skill or spell
wearoff       for spells, the message given when the spell wears off
wearoffroom        set the wearoff fields to clear to delete them
wearoffsoon
wearoffsoonroom
type          the type of skill (Spell, Skill, Weapon, Tongue)
difficulty    how difficult the spell/skill is to learn and/or use
damtype       for spells, the class of damage it does
components    the components required for this spell (see SPELLCOMPONENTS)
teachers      will restrict the teaching of this skill to these mob vnums
participants  the minimum number of required participants (for spells)
value         the mob/obj vnum for the create obj/mob spells
 
For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS
 
~

0 START BEGIN~
SPAM -        Will explain what spam is, and why you should not do it.
CONFIG -      Will teach you about our configuration menu.
SCORE -       Will tell you about your characters personal score sheet.
MOVEMENT -    Will teach you various commands for moving about the game.
OBJECTS -     Will teach you various commands to use your equipment.
CONTAINER -   Will teach you about using containers to hold belongings.
CHANNELS -    Will teach you about communication with other players.
GROUP -       Will help you with grouping with other adventurers.
COMBAT -      Will teach you how to choose, start and stop a fight.
DEATH -       Will tell you about the death experience in the game.
PRACTICE -    Will teach you about training spells, skills, and weapons.
INFORMATION - Will cover ways to find certain types of information.
 
To use these help files, type HELP <topic> from the topics listed in
capital letters above.
~

0 STEAL~
Usage : steal <object> <victim>

	This skill is used to steal gold or items from people. The chance of
not getting caught depends on how well you steal, and works much better if the
target is asleep.

	Due to misuse of the steal command, it now requires you to be at least
second level to steal from other players. You can still steal from monsters at
all levels.

Example:
> steal gold drunk
~

0 STEALTH~
Gods use this to sneak into a room without their bamfin and bamfout
messages appearing.  Mortals usually wish they could do this, but so far none
have been able to.
~

0 STRENGTH~
Usage        : cast 'strength' <victim>
Duration     : (caster's level) * 2 hours
Level        : 6 Mage, 6 Sorcerer
Minimum cost : 10 magic points

	This spell increases the victim's strength by a random amount. Warriors
have 1d8 points of strength added, Clerics and Thieves 1d6, and anyone else 1d4.
Mobiles are treated differently from players and usually only 1d6 points of
strength will be added.

See Also: WEAKNESS
~

1 STRENGTH STR~
Strength (STR in your 'score') represents your character's physical power.
 
The most common concern with strength deals with how much your character
can carry.  For each additional point of strength  you gain an additional
amount of maximum carryable weight.  Any character with 20 strength can
carry 500kgs; Warriors and Rangers can have a maximum of 25 strength, and
can therefore carry up to 999kgs when their strength is at its maximum.
 
Strength also affects (among other things):
 
 - damage roll and hitroll; for each additional point of strength, each
   of these will increase
 
 - chances of success for bash, stun, bashdoor, shove and drag, and the
   ability to dual-wield heavier weapons
 
Strength is the prime attribute of warriors and rangers.
~

0 STUN~
Syntax: stun <mob>

Stun is a skill which can only be used once a fight has started.  It will 
stun your opponent if successful.
~

1 'SULFUROUS SPRAY'~
With the incantation 'Sulfurous Spray,' the casting mage culls from
the air the elements necessary to form a strong acid which rains
down upon his opponent or opponents.  This strength and velocity
of the spray is such that it can work its way into various forms
of armor and clothing, and it is also able to harm opponents one
might think resistant to such attacks, due to its magical nature.
 
~

0 SUMMARY~
|--------------------------------------|--------------------------------------|
|                MOVEMENT              |                 GROUP                |
| north east west south northeast exit |  follow group gtell ; split          |
| northwest southeast southwest sleep  |--------------------------------------|
| rest sit wake stand somewhere unlock |               INFORMATION            |
| lock open close scan scry look leave | death CR reimb rules damage commands |
| up down enter climb where fly float  | areas experience score title weather |
|--------------------------------------| channels description experience note |
|              CONFIG OPTIONS          | who wizlist story tick MOTD news bug |
| autoloot autogold telnetga autoexit  | mail time password slist report typo |
| nice flee norecall blank combine rip | spells skills weapons languages idea |
| nointro prompt ansi autosac shovedrag|--------------------------------------|
|--------------------------------------|               COMMUNICATION          |
|                 OBJECTS              | social quest clan ordertalk guildtalk|
|  get put  drop give  sacrifice hold  | say tell chat question answer auction|
|  wield  wear remove  inventory value | avatar shout yell counciltalk newbie |
|  appraise list  buy sell  equipment  |--------------------------------------|
|  recite  quaff zap  brandish compare |                COMBAT                |
|  empty fill  eat drink  examine pick |kill flee wimpy rescue aid murder cast|
|--------------------------------------|--------------------------------------|
Also see help on: !, save, quit, pagelength, and practice.
To use the help menu, just type "help <topic>".
To see help on individual areas, you can now type "help <full area name>".
If you are new to the game, type HELP NEWBIE to see a special help series.
~

0 SUMMON~
Usage        : cast 'summon' <victim>
Duration     : Instant
Level        : 19 Cleric, 27 Mage, 27 Sorcerer
Save         : save vs spell when applicable
Minimum cost : 20 magic points

Will summon a person of the name spoken.  You can summon any level player, but
if you attempt to summon a monster,it will get a saving throw, and you may wind
up with the wrong monster.  You cannot summon from or to NO SUMMON rooms, nor
can you summon from or to NO MAGIC rooms.  You cannot summon to TUNNEL rooms,
nor to PEACEFUL rooms, nor from PEACEFUL rooms.  You cannot summon someone who
is fighting, as it is impossible to get a precise fix of their location. 
Finally, if you try to summon a mobile from a crowded room, you may grab a 
different mob out of that room instead.  Summon spends energy from the
Caster.  Immediately after summoning, the caster will be too exhausted
to move or do much of anything for a short period of time.
 
See Also: PSI SUMMON
~

1 SUMMON SUMMONING~
Syntax:  cast summon <character>
 
This spell summons a character from elsewhere in the game to your own
location ... and stuns your character.
 
Characters who are fighting cannot be summoned.  Do not summon aggressive
mobs into an area lower in level than the one from which they came, and
do not summon aggressive mobs of any level into Darkhaven.
~

1 SUPPLICATE~
Syntax:  supplicate <supplication>
 
Supplicate begs your deity (if you have one) for aid.  You may supplicate
for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar
of the deity, 'object', which summons an object of the deity and 'recall',
which sends the player back to his recall point (bypassing norecall flag).
 
Note:  All deities offer corpse and recall, while object and avatar are for
particular deities only.
 
Deadlies may not supplicate for their corpse.
 
SEE ALSO:  deities, favor, devote.
 
~

0 SWITCH~
Usage : hit <target>

	Allows you to switch opponents. If you are attacking X and want to
attack Y, type 'hit Y'. If you are good enough at switching, you stop attacking
X, and big attacking Y.. if you fail, you stop attacking anyone. (Until you get
hit again, then you resume.)

See Also: HIT
~

51 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.
~

0 SWORDBAIT~
This spell makes the victim more susceptible to slashing attacks.
~

0 TAMP~
Syntax:  tamp <pipe>
 
This empties your pipe so that you may fill it with fresh herbs.
 
See FILL, LIGHT, SMOKE
~

0 TAN SKIN~
Usage : tan corpse <equipment type>

	This skill will allow a warrior type class to tan the corpse of
his/her victims into armor. Armor types that can be made are:

	shield,helmet,jacket,sleeves,leggings,boots,bag and gloves.

	Remember that some monsters have thicker hide (thus better armor) so
explore to find the best armor! Dragons are always a good choice, the stronger
the monster (the higher the level) more than likely the better the armor will
be as well.

The following would tan a dragon corpse into a shield.
Example : tan dragon shield
~

55 TARGETTYPES~
.
Target                Function
--------------------------------------------------------------------
ignore                Spell affect relies on the casting argument
offensive             Spell will initiate combat
defensive             Can be cast on anyone safely
self                  Spell only affects the caster
objinv                Casted onto an object in the caster's inventory
~

0 TELEKINESIS~
Usage	     : mind 'telekinesis' <name> <dir>
Duration     : Instant/Combat spell - unable to process commands for 2 rounds.
Level        : 35 Psionist
Saves	     : vs. ??? to remain in position
Minimum cost : 35 magic points

	This psionist skill teaches the psionist to use the power of the mind
to shove people about. When using to move monsters about, the psionist must
supply a direction to shove the creature, it also must be an open exit. If
the psionist is fighting he can use the telekinesis skill to slam the
offender to the ground. To use while fighting mind 'telekinesis' NAME, to
use to move a creature mind 'telekinesis' NAME DIR (dir must be
north/south/west/east/up or down).
 
Note: This skill is considered aggressive, it can also be useless against
some creatures as they are too large or powerful. 

See Also: BASH
~

0 TELEPATHY~
Usage        : telepathy <name> <message>
Duration     : Instant
Level        : 1 Psionist
Minimum Cost : 5 magic points

	This basic psionist skill allows the psionist to telepathically
link to anyone in the world (<name>) and send them a message.
 
See Also: SENDING, MESSENGER, TELL
~

0 TELEPORT~
Usage        : cast 'teleport' <victim>
Duration     : Instant
Level        : 17 Mage, 17 Sorcerer
Save         : vs. spells to avoid being moved
Minimum cost : 33 magic points

	Teleport (with error) will instantly transfer you to another location
in the world. This location is random, and thus there will always be a risk of
landing in a fatal location.  If you against a mob they will be teleported to
another location if they fail the saving throw.

See Also: TELEPORT WITHOUT ERROR, PSIONIC TELEPORT
~

0 THIEF~
Thieves are known to have very special qualities, that no other class
offers. Many of these qualities can come in handy in many situations, such as
picking locks.  They are not very combat oriented, however, so do not expect
to be able to kill many things by yourself. The useful aspect of thieves
involves their ability to scout ahead, avoiding monsters, detecting and
removing traps and selling and buying items at the black market.
	You can improve your skills by using the practice command with your 
guildmaster.
 
See Also: PRACTICE
~

0 THIEF THIEVES~
The thief is a dark character which makes use of many skills often deemed
improper by the rest of society.  The skills of the thief reflect his way
of life, namely sneaking in the dark, picking locks, and attacking from
behind with deadly backstabs.  Thieves have always had a bad reputation
so don't be suprised if you are always under suspicion.  Thieves start off
fairly weak, but as they gain skills such as backstab and circle they soon
become dangerous foes.  A thief is always usefull when there is a lock
that needs opening or an item that needs to be stolen.
 
~

58 THINK IMMTALK~
Syntax:  think <message>
 
Allows you to use the 'think' channel, which functions the same as all
other channels and can only be seen by those of high enough level.
The level for access to think can be controlled with 'cset'.
 
See CSET
~

0 THROW~
Usage : throw <object> <target>

	This command will allow a throwable object such as a throwing dagger
to be thrown at a target. This is similar to the fire/shoot command and can
be used in conjunction with SPOT.

See Also: FIRE SHOOT, SPOT
~

0 TICK~
Many of the actions in the game 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 in the game average 30 seconds of real time, but the actual
amount varies randomly from 15 seconds to 45 seconds.
 
Area resetting happens roughly every 3 minutes if there are no characters in
in the area; less often (15 minutes) if any characters are present.  Also
note that objects lying on the ground will not be regenerated if anyone
is in the area when it resets.
 
Area resets are indicated by 'squeaking noises' just prior to the reset.
~

0 TIME~
Usage : time

	Gives you the current 'gametime'. Your initial reaction to the output 
of this command may be one of surprise, but you will get used to it. You will
have to, at any rate, since certain things in the game depend on this
particular notion of time; the opening hours of the shops, for example.
The game operates on 24 hours days, 35 day months, and 17 month years.
If you want to know how fast hours are in realtime, time it yourself!
~

65 TIMECMD~
Syntax:  timecmd <command>
Example: timecmd mpstat <mob>
 
Returns the time required to execute the specified command for that
instance of its execution.
~

0 TITLE~
Usage : title <message>

	This command is best used for creativity and in EXPRESSING YOUR
CHARACTER! Whenever you use WHO, you see a level title, which tells you 
the player's approximate level and the player's title, after their name. 
(WHO tells you more interesting things, too!) This means that proper 
role-players would do something like :

title the Mordilnian Slasher
title the Human Hat-Rack                       <--- (at least he's honest)

	You may not change your title until you have earned the right.

See Also: WHO, LEVEL TITLE
~

58 TONGUE TONGUES~
The different PC languages include common, elvish, dwarven, pixie, ogre, 
orcish, trollese, goblin, halfling and gith.
 
NPC languages include rodent, insectoid, mammal, reptile, dragon, 
spiritual, magical, god, and ancient.
~

1 TOPICS~
Additional topics you may want to look over:
*TICK
*WIZLIST
*EXPERIENCE
*EQDAMAGE
*CLANS
*CHANGES
*DAMAGE
*NEWS
*STORY
 
To view a topic type: HELP <topic>
~

0 TOPKILLS TOPDEATHS TOPRATIO~
Usage : topkills
        topdeaths
        topratio

	These three commands display lists of infamous PCs and their
accomplishments. Players with less than 10 kills are not on the topkills 
listing, player with 0 deaths are not on the topdeaths listing. Topratio
scores are computed according to (number of mobs player has killed) 
divided by (number of times player has died + 1).

	Certain kills don't count (i.e. slaying mobs which are *extremely*
puny compared to you). There's a sliding scale, so at higher levels, kills
that may have been counted before, will not be anymore.
~

0 TRACKING TRACK TRAIL~
Usage : track <player or mobile>
    
        Tracking a mob allows you to 'sniff' their trail out, based on clues
in your surroundings.  In MUD terms, you'll be told which direction to go   
to get to that person.  If you become an experienced tracker, you don't
even have to be close to your target to begin tracking it, but until then,
you must at least enter the same zone as your prey.

See Also: HUNT, MINOR TRACK, MAJOR TRACK
~

1 TRANCE~
THIS SPELL IS NOT AVAILABLE

Syntax:  trance
 
A character in possession of this skill may use it to briefly focus its
energies toward restoring a small burst of mana.
~

52 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.
~

53 TRAPFLAGS~
Flags to describe a trap and what triggers it:

ROOM    - Trap is in a room
OBJ     - Trap is on an object
ENTER   - Trap is triggered by entering the room
LEAVE   - Trap is triggered by leaving the room
OPEN    - Trap is triggered by opening
CLOSE   - Trap is triggered by closing
GET     - Trap is triggered by getting the object
PUT     - Trap is triggered by putting the object
EXAMINE - Trap is triggered by examining the object
PICK    - Trap is triggered by picking the object
UNLOCK  - Trap is triggered by unlocking the object
NORTH   - Trap is triggered by moving north
SOUTH   - Trap is triggered by moving south
EAST    - Trap is triggered by moving east
WEST    - Trap is triggered by moving west
UP      - Trap is triggered by moving up
DOWN    - Trap is triggered by moving down

See RESET, TRAPSETTING and TRAPTYPES.
~

52 TRAPSETTING~
Setting a trap is a little tricky.

Parameters: <vnum> <type> <charges> <flags>
VNUM    - The vnum of either the room or object to be trapped.
TYPE    - The type of trap.  (See TRAPTYPES)
CHARGES - The number of charges this trap should contain.
FLAGS   - Flags specifying the characteristics of the trap.
          (ie: room trap or object trap, what triggers the trap, etc.)

See RESETS, TRAPTYPES and TRAPFLAGS.
~

52 TRAPTYPES~
Types of traps:

 --------------------------------------------------------------------
 | Number | Description             | Number | Description          |
 --------------------------------------------------------------------
 |    1   | Poison gas              |    8   | Flame                |
 |    2   | Poison dart             |    9   | Explosion            |
 |    3   | Poison needle           |   10   | Acid Spray           |
 |    4   | Poison dagger           |   11   | Electric Shock       |
 |    5   | Poison arrow            |   12   | Blade                |
 |    6   | Blindness gas           |   13   | Sex change spell     |
 |    7   | Sleeping gas            |        |                      |
 --------------------------------------------------------------------

See RESET, TRAPSETTING and TRAPFLAGS.
~

54 TRIGGER~
A trigger is an action, phrase, or game event that causes a program
held within a room, mob or object, to begin playing out its commands.
 
Triggers can be anything from a player or mob entering a room, to a
player stating a particular phrase within a room, or to a mob or an
object.
 
For detailed information on triggers, see:
 
RPTRIGGERS, MPTRIGGERS, OPTRIGGERS
~

0 TROLL TROLLS TROLLISH~
Trolls vary greatly in their physical appearance.  What they do all
seem to have in common is that they are quite strong, extremely hardy, and
have the ability to heal damage *very* quickly.  While not too smart, not too
wise, and not too quick, trolls are not so bad as people might think.  They
also have a religious bent, oddly enough.
~

0 'TROLLISH VIGOR' TROLLISH VIGOR~
This spell increases your stamina during its duration.
~

57 'TRUE SIGHT'~
Syntax:  cast 'true sight'
 
This spell can only be cast upon yourself.  It is a combination of
infravision (enabling you to see in the dark), detect invisible,
and detect hidden.  This spell also allows you to see through
blinding attacks.
~

1 TRUE TRUESIGHT~
Syntax:  cast truesight
Syntax:  c true
 
Truesight confers the caster with a very brief immunity to blindness
(from attacks such as gouge or the blindness spell itself).  While
under the spell's effect, the caster continues to see.  Be warned
that when the spell wears off the caster will become blind should
the effects of the blinding attack still remain.
Truesight cannot be cast on anyone but the caster itself.
~

65 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.
~

-1 TSR D&&D AD&&D~
.               Dungeons && Dragons (tm) and TSR Hobbies Inc.

  Here we'd like to duplicate the original credits from the Basic Rules,
Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc.

Acknowledgements:
The following individuals have made this work possible through its years of
evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax,
E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold
Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom
Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L.
Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow,
Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim
Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer.

      DIKUMud's concepts were directly based on TSR's D&&D concepts.
~

59 UNFOLDAREA~
Syntax: unfoldarea <area filename>

This command will load up an area file.

NOTE: It could be quite dangerous to unfold an area that is already loaded,
      or one that has not been tested.
~

61 UNUM UNUMS~
A UNUM is a unique number, assigned to an object or character upon it's
creation.  A UNUM is unique, and as such, you convienently access the same
object or mobile, without worrying about statting a different object or mob,
even though there may be many instances of it with the same vnum.
 
 
OWHERE and MWHERE will display the UNUM in the second column, and the vnum in
the third.  All normal commands will take UNUMs as arguments, simple prefix
the number with 'u', as in: ostat u232 or mstat u991
 
See Also: MWHERE, OWHERE
~

0 USE WANDS STAFFS~
Use : Use <Staff>
      Use <Wand> <Target>

	Using staves will automatically target everybody (or everything) in a
room, in some cases, or everyone not in your group in others. Therefore staves
are naturally very powerful, and yet may be very dangerous to use around other
players.
 
	Using wands require that you point it at a target, which can be either
a character or an object.

	Both staves and wands must be HELD in the hand prior to use! (Use the
grab or hold commands). You must still supply the name of the staff or wand to
avoid confusion.

See Also: QUAFF, RECITE
~

54 USEPROG~
Syntax: opedit <object> <command> [number] [use_prog] [percentage]
 
The use_prog is an objtrigger that can be used in object programs.  The
use_prog will be executed when the item is used.  To define what will
trigger the use_prog, here is a list:

* Wands - when you zap
* Staves - when you brandish
* Food/pills - when you eat
* Blood/fountains/drink containers - when you drink
* Lights/armour/weapons - when you wear/wield/hold
* Potions - when you quaff
* Pipes - when you smoke
 
When the use_prog is executed you will not see the standard 'use message'
(ie You quaff a violet potion). What you will will be any mpechoes placed
in the program.  Also, any mobprog commands can be used in use_prog (see 
MPCOMMANDS).

**NOTE** The use_progs on lights, armour, and weapons are executed BEFORE
the player wears/holds/wields any item. Therefore, a mpforce to remove the
item will not work in the use_prog.  You will have to use a wear trigger
to accomplish this.
~

64 USERS~
Syntax: users <host ip>
Syntax: users <playername>

USERS reports all of the visible users connected to the server, including users
in the process of logging in.
If used with an argument, it will show all users from that host ip.
Shortforms of host will work -- e.x. 205, or 205.113, etc.
Shortened names will also work.  e.x., users fre would show
Fredrick and Fred if they were on at the time.
The first number, (desc), is the descriptor number that this user is on.
The second number is the user's connected state.  (See CONSTATES)
The third number is the number of seconds the user has been idle.
The fourth number is the remote TCP port on the user's host machine.
Next is the user's character name, then the user's host address.
(Usually the IP number as name resolving is normally disabled.)

The FORCECLOSE command can be used to force a connect to close by its
descriptor number.
~

0 VALIANCE~
This spell increases your perserverence when you are on the verge of
losing consciousness.
~

0 VALUE~
Usage : value <object>

	Value tells you the value/vital stats of something. For example, value 
sword will tell you interesting stuff about the sword. Though the numbers may
be inaccurate, they become more reliable as you get better at the skill.
(This skill is called evaluate.  You need to find someone to teach it to you.)

	In a shop, this command will tell you what the shopkeeper is willing to
pay for the item, which you must have in your inventory.

See Also: BUY SELL, INVENTORY, SHOPS, IDENTIFY
~

0 VAMPIRE VAMPIRES~
Vampires are powerful beings which require copious quantities of fresh blood.
Here is a brief summary of how they compare to the other classes:
 
 - Vampires use blood points (bp) instead of mana for casting spells.
 - Blood points can be lost by taking large amounts of damage during battle.
 - Spare blood points can save a vampire during battle by providing a small
   burst of extra hit points (hp).
 - Vampires get a penalty to armor class during the day, and a bonus during
   the night.
 - Vampires may mist walk to their victims under cover of darkness.
   (help 'mist walk')
 
~

53 VARIABLES~
This is the list of variables to be used in actiondescs for objects and in
mob/room/object programs.
 
VARIABLE         MOBILE  ACTOR  VICTIM  RANDOM  OBJECT  2ND_OBJECT
---------------  ------  -----  ------  ------  ------  ----------
Name               $i     $n      $t      $r      $o        $p
shrt_desc/title    $I     $N      $T      $R      $O        $P
he/she/it          $j     $e      $E      $J      --        --
him/her/it         $k     $m      $M      $K      --        --
his/hers/its       $l     $s      $S      $L      --        --
a/an               --     --      --      --      $a        $A
 
See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
          RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS.
~

0 VENTRILOQUATE~
Usage        : cast 'ventriloquate' <victim / object> <text>
Duration     : Instant
Level        : 1 Mage, 1 Sorcerer
Save         : save vs spell
Minimum cost : 5 magic points
 
	For all people in the same room as the caster that fail a saving throw,
the spell will make the object or victim appear to say the text written. People
saving will only notice that someone tired to make it sound that way, not who.

Example:

> cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me.
~

56 VNUMS~
Syntax: vnums [low] [high]

Lists the vnum range for rooms/mobs/objects in all prototype areas.
~

1 VOTING VOTE VOTES~
Syntax: note vote <number> open/close/yes/no/abstain
 
Once a note has been posted on a bulletin board, the author may open
voting with 'note vote <number> open'.  All those who can read the
board may then vote on the issue in the note with 'note vote <number>
yes/no/abstain'. The author may close the voting; the syntax for that
should be clear enough.
 
Note list will show whether a note is not a voting note, open to voting
or closed to voting.  The character that separates the author and the
recipient in 'note list' will be a colon, a capital V or a capital C
accordingly.
~

58 VSEARCH~
Syntax:  vsearch <vnum of target object>
 
Returns all instances of the target object presently in the game, as
well as their level.  Allows location of objects via vnum instead of
by keyword, useful for locating rekeyed and renamed objects.
 
See OWHERE
~

2 WAR WARTALK~
Syntax:  war <message>
 
Wartalk is a channel created as a haven for those players who like to openly
discuss their exploits in combat - and brag against their opponents.  It is
most often used for those who declare war on other deadlies and is desirable
for those who like to invite others to battles in player versus player
whether it be in the arena or around the Realms.
 
Wartalk can be seen by all players in the game, and has the same
rules as other channels.  No harassment, profanity, spamming, or
inappropriate subject matter.
 
~

0 WARCRY~
Usage : warcry

	This more powerful type of bellow, only paladins may use. It is a
combination of a cry to their deity and a fearsome bellow. It will increase
in power as the paladin increases in power.

See Also: BELLOW
~

0 WARRIOR FIGHTER~
Warriors are known to have more strength than the average player. This
makes them better at hand-to-hand-combat, as they possess skills of violence
and fighting unequaled by the members of any other class. However, they lack
the ability to use magic of any sort.

	You can improve your skills by using the practice command, in the
room in the swordspeople's guild with the guildmaster (usually the last room)
 
See Also: PRACTICE
~

0 WARRIOR WARRIORS~
Warrior are the epitome of fighters, able to use all weapons and armours in
excercise of their most lethal of combat skills.  A warrior must be strong
in body to survive his dangerous lifestyle, and though he has no magic and
limted skills he is nevertheless a formidable force with which to be
reckoned.  Warriors learn no magic, and have no use for mana.
 
~

0 WEAKEN~
Syntax: cast weaken <victim>

This spell reduces the strength of the victim by two points.
~

53 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:

Value3 | Type     | Weapons
------------------------------
     1 | hit
     2 | cleave
     3 | stab
     4 | slash
     5 | whip
     6 | claw
     7 | blast
     8 | pound
     9 | crush
    10 | smash
    11 | bite
    12 | pierce
    13 | sting
 
See Also: OSET
~

0 WEAR~
Usage : wear <object>

	If you want to wear some clothes, armor or the likes. You may 
only wear something in your inventory.

See Also: REMOVE, EQUIPMENT, INVENTORY
~

53 WEARFLAGS~
These flags should be self explanitory:
 take   finger   neck    body    head   legs
 feet   hands    arms    shield  about  waist
 wrist  wield    hold    ears    eyes

See OSET and RESETCMDS.
~

53 WEARLOCS~
Here are the various locations where items may be equipped:

 ---------------------------------------------------------
 |  0 | light       |  1 | finger1     |  2 | finger2    |
 |  3 | neck1       |  4 | neck2       |  5 | body       |
 |  6 | head        |  7 | legs        |  8 | feet       |
 |  9 | hands       | 10 | arms        | 11 | shield     |
 | 12 | about       | 13 | waist       | 14 | wrist1     |
 | 15 | wrist2      | 16 | wield       | 17 | hold       |
 | 18 | dual_wield  | 19 | ears        | 20 | eyes       |
 ---------------------------------------------------------

See RESETS and RESETCMDS.
~

0 WEATHER~
Usage : weather

	If you are uncertain whether the sun is shining or the rain is pouring
down. You have to be outside to check on the weather.

See Also: CHANGE WEATHER
~

0 WHERE~
Tells you the location of a monster, a player or an object. Examples:

where torch
where dragon
where 2.ring
where 4.one-ring       (gives you the container traceback so you can find
                        out WHO has that One Ring)
 
Mortals can only "where" monsters or players, and only from their own zone.

Immortals may type 'where' without arguments to see where everybody is.
~

0 WHERE WHOZONE~
Syntax: where/whozone
Syntax: where/whozone <character>

WHERE without an argument tells you the location of visible players in the same
area as you are.

WHERE with an argument tells you the location of one character with that name
within your area, including monsters.
~

0 WHO~
WHO shows the characters currently in the game.  Invisible characters will
not appear on this list if you cannot detect invisible.  Immortals who are
wizinvis higher than your own level also will not appear.
 
The format of WHO is as follows for the default (Dale) interface:

rank [status bar] name title

The values for the status bar are: 
A - AFK  B - Busy  G - Grouped  L - Polymorphed  W - PKill  C - Clan
I - Idle N - Logging in
~

0 WHO WHOIS WHOZONE~
Usage : who (-g) (name or partial name)
        whois <name>
        whozone

Lists the people currently in the game. Some people may choose to remain unseen.
 
 The bar between level title and name is the status of the player:
 A - AFK  B - Busy  G - Grouping  Q - Questing  W - Race War  C - Clan
 You can set these bits on yourself, by typing afk, busy, grouping,
 questing, set war enable (read help on set before you do the last one).

 WHO -g will give you a list of all currently active (and visible) gods.
 Please consult this list before shouting "Is there a god on?"
 
 WHO a
 Will list all characters with the letter A as the first letter in their
 name, you can use any letter of alphabet to find any list of names.

 WHO <name>
 Will list the player whose name you have specified.

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

WHOZONE : This command lists all the players in the current zone and also tells
          you their location.  Immortals' whozone gives more information.

Players
-------
Nate                         - Bywater Road
Gorg                         - Bywater Road
Hammor                       - Thain's Office

See Also: GWHO, TITLE, SET, CLAN
~

0 WHOIS~
Syntax: whois <player>
 
The WHOIS command will tell you a bit of information about a player
who is online.
 
See BIO
~

0 WIELD~
Usage : wield <weapon>

	When you get tired of bashing monsters with your fists, you might
consider wielding a weapon. You must first have a free hand with which to wield.
Also, some weapons are heavy enough to require two hands to wield, but if you
are very strong, you can wield almost any weapon with just one hand.

See Also: REMOVE, EQUIPMENT
~

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.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy.
~

0 'WINTER MIST' WINTER MIST~
This spell makes the victim more susceptible to all forms of coldness.
~

1 WISDOM WIS~
Wisdom (WIS in your 'score') represents your character's wisdom and ability
to incorporate learning.  Among other things, it affects:
 
 - the number of practices a character gains each time it levels
 
 - the mana a character gains each time it levels, though intelligence
   affects this much more heavily
 
 - the percentage a character learns of a new language at each practice,
   though intelligence affects this slightly more
 
 - the ability to remove a trap or poison a weapon
 
Wisdom is the prime attribute of druids and clerics.
~

60 WIZHELP~
Syntax: wizhelp
Syntax: wizhelp <level>
Syntax: wizhelp <=level>
 
WIZHELP shows the commands immortal have.  To display all available commands
for your level, type WIZHELP.
 
To display the commands a level 70 would have (example), type WIZHELP 70.
 
To display commands for ONLY a certain level, for example level 71, type
WIZHELP =71.
~

0 WIZLIST~
Usage : wizlist

	Gives a list of all the immortals that exist in DOTD and their levels.
~

0 WORLD~
Usage: world
 
Display some info about the MUD.
~

0 WRITE~
Usage : write < <<object> <object>> OR <subject> >

	In order to write a note, you need a piece of blank paper (or similar)
and a pen of some sort. You can then type something like "write on the paper
with the pen", whereupon you will be asked to type in your note at the 
keyboard.

	If you would like to post on a board, use write with the subject after
it, i.e., to write a note to everybody concerning important issues, find the
message board, then type 'write important issues', then type your message and
terminate with an @ as instructed.

See Also: MAIL 
~

52 ZONES~
Syntax: zones [low] [high]

Lists the name of the file, and room/mob/object vnum range for each
non-prototype zone in the mud.
~

-1 _DIEMSG_~
...Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...

However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...
~

0 $~


#$