swrots/.slog/
swrots/doc/mudprogs/
swrots/gods/
swrots/html/profiles/
swrots/log/
swrots/planets/
swrots/player/
swrots/player/u/
#HELPS

0 !~
Syntax: !

! repeats the last command you typed.
~

1 "ADDPILOT" "REMPILOT"~
.
Syntax : Addpilot (name)
Syntax : Rempilot (name)
 
Used for adding and remove pilots from your ship.
Must be used in the cockpit of the ship. 
~

1 "CAPITAL SHIPS" "MIDSHIPS" "STARFIGHTERS"~
.
These skills allow you to fly the ships of there respective size.
Each is automatic once it is practiced.
~

1 "CREATE FIRE"~
Syntax : feel "create fire"

Creates a small contained fire in the room.
~

1 "CURE BLINDNESS"~
Syntax : feel "cure blindness" <target>

Cures blindness of target.
~

1 "CURE POISON"~
Syntax : feel "cure poison" <target>

Removes poison from targets blood.
~

1 "DETECT DARKNESS" "DETECT FORCE" "DETECT INTENT" "DETECT MASKING" "DETECT POISON" "DETECT TRAPS"~
Syntax : feel "detect (ability)"

These abilities allow you to detect what they say. Intent gives you a
rough idea about your alignment.
~

1 "DISPEL DARK"~
Syntax : feel "dispel dark" <target>

Damages characters aligned with the dark side.
~

1 "DISPEL FORCE"~
Syntax : feel "dispel force" <target>

Removes any force affecting the victim.
~

1 "FORCE BLAST"~
Syntax : feel "force blast"

Require THREE people and causes heavy damage to all in the room,
and then blinds everyone, including casters.
~

1 "FORCE BOLT"~
Syntax : feel "force bolt" <victim>

Sends a bolt of force at the victim.
~

1 "FORCE BUBBLE" "FORCE SHIELD"~
Syntax : feel "force bubble"
Syntax : feel "force shield"

Creates a force bubble/shield that lowers AC and increase resistance.
~

1 "FORCE FUNNEL"~
Syntax : feel "force funnel" <victim>

Makes victim more susceptable.
~

1 "FORCE LIGHTNING"~
Syntax : feel "force lightning" <victim>

Sends bolts of lightning into victim.
~

1 "FORCE SIGHT"~
Syntax : feel "force sight"

Allows user to see in the dark.
~

1 "GOOD FORTUNE"~
Syntax : feel "good fortune"

Increase hitroll and improves saving roll against the force.
~

1 "GROUP MASKING"~
Syntax : feel "group masking"

Masks all those in your group (including you).
~

1 "HEIGHTENED ACCURACY"~
Syntax : heightened accuracy

Increases your hitroll for a limited period.
~

1 "HEIGHTENED AWARENESS"~
Syntax : feel "heightened awareness"

Allows user to detect characters sneaking around.
~

1 "HEIGHTENED STRENGTH"~
.
Syntax : Heightened accuracy
 
 Increase your hitroll for a short time.
~

1 "INNER FORTRESS"~
Syntax : feel "inner fortress"

Improves constitution for a limited period.
~

1 "INNER STRENGTH"~
.
Syntax : Inner Strength
 
This skill will increase both your constitution and you max 
hit points for a short time.
~

1 "PICK SHIP LOCK"~
.
Syntax : Pick Ship (Ship name)
 
A usefull skill if you wish to borrow someones ship for a time.

&w&RWarning:&W If you are caught using this skill, it is ample reason to kill you.
~

31 "POST GUARD"~
Syntax : post guard

This command needs to be modified to post a clan guard if player is in a clan with a
guard clan as currently this command is only useful for the empire/republic and only
against the other.
~

1 "POST GUARD"~
Syntax : post guard

This posts a guard at your location.
~

1 "PROTECTION FROM DARKNESS"~
Syntax : feel "protection from darkness"

Protect users from the darkside for a limited period.
~

1 "REMOVE MASKING"~
Syntax : feel "remove masking" <victim>

Makes victim visible.
~

1 "REMOVE TRAP"~
Syntax : feel "remove trap" <target>

Remove trap.
~

1 "RESTORATION"~
Syntax : feel "restoration"

Requires two people to cast and heals one target.
~

1 "SCORCHING SURGE"~
Syntax : feel "scorching surge" <victim>

Cause great harm to victim.
~

1 "SHIP MAINTENANCE"~
This provides you with the skill REPAIRSHIP.

See REPAIRSHIP.
~

1 "SHIP SYSTEMS" ~
.
This is the skill that allows you to check your ships current
statis while inside it.
~

1 "SHOCKING GRASP"~
Syntax : feel "shocking grasp" <victim>

Send small lightning bolts through victim from your hands.
~

1 "SPACE COMBAT 1" "SPACE COMBAT 2" "SPACE COMBAT 3"~
The space combat skills give you the ability to strike vital
systems with your laserblasts, damaging the ship further than
average.
~

1 "SPICE REFINING"~
This command allows you to make spice from unrefined spice using MAKESPICE.

See MAKESPICE.
~

1 "UNRAVEL DEFENSE"~
Syntax : feel "unravel defense" <victim>

Makes victim more susceptable.
~

1 "WEAPON SYSTEMS"~
.
The weapon systems skill allows you to use the weapon systems
of the various spacecraft in the galaxy.
~

1 -PK- PK PKILL PKILLING~
sorry, but people were abusing the rp enforced PK, it is back to imm
authed
 
&RSTUNNING SOMEONE WITH A BLASTER AND THEN PROCEEDING TO KILL IS ILLEGAL
HERE!&G&W
~

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.
~

31 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
 
~

31 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 ACUTE_ACCURACY~
Syntax:  Acute_accuracy

This skill adds a temporary bonus to your hitrolls.
~

1 ACUTE_AWARNESS~
.
Syntax : Acute_awarness
 
This skill adds the ability to detect the hidden, for a
short time.
~

1 ACUTE_DAMAGE~
Syntax : Acute_damage
 
This skill adds a temporary bonus to your damrolls.
~

0 ADARI ADARIAN~
an alien race native to the planet Adari, the Adarians are humanoids with 
unusual cranial structures. Their skulls are elongated and tall, and havea 
large hole which goes completely through it. They have no ears or noses, and 
their mouth is ringed with sharp, bony ridges instead of lips. The Adarians 
make up to the lack of ears with a covering of fine hairs along their skulls 
that pick up the vibration of sound waves. A series of glands near the skin's 
surface allows them to smell. Their throats can be distended and filled with 
air, and the resulting "long call" can be useful as a communication method or a 
kind of defensive action. The Adarians have a rigid caste system which 
dominates their society, and the have evolved an advanced technology based on 
the use of super-cooled carbon-ice computers. They were able to remain neutral 
during the Galactic Civil War by signing a non-agression treaty with the 
Empire, providing the Empire with unlimited raw materials in return for their 
neutrality.
~

0 ADD_PATROL~
This is a politician ability which allows them to add a fairly low level
ground patrol force who will follow and guard the politician.
~

31 ADVANCE~
Syntax: advance <character> <level>

ADVANCE sets a character's level to the specified value.  It is the
only way to create new immortal characters within the game.  ADVANCE
may also be used to demote characters.
~

1 'ADVANCED MARTIAL ARTS'~
&GName: &w&WAdvanced Martial Arts

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WMartial Arts, Improved Martial Arts, hitroll +8

&GBenefit: &w&WA Medium-size character deals 3d4 damage with an unarmed strike. Strength modifiers apply. Also,
you threaten a critical hit on a natural 18, 19, or 20 when making an unarmed attack. Small characters
deal 3d3e damage and Large characters deal 3d6 damage with an unarmed strike and this feat.
~

31 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:
redit 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:
redit 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:
redit exit ? 3001           - Create a 'somewhere' exit to 3001
redit exflags ? auto hidden - Set the proper flags
redit 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 AEROBAT~
&gName: &wAerobat

&gClass Type: &wNon-Force Species Specific Prestige Class

&gMax Level: &w10

&gDescription: &wBirds fly, insects fly, and airspeeders fly. The aerobat soars, twirls, floats, darts, and flies rings around all
of them. He would rather touch the clouds than stride on land with the pedestrians. The aerobat's love of flying goes beyond 
convenience and evolution. Flight is an intoxicating experience that unleashes another side of the aerobat. The adrenaline rush,
confidence boost, and feeling of complete mastery motivate the aerobat to constantly strive to become better at dodging obstacles,
avoiding attacks, and flying faster than others of his species. Aerobats are typically members of flying species, but they can 
execute maneuvers that would make their winged kin blush with envy.

&gRequirements: &wHitroll 2, Spot 4, Tumble 5, Dodge, Natural Flight Ability

&gHitpoints: &wAn aerobat gains 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp aerobatprof&w for more information.
~

1 'AFFECT MIND'~
&w&W&GName: &w&WAffect Mind

&GSyntax: &w&WAffectmind <target>

&GSkill Type: &CForce Skill&w&W

&GDescription: &w&WThis is the classic "Jedi mind trick," allowing you to make an otherwise unpalatable
suggestion seem completely acceptable to the target. You must be able to communicate with the target,
and the suggestion can't obviously threaten the target's life. The target won't realize later that what
he did was unreasonable.

&GHit Point Cost: &w&W4
~

0 AFFECTED 'AFFECTED BY'~
Syntax:  affected       (abbrevation:  af)
Syntax:  affected by    (abbreviation: af by)
 
'Affected' is a powers-at-a-glance function, which displays only the powers
(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 <power/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 power/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.
 
~

31 AFFECTEDBY AFFECTED_BY~
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
~

31 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_power
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
 
Additionally:
weaponpower <sn>    Will cast a power on victim with every blow of a weapon
wearpower   <sn>    Will cast a power on wearer when object is worn
removepower <sn>    Will cast a power on wearer when object is removed
<skill> <modifier>  Will modifify a player's ability in a skill
 
See AFFECTEDBY
~

1 AFK~
Syntax: afk

The afk command will place an [AFK] flag beside your name on the who 
list, when activated, as well as informing all incoming tells that you 
are afk.  It can be toggled on or off by typing afk, and will also go off 
automatically when you enter any command.
~

1 AID~
Syntax: aid <character>

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

0 ALASSA MAJOR~
Alassa Major is a small gas filled planet. It's atmosphere is so toxic that
the entire colony is inside one giant bubble. Alassa Major is very
competitive with Cloud City on Bespin between the several casino's,
resorts, and tourist attractions. This planet is well known for the
Salassa Tree which inhabits the center of the planet. Alassa is also
inhabited by humanoid citizens. Both the Rebellion and Imperials have
their stronghold over Alassa.
~

1 ALCHEMY~
&GName: &w&WAlchemy

&GSyntax: &w&WAlchemy <modification> <victim>

&GSkill Type: &CForce Skill&w&W

&GDescription: &w&WYou are trained in the dark side's alchemical arts. You may use ancient Sith equipment,
along with arcane formulae, to alter the molecular composition of living beings, creating mutants
steeped in the dark side. Altering the make-up of living beings require not expenditure of power, though
it does bestow upon the user a dark point. If an error occurs during the process, there is a chance of
causing damage to the victim. This damage is shown as a permanent loss to the victims hitpoints.
~

1 ALERTNESS~
Syntax : feel alertness

This makes you more alert for a period.
&GName: &w&WAlertness

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Listen and Spot checks.
~

1 ALIGN ALIGNMENT~
Your alignment just shows how good or evil you are for rp purposes.  to see
your alignment just type score and look for it.  It shouldnt be hard to
spot.
~

31 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.
~

1 ALLSHIPS ALLSHIP~
This command will list all the ships in the universe and there current
owner or sale price. 
~

1 ALLSPEEDER ALLSPEEDERS~
This command will list all the speeders in the universe and there current
owner or sale price. 
~

1 ALTER~
&GName: &w&WAlter

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Force Level 1

&GBenefit: &w&WYou may learn Alter-based Force skills.
~

1 AMBIDEXTERITY~
&GName: &w&WAmbidexterity

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WDexterity 15

&GBenefit: &w&WYou ignore all penalties for using an off hand. You are neither left-handed nor right-handed.
~

0 AMBUSH~
Ambush is the art of attacking someone quickly and without their knowing.
In order to ambush a person you must first be moving silently. (help
silent) Then you can ambush them giving yourself a strong first round.
This attack can be one of the most deadly attacks when used properly.
~

1 AMMO AMMUNITION BATTERIES BATTERY CHARGE CHARGES BLASTER BLASTERS~
Blasters sometimes need to be recharged.  To recharge a blaster, you
must find an ammunition cell.  Once you have an ammunition cell; you
must load it into the blaster.  To load an ammunition cell; you must
hold it then type AMMO ( or battery for blades and sabers )
~

30 AMOTD~
Imms, don't forget this MOTD, change it every now and again!

There is nothing to see here, please move along.  Thank you for your
time!
~

0 ANOMID~
&gName: &wAnomid

&gDescription: &wMost Anomids drape themselves in long flowing robes and wear vocalizer masks, covering all but their eyes and bald
heads. They are by no means shy, however, and are quick to strike up a conversation with a stranger, especially a member of a
rarely encountered species. They enjoy sharing wild spacers' tales and news from across the galaxy. Anomids are encountered 
throughout the populated sections of the galaxy. The species joined &bThe Republic&w and spent 15,000 years traveling the galaxy,
colonizing worlds, and obtaining new technology. What they can't develop themselves, they buy &g(&wusually through legitimate
means&g)&w. As Anomids lack vocal cords, they rely on vocalizer masks to synthesize speech. The masks translate their jaw and
throat muscle movements into harsh, electronically synthesized words.

&gPersonality: &wAnomids are peaceful intellectuals. They are intensely curious about cultures across the galaxy. They often seize
the opportunity to meet beings of species they've never encountered before, taking care to learn their customs and etiquette.
Anomids usually avoid physical confrontations.

&gPhysical Description: &wA typical Anomid is frail-looking, with translucent skin, large opalescent eyes, a bald pate surrounded
by dark wispy hair, six-fingered hands, and fanlike ears. Adult Anomids average 1.75 meters tall.

&gHomeworld: &wYablari, located in the Outer Rim, is an agrarian world with some the best food-processing technology in the galaxy.

&gSpecies Traits: &w-2 Strength, +2 Intelligence, +2 Charisma
                Medium-Sized
                +2 Species Bonus On &rCraft Droid&w Checks
                +2 Species Bonus On &rRepair&w Checks
                +10,000 Credits At Character Generation
                +2 Species Bonus On &rDiplomacy&w Checks
~

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 'ANTARIAN RANGER'~
&gName: &wAntarian Ranger

&gClass Type: &wNon-Force Clan-Specific Prestige Class

&gMax Level: &w 5

&gDescription: &wThe life of an Antarian Ranger is not an easy one, and only the most dedicated and the most fit for the position
thrive within the organization. Very few members of the Antarian Rangers actually earn the coveted rank of Ranger, as most become
the support personnel for this elite group. This prestige class represents true Rangers. The Rangers are trained to be the masters
of any terrain; they must be stealthy, observant, and capable if they are to assist the Jedi in the field. Upon reaching the rank
of Range, members are typically assigned to a certain sector and, in some cases, to a particular Jedi who has requested their
services. Not having a set uniform, Rangers are rewarded with a distinctive brown leather jacket reminiscent of those worn by
off-duty members of sector defense forces.

&gRequirements: &wHitroll +7, Move Silently 6, Spot 6, Survival 8, Members Within The Antarian Rangers Clan

&gHitpoints: &wAn Antarian Ranger gains 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp rangerprof&w for more information.
~

0 'ANTARIAN RANGERS'~
&gName: &wAntarian Rangers

&gOgranization Type: &wParamilitary Organization

&gDescription: &wThe Antaraian Rangers are a unique paramilitary organization of non-Force-users who, unlike many citizens of the
galaxy, do not fear the power of the Jedi and actively assist them whenever possible. The Antarian Rangers dedicate their lives 
to acting as support troops for the Jedi, and are deployed in reconnaissance and covert operations to make the work of the Jedi
easier. Often tasked with doing what some would consider the "dirty work," the Rangers are tread by the Jedi Council with indifferance.
The opinions of individual Jedi vary, however, and many work closely with them and truly value their service.

&gLeaving The Antarian Rangers: &wThe Antarian Rangers can ill afford losses, even at the height of the organization's membership.
Never a large faction, the Rangers value the services of each and every member, and go out of their way to keep members in the fold.
Though retirement and discharges as a result of injury are both acceptable, simply leaving the organization without good reason
is viewed as desertion. Despite this, the Antarian Rangers will not stop a member from leaving if he persists on parting ways.
Like any other paramilitary organization, the Rangers are concerned about the organization's secrets, and they take steps to 
eliminate the problem if an ex-member is revealing more than she should. Leaving the Rangers to become a member of the Jedi Order,
rare a case as it may be, is seen as an exceptional honor, and anyone who does so receives a fond farewell from the other members.
~

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

0 APPOINT~
Syntax: appoint <name> < first | second >
This allows a clan leader to appoint a number one and two
~

1 APPRAISE~
&GName: &w&WAppraise

&GSyntax: &w&WAppraise <object>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to estimate the value of an object, from an old blaster to an
Alderaanian heirloom.
~

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.

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

1 ARENA~
rules for arena: no disarm, and no bind
no stunning
~

0 ARKANIAN~
&gName: &wArkanian

&gDescription: &wArkania is an important part of the &bSith Empire&w. The world is one of the main repositories of their historical
records. Known for its elaborately constructed trade cities and rich gem mines, a number of highly sought-after stones can
only be found on this world. The Arkanians are known for zealous exploration of the galaxy, innovations in microcircuitry,
and contributions to medical technology. Arkanian scientists have long been expert practitioners of genetic manipulation,
displaying a particular fascination with the genetic make-up of species other than their own. Some of the results of their
research have led to great advances in medical techniques, while others are considered among the greatest atrocities the
galaxy has ever known.

&gPersonality: &wArkanians exhibit a distinctive arrogance. They consider themselves the pinnacle of evolution, an attitude that
has remained with them throughout millennia of interacting with the rest of the galaxy. Their representatives in the &bGalactic
Senate&w are amongst the most vocal.

&gPhysical Description: &wArkanians are a robust near-Human species with solid white eyes and clawed, four-fingered hands. Adults
average 1.8 meters tall.

&gHomeworld: &wArkania, a frigid, inhospitable world located in the Perave system in the Colonies region.

&gSpecies Traits: &w-2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma
                Medium-Sized
                Bonus Feat &rInfamy&w At Character Generation
~

1 ARM~
.
Syntax : Arm (device)
 
Used for arming of various devices around the mud.
 
See also help grenade.
~

0 ARMOR~
Syntax: feel armor <character>

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

31 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 ASSASSIN~
Assassins despised by most, feared by all. You specialize in the art of
quickly and silently killing people. While you might not fare well in a
straight up bar room brawl, with the advantage of surprise, you can easily
take care of any single target. 
~

1 ASSIGNPILOT~
Syntax:  Assignpilot <name>

This skill allows a slicer to set themselves or someone else as the pilot
of a ship, eliminating the need for codes to open and launch.
~

31 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 ASTROGATE~
&GName: &w&WAstrogate

&GSyntax: &w&WAstrogate <planet>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to plot a course through hyperspace from one point in the universe to another.
~

31 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).
~

1 ATHLETIC~
&GName: &w&WAthletic

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Climb and Swim checks.
~

31 ATTACKS~
*** WARNING some of these have been removed from SWR ***

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).
~

1 ATTUNED~
&GName: &w&WAttuned

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Control

&GBenefit: &w&WYou get a +2 aptitude bonus on all Enhance Ability and Heal Self checks.
~

3 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.
~

31 AUTH AUTHORIZE AUTHORIZATION~
Associated help files: authorize
 
Authorize <player> name -- This is the command used to allow a player to
continue past the academy pre-auth area, but will make them choose
a new name prior to entering the MUD.
 
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.

These commands are mostly unused while the school master is auto-authing
~

1 AUTOPILOT~
Syntax: autopilot

This command toggles a ships autopilot, while on the ship while automatically
defend itself when attacked. Only works while ship is in realspace.
~

1 AUTORECHARGE SHIELDS RECHARGE~
.
Syntax : Autorecharge or Shields
 
This will set your shields to automatically recharge.

Syntax : Recharge

Recharges shields faster.

See SHIPS
~

1 AUTOTRACK~
.
Syntax : Autotrack
 
This will set your nav computer to automatically adjust course
to keep you firing on a targeted ship.
~

1 AVATAR AVATARS~
.
These are players that have shown enough devoyion to the mud to
attain level 100 in at least one skill area.  
 
~

30 AVTALK IMMTALK :~
Syntax:  immtalk <message>
Syntax:  avtalk  <message>
or can be abbreviated as ": <message>"
 
This allows you to use the avtalk (level 100+) channel.
~

1 AWARE~
&GName: &w&WAware

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Sense

&GBenefit: &w&WYou get a +2 aptitude bonus on all Enhance Senses and See Force checks.
~

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, force, and movement
 
   *REST (r) - will replenish your hp, force, 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
~

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.
~

1 BALANCE~
&GName: &w&WBalance

&GSyntax: &w&WThis skill is automatic

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou can keep your balance while walking on a tightrope, a narrow beam, a ledge, or even an uneven floor.
~

31 BALZHUR~
Syntax:  balzhur <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.
~

31 BAMFIN BAMFOUT~
Syntax: bamfin  <message>
Syntax: bamfout <message>

The standard messages for GOTO are 'arrives in a swirling mist' and
'leaves in a swirling mist'.  You can replace these messages with messages of
your own choosing using the BAMFIN and BAMFOUT commands.
~

31 BANNED~
The following sites have been banned:

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

This doesn't appear to be dynamic! Anyone know why it is here?
~

0 BARABEL~
this bipedal race of reptiloids is covered in black scales much like
fingernails. Known for their hunting and tracking abilities, Barabels have
heavy claws and sharp, needle-like teeth. They are a communal race, with
separate   groups dominated by a pack leader. Their aggression is
well-known, but they are also extremely loyal to their mates and parents.
They are especially fond of fighting with their nearby neighbors, the
Verpine, and often captured Verpine  and gave their body parts to the
Kubaz. Being a moral race by nature, they have a deep respect for the Jedi
Knights.
~

1 BARGAIN~
Bargain is a skill that allows you to buy things for cheaper.
~

0 BARTOKK~
&gName: &wBartokk

&gDescription: &wBartokk are a mysterious insectoid species known for their deadly assassin guilds. They have a collective hive 
mind that allows them to act in concert and share knowledge. Their body parts, when severed, continue to function through the
same link. Bartokk possess exceptional regenerative abilities and can regrow lost body parts in just a few hours. Although
technologically primitive and unsophisticated, Bartokk enjoy acquiring and adapting technology and weaponry for their own use.

&gPersonality: &wIndividual Bartokk are barely sentient. When they form large groups, their intellect increases exponentially,
making them formidable opponents in numbers.

&gPhysical Description: &wA Bartokk resembles a bipedal insectoid with a thick carapace, a small head, large multifaceted eyes,
and four arms tipped with razor-sharp claws. The average Bartokk adult stands about 1.9 meters tall.

&gHomeworld: &wAn unnamed, rocky world located in the Outer Rim. Only members of the species know its location.

&gSpecies Traits: &w+2 Strength, +2 Constitution, -6 Intelligence, -4 Charisma
                Medium-Sized
                +1 Natural Armor
                Damage Reduction +2
                Extra Limbs &g- &wTwo Additional Arms
                Hive-Mind Chat Channel &g- &rSyntax: Bartokk <message>&w
                Regeneration
~

0 BASH~
Syntax:  bash
 
Bash can only be used once a fight has started.  It will inflict damage and
temporarily daze both yourself and your opponent for approximately two rounds
during which you cannot heal, flee or perform other extraneous combat actions
(i.e. you will be able to dodge/parry/attack but nothing else).  These same
consequences are inflicted on your opponent if it is a player character,
otherwise the skill only inflicts damage.
 
Note that bash has a drastically reduced chance of hitting if the basher is
not one of the primary targets (i.e. is not tanking).
 
~

1 BATTLEMIND~
&GName: &w&WBattlemind

&GSyntax: &w&WBattlemind

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can increase your prowess in combat, using the Force to enhance your
concentation and commitment in battle. A Battlemind check grants a Force bonus to attack rolls.

&GHit Point Cost: &w&W2 + Bonus Granted
~

1 BATTLE_COMMAND~
Syntax: battle_command

This skill allows a politician to use his knowledge of battle
tactics to boost the abilities of those in his group.
~

1 BEAUTY~
Syntax : feel beauty <target>

Increases the charisma of target for a limited period.
~

1 BEDTIME~
Once upon a time there was a man named owen and he was the strongest
person in the world. And although nobody knew it, he was also
a very sad person. He'd cry himself to sleep every night, wondering
"Why doesn't anyone like me?" Little did he know that nobody
liked him because he was so strong and theyw ere afraid of him
Until one day Owen came upon a young man named Fieris. And fieris,
although not very strong, was a very courageous individual.He
was not frightened by Owen at all, and when owen went to kill
fieris, he saw how strong-willed Fieris was, and decided to
not kill him, but be friends with him instead. And after Owen
realized that if he would just be friendly, people would like
him, he lived happily ever after.
~

1 BEG~
.
Syntax : Beg (mob)
 
The beg skill is simply that begging. Usefull for gaining
starting cash for a character.
~

1 BERSERK~
Syntax:  berserk
 
Going berserk sends your warrior into a frenzied state, increasing its
attacks per round to a maximum of six and your strength by one.  While
you are berserking you cannot flee.
 
~

0 'BERSERKER DROID'~
&gName: &wBerserker Droid

&gClass Type: &wNon-Force Droid Prestige Class

&gMax Level: &w5

&gDescription: &wSome droids just snap. An operational lifetime of servitude eventually becomes too much for the droid to bear, and
it develops logic subroutines that tell it to circumvent its problems through violence. The droid acts out its violent urges against
organic beings &g- &wfrequently beginning with its erstwhile master &g- &wbecause, after all, it was the conflicting commands and
requirements of organic beings that provoked the droid in the first place. Berserker droids are not necessarily homicidal maniacs.
They can be quite rational and sometimes even caring. They are simply designated berserker droids because, when they feel threatened,
they do not react according to factory presets &g- &wthey react with focused and effective violence. Nearly any sort of droid can
become a berserker droid. Protocol droids seem to be a common type, though this may have more to do with their ubiquitous nature
and constant contact with living beings more than any inherent susceptibility. Berserker droids have been known to absorb lethal
amounts of damage and still tenaciously tear their enemies apart &g- &wquite an advantage when they have allies who are willing
to restore them back to operational condition afterward.

&gRequirements: &wHitroll +4, Intimidate 6, Move Silently 5, Must Be A Droid

&gHitpoints: &wA berserker droid gains 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp berserkerprof&w for more information.
~

31 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.
~

31 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 BIND~
Syntax: bind <player>

A skilled bounty hunter can use a pair of binders to bind their
opponent into submission, rendering them helpless and unable
to move. The victim must be non-mob and stunned or sleeping.
~

0 'BLACK SUN ENFORCER'~
&gName: &wBlack Sun Enforcer

&gClass Type: &wNon-Force Clan-Specific Prestige Class

&gMax Level: &w5

&gDescription: &wThough the existence of Black Sun is officially just a myth, the criminal syndicate occasionally needs to make its
presence known. The enforcers of Black Sun frequently provide a public face, even though they never mention Black Sun or any of its
leaders by name. Black Sun's enforcers conduct the day-to-day business of ensuring that their particular brand of organized crime
stays organized. When someone gets out of line, when someone gets too inquisitive, or when a message needs to be sent, Black Sun
sends an enforcer to do the dirty work. Black Sun's more intelligent &g(&wor luckier&g)&w associates never have to talk to an enforcer
more than once in their lifetimes. Despite the overall secrecy of the Black Sun criminal syndicate, its enforcers tend to cultivate
frightening reputations &g-&w even though the average citizen has no idea who the enforcer's employer might be. Rumors abound of
enforcers who have thrown troublesome individuals into canyons, or who have dismembered inquisitive journalists.

&gRequirements: &wHitroll +6, Intimidate 8, Armor Proficiency Light, Black Sun Clan Membership

&gHitpoints: &wA Black Sun enforcer gains 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp enforcerprof&w for more information.
~

0 'BLACK SUN VIGO'~
&gName: &wBlack Sun Vigo

&gClass Type: &wNon-Force Clan-Specific Prestige Class

&gMax Level: &w5

&gDescription: &wIn the Black Sun criminal hierarchy, the vigos, or lieutenants, fall just below their leader in authority. They
collectively oversee Black Sun's operations in a variety of illegal industries and endeavors, from smuggling to political 
assassinations, all the while posing as legitimate businesspersons. The vigos answer only to their leader, and in return for their
service and loyalty they are rewarded with power, luxury, and fabulous amounts of treasure. Should a vigo fail Black Sun &g(&wor
threaten the power of their leader&g)&w, the vigo is rewarded with a swift but excruciating death. The roster of Black Sun vigos,
not surprisingly, changes rather frequently. To ensure a long life, a vigo must be profitable and effective, while simultaneously
being without ambition &g-&w at least, where the leader is concerned. Of course, such an individual must also measure how ardently
he supports the leader, or prince. Despite all of their power, the various leaders of Black Sun have never learned the secret of
living forever &g-&w and siding too loyally with one prince may be a fatal black mark in the next one's book.

&gRequirements: &wDiplomacy 10, Intimidate 10, Influence, Darkpoints 5, Reputation 4, Black Sun Leader, Number1 or Number2

&gHitroll: &wA Black Sun vigo gains 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp vigoprof&w for more information.
~

0 'BLACK SUN' BLACKSUN~
&gName: &wBlack Sun Crime Syndicate

&gOrganization Type: &wUnderworld Crime Syndicate

&gDescription: &wAnyone who says that the Hutts are a leading example of organized crime has never heard of Black Sun. Black Sun
differs from the Hutt Criminal Syndicate chiefly in that, not being a sovereign state, it operates covertly. Black Sun deals in
information, much like the Bothan Spynet, but Black Sun acquires it in a much more aggressive and ruthless fashion. Through blackmail,
coercion, intimidation, and sometimes assassination, Black Sun learns what others would rather keep secret &g-&w then uses those
very same techniques to turn information into credits.

&gLeaving The Black Sun Criminal Syndicate: &wNo one has ever managed to "resign" from Black Sun. Membership is for life, and leaving
Black Sun &g-&w especially following some sort of transgression &g-&w is effectively a request for execution. Some members have
tried to run and hide, only to discover that Black Sun's agents can find and kill nearly anyone, nearly anywhere. The only way to
survive seperation from Black Sun is to contract a debilitating illness or injury &g-&w unpleasant options at best. Otherwise,
one can best hope to make a suitable living from Black Sun for as long as possible, and eventually die quietly in one's sleep.

~

1 'BLIND FIGHTING' BLIND-FIGHTING~
&GName: &w&WBlind-Fighting

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WIn combat, you use a sixth sense to determine the location of your opponent while blinded. This
feat negates all penalties of fighting while blinded.
~

1 BLIND GOUGE BLINDNESS~
BLINDNESS:
Syntax:  feel blindness <victim>
 
This power renders the target character blind.
 
GOUGE:
Syntax:  gouge

This attack can only be used in combat, and will strike at the eyes
of your opponent, causing damage and temporary blindness.
 
 
General:
Certain powers and attacks can render a player blind for anywhere from a
few rounds (gouge) to several hundred rounds (the blind power).  If you
are blinded, you will see only your name on the 'who' list, and will be
unable to see either your inventory or your location.
~

31 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
~

31 BODYBAG~
Syntax:  bodybag <character>
 
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 BOMB~
Syntax: bomb <amount>

 Bomb is a very handy planetary oppression device. It bombs the
planet, wounding anyone outdoors in which rooms the bombs hit.In
order to bomb a planet, you must be directly above the planet,
be in a bomber, and have bombs in your ship. 'Amount' is amount
of bombs to be dropped.
~

0 BOTHAN~
A furry, bipedal race native to the planet Bothawui and several other
colony worlds, they are political and influential by nature. They are
masters of brokering information, and had a spy network that rivalled the
best the Empire  or the Old Republic could create. As a race, Bothans took
great pride in their clans, and it was documented that there were 608
registered clans on the Bothan Council. 
~

1 BOUNTY ADDBOUNTY~
.
Syntax : Addbounty (character) (amount)
Syntax : bounty
 
Addbounty will allow you to add a bounty to a character as long
as they are online and you are in a bounty placement office.
Minimum bounty is 5k, Please realize that placing a bounty is 
a serious thing.See help death.
 
Bounty by itself will list all the current unclaimd bounties.
~

0 'BOUNTY HUNTER'~
&gName: &wBounty Hunter

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wThe bounty hunter capitalizes on the vendettas of others, tracking down fugitives for their enemies, their masters,
or simply for justice. The best bounty hunters are the ones who can stay emotionally detached from either their employers or their
quarry &g- &walthough bounty hunters who hate their prey often make more spectacular kills. Not all bounty hunters kill. Some
employers reserve that pleasure for themselves, or plan to give the quarry a more or less fair trial. Some bounty hunters have
reservations about taking lives unnecessarily. Regardless of the bounty hunter's methods, the hero still has to produce the quarry
in order to receive payment. Overkill is generally not a good idea. Organized bounty hunter guilds approtion contracts and policy
their membership. Most bounty hunters find it dangerous to operate outside of the guild. In any event, few bounty hunters die of
boredom.

&gRequirements: &wHitroll +6, Gather Information 5, Intimidate 5, Move Silently 5, Track Feat

&gHitpoints: &wBounty hunters gain 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp hunterprof&w for more information.
~

1 BOWCASTERS "FORCE PIKES" LIGHTSABERS VIBRO-BLADES VIBRO-BLADE LIGHTSABER "FORCE PIKE" BOWCASTER~
These skills allow you to successfully wield some of the weapons found in the
Galaxy.
~

1 BRIBE~
Syntax : bribe <mob> <ammount>

Increases support for your government through bribery. Only works on planets
governed by your clan.
~

31 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
~

31 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 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.
~

1 BUILD1 BUILDER1 BUILDING1~
SWReality Building Page 1:
 
                        -- ASSIGNING AREAS --
***************************************************************************
If you are less than level 102 most of this information is useless to
you. You can skip ahead to HELP BUILD2
***************************************************************************

ZONES  				Gives you 3 lists of  zones being built, 
				newly added zones, and permanent zones.

CHECKVNUM  ALL  <min> <max>	Gives you a list of conflicting mobs
				objects and rooms between zonenumbers
				<min> and <max>

VASSIGN <player> <min> <max>    Creates a new area named <playername>.are
				and assigns it to the <player>. The vnums
				for the rooms, mobs and objects in the 
                                area will be between <min> and <max>.
			
***************************************************************************

see HELP BUILD2
										  
~

1 BUILD2 BUILDING2 BUILDER2~
SWReality Building Pg 2:
                          ROOM BUILDING BASICS
***************************************************************************

GOTO <vnum>                     You need to use this to goto the vnum where
                                you wish to create the new room.

RSTAT                           Gives you the current room statistics.

RLIST                           Gives you a list of rooms in your area.

REDIT NAME <name of the room>
REDIT DESC                      Puts you into the description editor.
                                Make sure you press enter after each line.
REDIT SECTOR <sector value>     Type redit sector by itself for sector list.
REDIT FLAGS <flag> <flag> ..    Type redit flag by itself fo a flag list.
REDIT BEXIT <dir> <room>        Creates a two way exit to <room>
REDIT EXFLAGS <flag> <flag>..   Type redit exflags by itself for choices.

SAVEAREA			Saves your area .. do this alot :)

***************************************************************************

see HELP BUILD3

~

1 BUILD3~
SWReality Building Pg 3
                         MOB BUILDING BASICS
***************************************************************************

MCREATE <vnum> [cvnum] <names>  Creates a mob with the vnum/names specified.
                                A mob with Empire or Republic (or other clan
                                name) as one of their names will give less
                                xp when killed by someone of that clan.

MLIST                           Lists mobs in your area.
MLIST <lowvnum> <hivnum>        Lists mobs between those numbers.

MFIND <name>                    Returns a list of all mobs with that name.

MSET <mob> HP <value>           these are the most important values
MSET <mob> ALIGN <value>          to set although there are many optional 
MSET <mob> HITROLL <value>        choices type MSET by itself for a list
MSET <mob> DAMROLL <value>
MSET <mob> LEVEL <value>
MSET <mob> CLASS <value>        class 0 citizens don't give as much xp when
MSET <mob> SHORT <short desc>     killed for obvious reasons
MSET <mob> LONG <long desc>
MSET <mob> DESCRIPTION          puts you into the editor
MSET <mob> HITNUMDIE <amount>
MSET <mob> HITSIZEDIE <amount>
MSET <mob> DAMNUMDIE <amount>
MSET <mob> DAMSIZEDIE <amount>

MINVOKE <vnum>                  Loads a previously created mob.

SAVEAREA                        Do this alot.

***************************************************************************
see HELP BUILD4
~

1 BUILD4~
SWReality Building Pg 4
                       OBJECT BUILDING BASICS
***************************************************************************

OCREATE <vnum> [cvnum] <namelist>  Creates a new object.                        

OLIST                              Lists objects in your area.
OLIST <from> <to>                  Lists objects within the given range.

OFIND <name>                       Lists all objects with that name.

OINVOKE <vnum>                     Creates a new instance of the object.

OSET <object> <field> <value>      Try typing oset by itself to get a list
                                   of fields. Then "oset <object> <field>
                                   to get a list of values for that field.
                                   You should set the type first.

SAVEAREA                           Do this alot                      

***************************************************************************
~

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.
~

1 BUYHOME HOMES HOME "PLAYER HOME" ~
.
Syntax : Buyhome (home name)
 
This lets you buy one of the many available player homes
around the galaxy.  All equipment droped in the home will
be saved unless there is a crash before you save there.
~

1 BUYMOBSHIP~
Usage: buymobship <ship type> <starsystem to have ship deployed to>

This allows clan leaders and anyone who has been empowered with the
command 'clanbuyship' to purchase clan-owned mobile ships to add some
defense to a starsystem.

Your clan must be in control of at least one of the planets in the
system, and must have at least one capital ship present in-system.

The cost for this is the ship's regular cost, plus a third of that to
train a pilot to fly the mobile ship.

~

1 BUYSHIP SELLSHIP~
Syntax: Buyship <prototype> <shipname>

This command will allow you to buy a ship from a shipyard. Use the
prototypes command to see the available ship types, then use showprototype
to show the  statistics for a specific ship type. Once you have decided,
type buyship <prototype> <custom name> for your ship to be created.
~

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 power corresponding to the scroll will activate
 
   *QUAFF (qua) <object> - the power corresponding to the potion will activate

   *BRANDISH (br) - causes the staff's power 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
~

1 CALL~
Syntax: call

Brings you to a nearby hotel via a taxi. Must be outside, and in a populated area.
~

1 CALLFORCE~
&GTopic: &w&WCallforce

&GSyntax: &w&WCallforce
        Callforce <Light/Dark>

&GDescription: &w&WWhen a character with the Force-Sensitive feat spends a Force Point, the character MUST declare
whether he is calling upon the light or the dark side of the Force (characters without the Force-Sensitive feat
don't make this declaration). In most cases, calling upon the dark side of the Force is done out of desparation
or anger, however, some individuals learn to rely on this power - that is, until it controls them. Dark characters
will always call upon the dark side of the Force, regardless of if they input light as an argument. Calling upon
the Force grants a character a temporary bonus to Hitrolls. The bonus granted is determined by the character's 
level, his Force-Sensitive status, and (if Force-Sensitive) whether he calls upon the light side or the dark side 
of the Force for aid.

Also see &rHelp Darkpoints&w&W and &rHelp Forcepoints&w&W for more information
~

1 'CAPITAL OPERATIONS'~
&GName: &w&WCapital Operations

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WPilot 2 ranks

&GBenefit: &w&WYou can pilot Capital class star ships.
~

1 CAPTURE~
Syntax: capture

This command is used to capture a planet for your clan. It can only be
do when the planet you are on has a low support rating for the current
government and when there are no enemy ships in the starsystem.

A planet's support rating can be lowered by killing it's population or
with the propeganda skill.

ALSO SEE PROPEGANDA
~

0 CARGO BUYCARGO SELLCARGO LISTCARGO DUMPCARGO PIRATE SCANSHIP~
&wThe key to drastically increasing the economy of any planet is to increase exports. Large freighters carrying a variety
of cargo litter popular trade lanes. Unfortunitly where there are traders, there are pirates. Ships dropping out of hyperspace,
attacking freighters with ion cannons, lifting cargo, and disappearing just as quickly as they came, have caused a great demand
for mercenary guards to guard transports. The follow describe the commands used to buy/sell cargo, as well as to pirate cargo
from other traders.

&rBuycargo&w - Used in shops, this command enables a player to purchase cargo and have it delivered to his/her ship.
&rSellcargo&w - Used again in special shops, this command enables a player to sell cargo to a new planet.
&rListcargo&w - Used in special shops, this command displays what goods are available for purchasing.
&rDumpcargo&w - Used in space to jettison cargo, often used to dump illegal cargo (spice, slaves, weapons) prior to Republic inspections
&rPirate&w - Used after docking while in an enemy ship's cargo hold. This will transfer their cargo to your empty holds.
&rScanship&w - Used to scan ships cargo holds from a distance.

&wAlso see &rhelp docking&w for information on mid-space docking.
~

0 CAST FEEL~
Syntax: feel <force power> <target>
 
Before you can use a force power, you have to practice it.  The more you 
practice, the higher chance you have of success.  You also must also
be force sensitive and have enough force energy to use the powers.

The <target> is optional.  Many powers which need targets will use an
appropriate default target, especially during combat.

If the power name is more than one word, then you must quote the power name.
Example: feel 'cure critic' frag.  Quoting is optional for single-word powers.
You can abbreviate the power name.

When you use an offensive power, the victim usually gets a saving throw.
The effect of the power is reduced or eliminated if the victim makes the
saving throw successfully.

See also the help sections for individual powers.
~

1 CAUTIOUS~
&GName: &w&WCautious

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Demolitions and Disable Device checks.
~

31 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 CEREAN~
&gName: &wCerean

&gDescription: &wCereans are a sophisticated and cultured humanoid species that originated on Cerea, a world on the fringes of known
space. Their elongated heads distinguish them from most other humanoid species. The Cereans swiftly gained galactic fame as expert
astrogators, cryptographers, and economists. Few patters or trends, no matter how convoluted or obscure, escape the notice of a 
Cerean. The peaceful philosophies of the &bJedi&w appeal to Cereans, and those who long for adventure find the tenets and ways
of the &bJedi Order&w very alluring.

&gPersonality: &wCereans tend to be calm, rational, and extremely logical.

&gPhysical Description: &wCereans average 2 meters tall and have a similar build to Humans. Their elongated craniums house complex
binary brains that enable them to process information and solve problems rapidly. Cereans also have two hearts beating in their
chests.

&gHomeworld: &wCerea, a blissful planet located in the Mid Rim.

&gSpecies Traits: &w-2 Dexterity, +2 Intelligence, +2 Wisdom
                Medium-Sized
~

1 CHAFF~
Syntax: chaff

This release a chaff to attempt to stopan incomming missile.

See SHIPS
~

0 CHAGRIAN~
&gName: &wChagrian

&gDescription: &wChagrians are powerfully built amphibian humanoids that are equally comfortable on land and in water, something
that is reflected both in their architecture and in their culture. Early in the evolutionary stages of life on Champala, the
system's sun went through an unstable period and bombarded its orbiting bodies with massive amounts of radiation. Only species 
that developed an ability to withstand the radiation survived. The Chagrians were among those species, and their skin &g-&w which
ranges in color from light blue to deep indigo&g -&w continues to provide them with remarkable natural protection from radiation
of all kinds.

&gPersonality: &wChagrians are law-abiding and even-tempered. The species has always known abundance, so greed and avarice are
uncommon traits among them. Chagrians prefer to live in cosmopolitan areas, where they can interact with other people and species.

&gPhysical Description: &wChagrians have blue skin. Males and females both have a pair of horns, known as "&Ylethorns&w," protruding
from fleshy growths on their heads. Lethorns can become quiet large and can be draped over their shoulders. Males have a second
pair of horns sprouting from the tops of their heads; these sharp horns were once used to battle for mates, but now they serve
only as a source of vanity. Males and females of the species both stand between 1.7 and 2.2 meters tall.

&gHomeworld: &wThe water world of Champala in the Chagri system, a favorite vacation spot among the Inner Rim worlds.

&gSpecies Traits: &w+2 Strength, -2 Dexterity
                Medium-Sized
                Can't Drown In Water
                +4 Species Bonus To &rSwim&w Checks
                +4 Species Bonus To &rFortitude&w Saves Against Radiation
~

0 CHANGES~
Refer to the command 'changes'
~

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
 
 - your max levels in classes where charisma would naturally relate.
~

0 CHAT . MUSIC ASK ANSWER SHOUT YELL OOC~
Syntax: chat     <message>
Syntax: music    <message>
Syntax: ask      <message>
Syntax: answer   <message>
Syntax: shout    <message>
Syntax: yell     <message>
Syntax: ooc      <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.
These channels are reserved for immortals.

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.

OOC stands for out of character and is the only chennel that should be used
for real world chatting as opposed to roleplaying. 

Most channels now require a comlink.
~

31 CHECK CECKV CHECKVNUMS~
Syntax: checkvnums all <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.
 
Examples:
checkvnums all 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 ASSIGN, ZONES
~

1 CHECKBEACONS~
Usage: checkbeacons <ship>

Scans a ship for any unknown broadcasts generated by a beacon
being placed on it.

SEE ALSO: plantbeacon, showbeacons, nullifybeacons
~

1 CHECKBUGS~
Syntax: Checkbugs <person>

This skill allows a technician to scan a player, including his or herself, for bugs from a bounty hunter. This skill is commonly used by clan leaders, etc, and most will pay for it, even if a little.
~

1 CHECKPRINTS~
Syntax:  Checkprints <corpse>

One of the more useful and less illegal skills of the slicer, this skill allows a slicer to check a corpse for fingerprints, identifying who killed the victim. Works on both mobs and players.
~

0 'CHIEF ENGINEER'~
&gName: &wChief Engineer

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wWith high technology and complex systems commonplace throughout the galaxy, engineers are vital and necessary 
members of society, responsible for the continued improvement of weapons, vehicles, starships, and more. Every new droid design
or hyperdrive model produced by a manufacturer begins with an engineer's inspiration to create it. Major corporations such as
BlasTech, Kuat Drive Yards, Rothana Heavy Engineering, and Baktoid Combat Automata would not be as successful or powerful as they
are without the intellect and ingenuity of the engineers who produce the designs. Chief engineers are not restricted to working in
design labs or shipyards, however. Some of the best and brightest engineers in the galaxy work for outlaw groups, or ply their
wares on the streets of Nar Shaddaa. They work with special forces troops to sabotage enemy infrastructures or design new starfighters
for wealthy pirate groups. Chief engineers use their knowledge of the way things are put together to more effectively take measures
or whip up special weapons for field troops in dangerous situations. Many chief engineers spend their days testing and experimenting
with new designs and technologies.

&gRequirements: &wComputers 6, Repair 6, Tech Specialist Level 20

&gHitpoints: &wChief engineers gain 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp engineerprof&w for more information.
~

1 CHOKE~
.
Syntax : Feel 'Choke' (victum)
 
This nasty spell allows you to choke the life out of your victum.
~

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

1 CITIZEN~
~

1 CLAN CLANS ORGANIZATION ORGANIZATIONS ORGANISATION ORGANISATIONS~
The following commands are used with clans or
organizations:
 
clanstat ....... shows clan information.
donate ...... donates money to the clan funds.
withdraw .... withdraws money from the clan funds.
appoint ..... allows leader to appoint a number1 and number2
demote ...... takes away members status in the clan.
empower ..... gives member special powers (ie. withdraw or induct)
induct ...... inducts a person into your clan.
outcast ..... kicks a person out of the clan.
enlist ...... to join a clan at a recruitment office.
resign ...... to quit a clan.
clanbuyship . to purchas spacecraft and other vehicles for clan
capture ..... allows a clan to capture the government and declare
              leadership over an area.
outlaw ...... to outlaw a person from your planets.
~

1 CLANBUYSHIP~
Syntax : clanbuyship <ship name>

This buys a ship for your clan out of clan funds, you must be empowered
by your clan to do this.

See EMPOWER
~

0 CLANGIVESHIP~
SYNTAX: clangiveship <ship> <clan>
EXAMPLE: clangiveship myship The Empire

Clangiveship allows you to give your ship to a clan. If selling your ship to a clan, be sure to collect payment BEFORE you give it away. It does not do this automatically.

Enjoy.
~

36 CLANSTAT~
~

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.
~

0 CLASS CLASSES~
&w&wWe currently have &g34&w classes here at &rRotS&w.

&w1&g.  &wFringer
&w2&g.  &wNoble
&w3&g.  &wScoundrel
&w4&g.  &wScout
&w5&g.  &wSoldier
&w6&g.  &wTech Specialist
&w7&g.  &wBounty Hunter
&w8&g.  &wCrime Lord
&w9&g.  &wElite Trooper
&w10&g. &wStarship Ace
&w11&g. &wChief Engineer
&w12&g. &wInfiltrator
&w13&g. &wLoyal Protector
&w14&g. &wMartial Arts Master
&w15&g. &wOutlaw Slicer
&w16&g. &bForce Adept&w
&w17&g. &bJedi Consular
&w18&g. &bJedi Guardian
&w19&g. &bJedi Master
&w20&g. &bJedi Ace
&w21&g. &bJedi Investigator
&w22&g. &bDark Force Witch
&w23&g. &bDark Side Devotee
&w24&g. &bDark Side Marauder
&w25&g. &bSith Acolyte
&w26&g. &bSith Warrior
&w27&g. &bSith Lord
&w28&g. &wEspionage Droid
&w29&g. &wBerserker Droid

&wWe also have &g5&w hidden Clan Specific classes.
~

0 CLEAR~
Syntax: clear

This command clears the screen.

See PAGELENGTH.
~

1 'CLIMB'~
&GName: &w&WClimb

&GSyntax: &w&WClimb <direction>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to scale a cliff, to get to a window on the second story of a building,
or to climb up an antenna array after falling out of an airway at the bottom of a floating city.
~

1 CLONES CLONE CLONING~
Syntax : Clone
 
Cloning is a vital part of your existence. Since death is
perminant the only way to continue a character is to clone
 
  Note: Clones start at the last point you cloned not
        the point you died.
 
~

1 CLOSEHATCH OPENHATCH~
Syntax: openhatch
Syntax: openhatch <ship name>
Syntax: closehatch
Syntax: closehatch <ship name>

Opens/Close the hatch on a ship.
~

31 CMDTABLE~
Syntax: cmdtable

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

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

0 CODECRACK~
this allows a slicer to gain entrance to another persons ship by giving
them the code to unlock the door. similar to pick ship lock

&w&RWarning:&W If you are caught using this skill, it is ample reason to kill you.
~

31 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.
 
~

0 COLOUR COLOR COLOURS COLORS PCOLORS~
&w^xThe foreground special character is:  &&
Tokens for && are:
  &w&&x  -&x Black                    &w &&r  -&r Red (blood)
  &w&&g  -&g Green                    &w &&O  -&O Orange (brown)
  &w&&b  -&b Dark Blue                &w &&p  -&p Purple
  &w&&c  -&c Cyan                     &w &&w  -&w Gray (default color)
  &w&&z  -&z Dark Grey                &w &&R  -&R Light Red
  &w&&G  -&G Light Green              &w &&Y  -&Y Yellow
  &w&&B  -&B Blue                     &w &&P  -&P Pink
  &w&&C  -&C Light Blue               &w &&W  -&W White
 
&wThe background special character is:  ^^
Tokens for ^^ are:
^x  ^^x(z)  - ^xBlack               ^x   ^^r(R)  - ^rRed
^x  ^^g(G)  - &x^gGreen&w               ^x   ^^O(Y)  - &x^OOrange&w
^x  ^^b(B)  - ^bBlue                ^x   ^^p(P)  - ^pPurple
^x  ^^c(C)  - &x^cCyan&w                ^x   ^^w(W)  - &x^wGrey&w
^zThe tokens in brackets are the same colors, but cause the foreground color
to flash.
^x 
Note: If setting both foreground and background colors. The foreground must
      precede the background color.
 
See also: HELP PROMPT
~

31 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).
~

1 COMMSYSTEM~
This skill allows a slicer to listen in on other channels of
systemtalk.  It is automatically used if it has been practiced
and the slicer is carrying a commsystem.
~

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.
~

0 CONCEALMENT~
this allows your character to be hidden
~

1 CONFIG~
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.
    AUTOCRED  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~
Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.
~

31 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 recovered or regenerated at each tick if
   resting or sleeping
 
 - improvement or worsening of a character's mental state, thus
   affecting general endurance
 
 - your max levels in classes where constitution would naturally relate.
~

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.
 
~

30 CONTRA CONTRABAND~
A contraband flag has been added for objects .. DO NOT SET IT ... it
will be added and removed automaticly by customs officers and
crimelords etc.  Its purpose is to give experience for smuggling
illegal goods from planet to planet.
~

1 CONTRACT~
Syntax: contract <person> <target> <amount>

Contracts are similar to bounties, but exclusive. Meant for an
assassin, this command allows you to privately hire killers
to take out your target. Your target must be online, and you
MUST have IC reason to kill him, meaning you must get an imms
authorization before contracting. You also pay your contract
in advance, so if that player does not kill your target, your
money is lost.

See Also: remcontract, showcontracts
~

1 CONTROL~
&GName: &w&WControl

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Force Level 1

&GBenefits: &w&WYou may learn Control-based Force skills.
~

1 COORDINATES~
.
Syntax : Calculate (x) (y) (z)
 
Cordinates are used for Hyperspace jumps into systems
Below is a list of last know posistions of planets in 
the current known systems: 
 
 
Coruscant System:
 
   Menari Spaceport (Coruscant)  -345 -987 1562
   Outer System Landing Area   902011 -1003651 1100331
   Coruscant Shipyard    2796 3074 -487
   MC90 Mon Calamari Starcruiser    (moves)
 
Byss System
 
   Spaceport Landing Area (Byss)  1325 -1095 3287
   Star Destroyer Dark Hand    (moves)
   Byss Shipyard    4534 1211 -3150
 
See also Help Cordinates1, Help Cordinates2 ect.
~

1 COORDINATES COORDINATE CALC CALCULATE "NAV COMPUTER"~
.
Syntax : Calculate (x) (y) (z)
 
Cordinates are used for Hyperspace jumps into systems
Below is a list of last know posistions of planets in
the current known systems: 
 
Coruscant System:
   Menari Spaceport (Coruscant)  -345 -987 1562
   Outer System Landing Area   902011 -1003651 1100331
   Coruscant Shipyard    (moves)
   MC90 Mon Calamari Starcruiser    (moves)
 
Byss System :
 
   Spaceport Landing Area (Byss)  1325 -1095 3287
   Star Destroyer Dark Hand    (moves)
   Byss Shipyard    (moves)
 
See also Help Coordinates1, Help Coordinates2 ect.
~

1 COORDINATES1~
Honoghr System :
 
   Nystao Port (Honoghr)  3943 4782 4419 
 
Tatooine System :
 
   Docking bay 92 (Tatooine)  2799 -3279 -4166 
 
Adari System :

   System Barren Landing Facility (Adari)  1213 -1813 -4760
   Lighted Landing Zone (Adari)  1213 -1813 -4760
   Baituh City Landing Strip (Adari)  1213 -1813 -4760

Endor Starsystem :

   Forest Landing Area (Endors Forest Moon)  1400 7000 -2600
~

1 COORDINATES2~
Core Starsystem 11A3 :

   Small Landing Area (bojklinn)  1000 -1000 -500

Mon Calamari System :

   East Docking Bay (Mon Calamari)  -2709 23 10013
   West Docking Bay (Mon Calamari)  -2709 23 10013
   South Docking Bay (Mon Calamari)  -2709 23 10013

Kashyyyk System :

   Rwookrrorro Landing Pad (Kashyyyk)  -8762 -123 -3702
~

1 COORDINATES3~
Corperate Sector I :

   CF-90 Barricade Runner    (moves)
   Corperate Sector Space Mall    3164 2474 -3878;

Gamors System :

   Gamorr Landing Area (Gamorr)  -8723 -2355 86

Yavin :

   Academy Landing Area (Yavin IV)  4000 4000 4000

Ryloth System             None
Rodia System              None
Nal Hutta System          None
Af'el Starsystem          None
Chad Starsystem           None
~

31 COPYSHIP~
Syntax : copyship <oldshipname> <newfilename> <newshipname>

This command creates a copy of a starships stats ONLY. The rooms must
be made separately and then be set using SETSHIP.

See SETSHIP.
~

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.
~

1 CORUSCANT~
For millenia, Coruscant was the center of the Old Republic and
the home of the Jedi Council.  After the destruction of the
Old Republic, it became the capital of the Empire, and the location
of the Imperial Palace.  It has attracted many types of people
and has several activities for citizens and travelers.  It is
located in the Coruscant system at the coordinates -345 -987
1562.
~

1 COUNCIL COUNCILS SENATE SENATOR GOVERNMENT GOVERNMENTS POWER~
There are three levels of government: 1. ORGANIZATIONS: The major player
run superpowers are the New Repubic, The Empire, and The Corperate
Authority. There are also several small organizations and crime families
operating independantly. Type CLANS for a list. 2. regional GOVERNMENTS:
These are small areas that may be controlled and profited from by player
organizations. They may be captured by organizations with the capture
command. Type GOVERNMENTS for a list. 3. The SENATE: The senate was
restored by the New republic shortly after the battle of Endor. It has
since then broken off its direct ties with the New Republic in order to
include the council heads from all worlds including Imperial controlled
worlds. The senate meets monthly at the traditional senate hall on
coruscant. However because of the difficulty that imperials face flying
near coruscant a shuttle has been set up that provides safe transportation
from a nuetral outpost to the Senate hall. The senate hall also has a
series of opinion booths were council heads can comunicate with their
people. These opinion booths are also used for electing new council heads.
Type SENATE for a list of senators.
 
See also ORGANIZATIONS
~

1 COVER DUCK DUCKING~
&wTaking cover behind objects enables a character to minimize the risk of taking hits at the cost of being less efficient
during combat. While taking cover behind objects or ships, a character may lean left or right to better aim at his/her
targets. A character may only take cover if there is a suitable object or a ship in the same room. Otherwise you may optimize
the Duck command. The causes a character to crouch down, making him/her self a smaller target.
~

0 COYNITE~
the fierce, warrior race which was native to the planet Coyn, the Coynites
stand nearly three meters tall. Their bodies are covered with fine fur,
which ranged in color from white or gold to brown and black. Their heads
were crowned by a  mane of longer hair, and the length of the mane
indicated the individual's social status. Coynites are natural warriors,
and almost always wear some form of battle armor and weapon.
Xenobiologists have guessed that the average Coynite  could live to be 250
standards years old, but most males died in combat by the time they were
55. They hold to a rigid system of ritual and honor codes known as the
En'Tra'Sol, that governed not only battle but politics. Offworlders have 
been killed for not adhering to this code. The Coynites respected and
admired the Jedi Knights of the Old Republic, since the Jedi Code was
similar to the En'Tra'Sol in many respects.  
~

1 CRAFT~
&GName: &w&WCraft

&GSyntax: &w&WDepends upon the craft or trade &G(&w&Wi.e. craftarmor, craftlightsaber&G)&w&W

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou are trained in a craft, trade, or art such as electronics, sculpture, mechanics,
weaponmaking, starship construction, or some other endeavor that actually creates a finished product.
For instance, you could have the skill Craft &G(&w&WArmor&G)&w&W. Your ranks in that skill don't affect any
checks you happen to make for different Craft skills, such as Craft &G(&w&WMedpac&G)&w&W. In order to craft bigger
and better objects, you must make them mastercraft.

&w&WSee &rhelp mastercraft&w&W for more information
~

-1 CREDITS~
SWReality 1.0 is an extention of Smaug which was expanded from Merc
which was derived from the original Dikumud code.
 
SWReality 1.0 copyright (c) 1997, 1998 was created by Sean Cooper
(specs@golden.net) based on a concept and ideas from the original
SWReality immortals: Himself (Durga), Mark Matt (Merth), Jp Coldarone
(Exar), Greg Baily (Thrawn), Ackbar, Satin, Streen and Bib as well as much
input from our other builders and players.
 
DikuMud (c) program and concept by Sebastian Hammer
(quinn@freja.diku.dk), Michael Seifert (seifert@freja.diku.dk),
Hans Henrik (bombman@freja.diku.dk), Tom Madsen (noop@freja.diku.dk),
and Katja Nyboe(katz@freja.diku.dk).
 
Merc 2.1 (c) was created by Furey (mec@shell.portal.com), Hatchet
(hatchet@uclink.berkeley.edu), and Kahn
(michael@uclink.berkeley.edu).
 
Smaug (c) was created by Derek Snider with the help of  Altrag,
Blodkai, Narn, Haus, Scryn, Rennard, Swordbearer, Gorog, Grishnakh
and Tricops.
 
Star Wars and Star Wars names are the copyright (c) of Lucasfilm Ltd
and the authors of the many Star Wars related books.
 
see HELP DIKU, HELP SMAUG, HELP MERC and HELP SWREALITYfor more
detailed credits.
~

0 'CRIME BROKER'~
&gName: &wCrime Broker

&gClass Type: &wNon-Force Clan-Specific Prestige Class

&gMax Level: &w5

&gDescription: &wCrime brokers are disreputable scum who arrange illegal acts for those who wish to retain some level of anonymity
or deniability. Not quite crime lords, crime brokers operate on a smaller scale, bringing clients together with contractors, or
acting as a go-between to see that some crime is committed &g- &wfor a percentage of the fee. There aren't a lot of credits in 
crime brokering, unfortunately, because crime brokers frequently have a crime lord patron who expects a significant cut. On the
other hand, a lowly crime broker doesn't have nearly the same overhead &g- &wnor does he draw so many assassination attempts &g- &was
his crime lord employer. Even so, many crime brokers go on to become crime lords, lured by the wealth and prestige. Most crime
brokers go completely unnoticed by the general public; only those who need an illegal service take the trouble to find a crime
broker. They advertise almost solely by word of mouth &g(&w"I know a Rodian who knows a Zabrak who knows a Hutt..."&g)&w and, as might
be expected, must be careful with whom they do business, and where. If caught by the authorities, a crime broker can expect a short
prison term, since the most he's usually guilty of is acting as an accessory. A crime broker can expect a short prison term, 
since the most he's usually guilty of is acting as an accessory. A crime broker who earns the anger of a crime lord might face a
different destiny &g- &win th empty void of space or the stomach of a hungry sarlacc.

&gRequirements: &wHitroll +3, Diplomacy 6, Gather Information 8, Speak Huttese, Influence, Low-Profile, Reputation 3

&gHitpoints: &wCrime brokers gain 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp brokerprof&w for more information.
~

0 'CRIME LORD'~
&gName: &wCrime Lord

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wFrew societies manage to eradicate crime altogether. In the underworld, someone always rises to the top, either
through vision, organization, or sheer intimidation. The life of a crime lord isn't for the timid. After conquering an unseen empire,
the crime lord wages a daily struggle not only to stay on top, but also to stay alive. Of course, not every crime lord is bent on
corrupting society and making a profit. Some use their criminal connections to wage lucrative guerilla wars against tyrants and
despots. Problematically, crime lords are notoriously bad at cooperating with one another. The head of any given criminal empire has
as much to fear from a gang war as he does from internal dissent and ambitious underlings. Even those with altruistic intentions
sometimes learn the hard way that their troops are more interested in gaining power and wealth than saving the galaxy from greater
evils.

&gRequirements: &wDiplomacy 8, Gather Information 8, Reputation 2, Infamy Feat

&gHitpoints: &wCrime lords gain 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp crimeprof&w for more information.
~

1 CRIMELORD~
~

31 CRYSTALTYPES~
&GThe following crystals are currently implemented:

&w&W0.  &BBlue Crystals    &G- &w&WChanges The Color Of A Lightsaber Blue
&w&W1.  &GGreen Crystals   &G- &w&WChanges The Color Of A Lightsaber Green
&w&W2.  &PPurple Crystals  &G- &w&WChanges The Color Of A Lightsaber Purple
&w&W3.  &RRed Crystals     &G- &w&WChanges The Color Of A Lightsaber Red
&w&W4.  &YYellow Crystals  &G- &w&WChanges The Color Of A Lightsaber Yellow
&w&W5.  &zOpila Crystals   &G- &w&W+2-12 Damage On A Successful Critical Hit
&w&W6.  &CSigil Crystals   &G- &w&W+1-6 Damage
&w&W7.  &bBondar Crystals  &G- &w&WStun Vs Fortitude Save DC 15
&w&W8.  &rPhond Crystals   &G- &w&W+1-10 Damage
&w&W9.  &YSolari Crystals  &G- &w&W+5 Hitroll And Minimum Damage
&w&W10. &ODamind Crystals  &G- &w&W+2 Hitroll And Maximum Damage
&w&W11. &pJenruax Crystals &G- &w&W+2 Hitroll
&w&W12. &BUpari Crystals   &G- &w&W+5 Maximum Damage
&w&W13. &gEralam Crystals  &G- &w&W+3 Minimum And Maximum Damage
&w&W14. &RRubat Crystals   &G- &w&W+1 Hitroll
&w&W15. Sapith Cristals  &G- &w&W+4 Dexterity And +4 Hitroll
~

31 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
~

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.
~

31 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                      power_staff
poison          obscure      death
drain           change       illusion
~

0 'DARK FORCE WITCH'~
&gName: &wDark Force Witch

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wOn all-but-forgotten primitive worlds, where the strong survive by preying upon the weak, those gifted with the
Force are the strongest of all. Isolated from the formalized training of the Jedi and the Sith, Force-users on these worlds have
developed traditions all their own &g- &wtraditions that depend upon the dark side. To become a dark Force witch, a character must
immerse herself not only in the dark side of the Force, but in the traditions and rituals of her primitive culture. If the character
can survive those savage customs long enough, she might glean the knowledge necessary to join the ranks of the dark Force witches.
The path of the dark Force witch is faught with brutality. She is encouraged to dominate her environment, imposing her will on
everything weaker while constantly testing the power and resolve of everything stronger. A witch advances in prestige by exerting
her influence and defending her territory &g(&wliterally or figureatively&g)&w. She earns the respect of her sisters by being at
least twice as ruthless. Dark Force witches generally begin their training in some other class &g(&wgenerally as Force adepts, though
fringers and scouts are not uncommon&g)&w, but they are encouraged to develop their Force powers as soon as they can. Violence
and cruelty distinguish their early training. By teaching a Force-strong novice fear and hate, they prepare her for the embrace
of the dark side. Those who fail to learn an equivalent ruthlessness can at best hope to be cast out. More commonly, they don't
survive. Dark Force witches treat all prospective recruits the same way, regardless of their age or experience. To them, only
the strong should survive; the weak are ment to serve. By becoming full-fledged witches, they prove themselves strong.

&gRequirements: &wHitroll +1, Intimidate 2, Move Object 4, Fear 4, Force-Sensitive, Alter, Sense, Darkpoints 4, Reputation 1

&gHitpoints: &wDark Force witches gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp witchprof&w for more information.
~

0 'DARK SIDE DEVOTEE'~
&gName: &wDark Side Devotee

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wThe dark side devotee is what the Force adept would have been had he turned to the dark side early on. Pursuing a
different path from the Jedi or even the Sith tradition, he regards the Force as something supernatural, fostering that image in
the minds of others to make himself seem more mysterious and powerful. His belief system may not recognize the Force as the same
tool the Jedi or the Sith use. A dark side devotee begins his training in the Force by taking what he wants from others and 
dominating the world around him, as typified by the Alter feat. Dark side devotees discover their power early in life. Frequently,
they do not care how the Force works, as long as it focuses their hatred and anger against those who have wronged them. What little
training they receive is generally bestowed by more powerful darksiders, who might initally think of the dark side devotee as an
apprentice or even a slave. There are precious few formal traditions for the dark side devotee. Many come from primitive cultures
where they are regarded in awe and terror for their ability to manipulate the environment, and they nurture this belief to exploit
the weak.

&gRequirements: &wHitroll +2, Intimidate 4, Force-Sensitive, Darkpoints 3

&gHitpoints: &wDark side devotees gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp devoteeprof&w for more information.
~

0 'DARK SIDE MARAUDER'~
&gName: &wDark Side Marauder

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wWarriors who discover in themselves an ability to wield the Force can become dark side marauders. Like Jedi guardians,
dark side marauders combine physical prowess with training in the Force. Unlike Jedi, they bend it to their own violent purposes.
Without the mental discliplines and strict code of conduct the Jedi Order provides, these warriors become brutal, living weapons,
delighting in inflicting pain and taking lives. The dark side marauder becomes an extension of the dark side of the Force in the
same way as her weapons are an extension of her body. When violence touches the life of someone strong in the Force, it can change
her forever, especially if she lacks a Jedi mentor to guide her development. If her life is violence &g-&w such as in the case with
warriors &g- &wit is almost a foregone conclusion that she will succumb to the dark side. A dark side marauder might have turned
to the dark side to overcome the horrors of war or the brutality of crime. Few have formal training in the Force, however; they
learn by doing.

&gRequirements: &wHitroll +1, Intimidate 4, Force-Sensitive, Darkpoints 4

&gHitpoints: &wDark side marauders gain 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp marauderprof&w for more information.
~

1 DARKPOINTS~
&GTopic: &w&WDarkpoints

&GDescription: &w&WThe Force has two aspects, one light and one dark. The dark side lurks in the shadows,
whispering to Force-users, tempting them with quick and easy access to power. While seemingly stronger,
the dark side is only easier. It consists of the destructive impulses of all living beings. Anger,
fear, hatred, and aggression are expressions of the dark side, and such emotions can quickly lead a
Force-user down the dark side's corrupting path. Early on in her training, a Force-user finds that
the dark side greatly enhances her abilities. Dark Side Points measure the corrupting influence of
the dark side of the Force. These points gauge a character's devotion - consciously or otherwise -
to the dark side.

&GA character gains Dark Side Points in three ways:
  1.&w&W Using a Force Point to call upon the dark side.
  &G2.&w&W Using a dark side Force-based skill or feat.
  &G3. &w&WPerforming an evil act.

At first, it may seem that the dark side is an easy path to power. Eventually, however, those who
depend on the power of the dark side of the Force fall victim to it. A character achieves the
distinction of falling to the dark side in two stages: tainted and dark. When a character's number of
Dark Side Points equals one-half his Widsom score (rounded down), he is considered to be tainted. A
tainted character is in danger of being lost to the dark side. He has begun to walk its path and taste
the seductive power it offers. Such a character gains bonuses on all dark side Force skills. Thereafter
each time a hero gains a Dark Side Point he must make a Wisdom check (don't worry about it, its done
in the code). If he fails, or when his number of Dark Side Points equals or exceeds his Wisdom score,
he is considered to be dark. His bonus on all dark side Force skills increases. Any Force Points spent
by a dark character, automatically is used to call upon the dark side and thus, he receives another
Dark Side Point.

The long-term effects of the dark side can be quite devistating. Whenever a tainted Force-using character
gains a new level, he or she must check to see if the corruption of the dark side has had a permanent,
lasting effect. To so this, the character makes a Fortitude saving throw. If the save succeeds, the character
manages to stave off the debilitating effects of the dark side for another level. If the save fails, the
character randomly loses one point of strength, dexterity or constitution. The same save is made if a Dark
character gains a level, just at a higher difficulty.

A tainted character may atone for his sins against the Force by meditating. A dark character may not
meditate his Dark Side Points away, this may only be done through role playing out great heroism in the
name of the light side of the Force.

Only characters with the Force-Sensitive feat can accumulate Dark Side Points.

Also see &rHelp Meditate&w&W and &rHelp Forcepoints&w&W for more information
~

0 DASHADE~
&gName: &wDashade

&gDescription: &wThe Dashade were renowned and feared as deadly mercenaries and assassins. The name "&YShadow Killer&w," an honorary
title given to the most accomplished Dashade killers, was spoken only in whispers and sent involuntary shivers through those
who heard the words. The &bSith&w and a number of other cultures that inhabit star systems near the Cron Cluster use Dashade
mercenaries as bodyguards and assassins. The &bJedi&w and official &bRepublic&w institutions hire Dashade as combat instructors.
Jedi Masters viewed Dashade combat prowess and Force resistance as a means to show Padawans &g(&wand even over-confident Jedi
Knights&g)&w the danger of relying too heavily on their Force abilities in combat.

&gPersonality: &wDashade are secretive, menacing beings who believe they are physically and mentally superior to most &g-&w if not
all &g-&w other sentient lifeforms in the galaxy. Dashade hired as mercenaries and assassins remain loyal to their employers only
so long as they profit from the relationship and are allowed to demonstrate their combat prowess.

&gPhysical Description: &wThe Dashade are hairless humanoids with high foreheads, beady eyes, and lampreylike mouths. Adults of
the species stand between 1.7 and 2 meters tall, with no differeence in height and build between males and females. Their skin
colors are olive green, dark gray, or black, they have orange, red, or black eyes.

&gHomeworld: &wUrkupp, a world located in the Cron Cluster.

&gSpecies Traits: &w+2 Dexterity, -2 Wisdom, -2 Charisma
                Medium-Sized
                Head Dissipation &g-&w Immunity To Infrared
                Force Resistance &g-&w +10 Species Bonus On &rWill&w Saves To Resist Force Skills
                Radiation Resistance &g-&w +2 Species Bonus On &rFortitude&w Saves Against Radiation Poisoning
~

0 DEATH~
Death is now permanent unless you have made a clone. 
&R
   Note : You lose all possestions upon dying even
          if you have a clone. This includes ships 
          homes and bank accounts
&g
See Help Clone.
~

-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.                   |
  `----------------------------------------------------------------------'
~

0 DECEPTION~
this allows you to make yourself look like someone else.
 
syntax: deception <disguise>
~

0 DEFEL~
&gName: &wDefel

&gDescription: &wDefel originate on Af'El, a high-gravity world. Due to the unusual chemical composition of Af'El's upper atmosphere,
only ultraviolet light passes freely to the surface of the planet, while longer wavelengths of light are completely deflected.
Because of this, all life-forms on Af'El, including the Defel, are completely blind to the non-ultraviolet spectrum. To function
away from their homeworld, Defel must wear special visors that allow them to "see" light wavelengths other than ultraviolet. A
Defel without such a visor is effectively blind in normal light. Defel fur absorbs light wavelengths such that in darkness, a
Defel is invisible even to beings with darkvision. Their unnerving, shadowy appearance in the light makes even those Defel who
aren't skilled combatants useful bodyguards, since few beings are aware of the source of this strange effect.

&gPersonality: &wDefel are proud and independent to the point of stubbornness. They don't like others telling them what to do or
how to do it. They are loyal to their friends and employers, but not always trustworthy. They can be secretive and conniving.

&gPhysical Descriptions: &wThe Defel are a curious mamalian species, appearing as a monsterous bipedal shadow with reddish eyes
and long white fangs. Under ultraviolet light, however, it becomes clear that Defel are stocky beings covered in fur that ranges
from brilliant yellow to dazzling azure. They have long fingers that end in vicious yellow claws and protruding lime-green snouts.
They stand between 1 meter and 1.5 meters tall.

&gHomeworld: &wAf'El, a high-gravity planet orbiting the super-giant Ka'Dedus in the Outer Rim.

&gSpecies Traits: &w-2 Strength, +2 Intelligence
                Small-Sized &g-&w +1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks
                Invisiblity &g- &wSee &rhelp defelinvis&w
                Blindness Without Specialy Constructed Visors
~

0 DEFELINVIS~
&wIn normal light, Defel appear as visible patches of darkness, much like shadows. In areas of low light, they are effectively
invisible. Unless the defel is under direct normal sunlight &g(&wor the artificial equivalent&g)&w, it gains a +2 circumstance
bonus to attacks, and its target loses its Dexterity bonus &g(&wif any&g)&w to Armor. Attacks against a Defel in these
circumstances suffer a 50% miss chance.
~

31 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).
~

1 'DEFENSIVE MARTIAL ARTS'~
&GName: &w&WDefensive Martial Arts

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WMartial Arts

&GBenefits: &w&WYou get a +2 Dodge bonus to AC while fighting Unarmed.
~

10 DEITIES DEITY~
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.
 
SEE ALSO:  supplicate, favor, devote.
 
~

1 DELETE SUICIDE~
.
Syntax : Suicide (password)
 
Usefull for getting rid of unwanted characters.
 
&R    NOTE: Only one character / Player is allowd &g
~

1 DEMOLITIONS~
&GName: &w&WDemolitions

&GSyntax: &w&WDepends upon the type of demolitions

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to create and set explosive devices for maximum impact.
~

1 DEMOTE~
Syntax : demote <player>

This command demotes a number one or two in a clan to a normal clan member.

See CLANS~

31 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.
 
~

1 DEPOSIT WITHDRAW BANK~
Syntax : BANK (deposit|withdraw|balance|transfer) (amount) [character]

Banks can be used to store money, and collect interest off of that money.
However, there are slicers who are ready and willing to take the risk to
slice into a bank account if they find it, just like smugglers willing to
take it out of your pockets.
~

1 DESCRIBE~
SYNTAX: describe <to person> <who>

Where 'to person' is who you are describing them to, and 'who'
is who you are describing. This allows you to tell someone about
someone without them having seen them or been introduced to
them.
~

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.
~

31 DESTRO DESTROY~
Syntax:  destroy <character>
 
This command immediately deletes the pfile of the victim, and will
simultaneously force the character offline if they are connected.
 
~

0 DETRAP~
Syntax: detrap <object>

This skill allows one to disarm a trapped object.

Use it with care.
~

0 DEVARONIAN~
these aliens are one of the most unique races in the galaxy, as their male
and female sexes are so vastly different in appearance and temperament.
The males are docile, non-aggresive creatures with smooth, hairless skin
and short horns  on their heads. They takes great pride in their horns,
and groom them quite regularly. The females, on the other hand, are
covered in calico fur and do not have horns. They are aggressive by
nature, and tend to dominate their culture.  It is believed that they are
descended from a race of primates that lived in the mountains of Devaron,
their homeworld, and that their horns were a genetic mutation that proved
useful in fending off predatory brids. Devaronians are  carnivores and in
general, have an efficient metabolism, consuming nearly every bit of food
they eat. Devaronians were one of the first races to discover the secrets
to space travel and develop stardrives.  
~

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.
 
 - success chances with bash and kick, and helps determine whether a thief
   will be able to poison a weapon.
 
 - your max levels in classes where dexterity would naturally relate.
~

31 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.
~

31 DICEFORMULAS~
To make the special SMAUG powers 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 force
V movement     S strength       I intelligence    W wisdom
X dexterity    C consitution    A charisma        U luck
Y age
 
See SMAUGSPELLS and SSET.
~

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 powers 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.
~

1 DIPLOMACY~
&GName: &w&WDiplomacy

&GSyntax: &w&WUsed in conjunction with many class skills

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to persuade the Twi'lek chamberlain to let you see his master, to
negotiate peace between feuding tribes, to haggle a good price for a droid, or to convince the
Rodians who captured you that they should ransom you back to your friends instead of delivering
you to the Hutts. Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words.
~

1 'DISABLE DEVICE'~
&GName: &w&WDisable Device

&GSyntax: &w&WUsed in conjunction with many general and class skills

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this kill to disarm a security device, defeat a mechanical lock or trap, or rig
a device to fail when it is used. You can examine a simple or fairly small mechanical or electronic
device and disable it. The effort requires atleast a simple tool of the appropriate sort &G(&w&Wa pick,
electronic lead, wire, file, pry bar, hydrospanner, and so on&G)&w&W.
~

0 DISABLESHIP~
This allows you to disable a ship remotely in space. It takes alot of time,
and the ship can be repaired by a technician, so it's not advisable to use
in the middle of a fight.

&w&RWarning:&W If you are caught using this skill on someone, it is ample reason to kill you.
~

1 DISGUISE~
&GName: &w&WDisguise

&GSyntax: &w&WDisguise <string/clear>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to change your appearance. The effort requires at least a few props, some
makeup, and some time to work. A disguise can include an apparant change of height or weight of no more
then one-tenth the original. You can also impersonate people, either individuals or types.
~

1 'DISSIPATE ENERGY'~
&GName: &w&WDissipate Energy

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Control, Force Level 4

&GBenefits: &w&WYou may dissipate or perhaps absorb energy damage you would otherwise take because of your environment
or because of an attack. To do so, you make a Fortitude saving throw against a difficulty equal to the amount
of damage inflicted. If the save is successful, you don't take any damage and you gain 1 hit point for every 2
points of damage you would have taken. If the saving throw fails, you take full damage.
~

31 DMESG~
Syntax: dmesg

Displays the contents of the boot log.

~

0 DOCKING DOCK UNDOCK UNDOCKING~
&wMid-Space docking allows Midships to connect their ships via docking bays. This enables free movement between the two ships as
well as it enables pirates to gain access to enemy cargo holds. In order for two ships to dock successfully, one ship must either
be disabled or otherwise decrease its speed to 0. While the other ship must manuever dangerously close to the stationary vessel.
Once within range, the &rdock&w command will enable the two ships to connect. While docked, both ships are prone as they cannot
engage in combat or move. To undock simple use the &rundock&w command, but you may wish to ensure all parties are aboard prior
to disengaging the docking clamps.
~

1 DODGE~
&GName: &w&WDodge

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WDexterity 13

&GBenefit: &w&WDuring combat you receive a +1 dodge bonus to AC against the opponent you are fighting.
~

1 DOMINATE~
.
Syntax : Dominate (mob)
 
Basically the same as a charm spell, will make the
mob
join your group and take orders from you.
~

1 DONATE~
Syntax : donate <amount in credits>
Syntax : withdraw <amount in credits>

These commands allow empowered clan members to withdraw or donate to clan
funds at a bank (no empower needed for donate).

See EMPOWER.
~

1 DOORBASH~
.
Syntax : Doorbash (direction)
 
Handy for getting rid of closed locked doors. Although
some doors are bashproof.
~

31 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 REDIT, RSTAT and RESETCMDS.
~

1 'DRAIN ENERGY'~
&GName: &w&WDrain Energy

&GSyntax: &w&WDrainenergy <victim> <object>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can deplete power packs, energy cells, and similar power sources of energy,
rendering electronic devices and powered weaponry useless until the power source is replaced
or recharged.

&GHit Point Cost: &w&WRanges from 2 - 12 depending on the size of the object
~

1 'DRAIN FORCE'~
&GName: &w&WDrain Force

&GSyntax: &w&WDrainforce <victim>

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Alter, Control, Sith Sorcery, Force Level 6, Darkpoints 6

&GBenefit: &w&WYou are able to draw life energy from living beings, gradually absorbing it yourself. Draining the Force
from others in this fashion provides you with additional Force Points, but each time you attempt this, you gain
a Dark Side Point.
~

0 DRALL~
&gName: &wDrall

&gDescription: &wThe Drall are mild-mannered, short humanoids. As a species, they are methodical researchers, careful observers,
and considered among the best theoretical thinkers in the galaxy. Although well-versed in virtually every widely used technology
in the galaxy, and often numbered among scientists who are on the cutting edge in a number of fields, Drall are primarily
interested in abstract concepts and accumulating knowledge for the sake of knowledge. Therefore, despite the advanced nature
of their scholarly pursuits, the world of Drall trails behind the rest of the galaxy in technological achievement, and the Drall
themselves usually implement technology developed by others. Drall society is a clan-based combination of a matriarchy and a
meritocracy. No elected or direct hereditary leaders exist on the Drall homeworld. Instead, each family heeds a "Duchess," a
female Drall who is deemed the most fit to lead. Once appointed, the Duchess becomes the owner of all the family's property,
and she holds the position for life or until she steps down and passes the title and property along to a suitable heir.

&gPersonality: &wDrall take pride in being viewed as well mannered and considerate. They are also intelligent, reasonable, and
difficult to anger. Drall are scrupulously honest in their business dealings, and if they promise to perform a task for a
certain payment, they always do so to the best of their ability. They expect others to behave in a similar fashion.

&gPhysical Description: &wDrall have short muzzles and almond-shaped black eyes. Their bodies are covered in fur that ranges from
brown and black to reddish-gray. They have short limbs and clawed hands and feet. They tend not to wear clothing, although both
males and females often wear elaborate necklaces, headdresses, and other types of jewelry. Adult Drall stand between 0.9 and
1.5 meters tall, with most females being taller and more solidly built then males.

&gHomeworld: &wThe Core World of Drall, in the Corellia system.

&gSpecies Traits: &w-2 Strength, -2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma
                Small-Size &g- &w+1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks 
~

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

1 DRIVE SPEEDERS SPEEDER VEHICLES VEHICLE~
Syntax : drive <direction>

This allows vehicles to be driven in the direction specified.
~

0 DROID~
&gName: &wDroid

&gDescription: &wDroids are usually property, bought and sold like any other piece of equipment. Although some droid owners come
to think of their droids as freinds, the fact remains that droids are programmed to serve whoever is designated as their master.
Occasionally, events conspire to lead a droid to independence. These so-call "self-owned" droids are few, but not as rare as
many believe.

&gClassifications Of Droids: &wThere are currently 5 different Droid types.

  &gFirst-Degree: &wEffectively mobile computers. They are programmed to solve scientific problems quickly and accurately and put
   those solutions to effective use. Example: 2-1B Medical Droid and 1T-O Interrogation Droid.
    -2 Strength, +2 Intelligence, -2 Charisma

  &gSecond-Degree: &wTheir main function is complex equations specifically relating to engineering and technical sciences. They're
   generally equipped with appendages that allow them to interact with other machines. Example: R2 Series Astromech Droids.
   -4 Strength, +2 Dexterity, +2 Intelligence

  &gThird-Degree: &wProgrammed to perform social services: translation, protocol, teaching, housekeeping, and secretarial work. Many
   are also programmed to act as controllers of complex systems. Example: 3PO Protocol Droid and M-TD Series Translator Droid.
   -2 Strength, -2 Wisdom, +2 Charisma

  &gFourth-Degree: &wNearly all employed in security or military applications, they are generally quick, often strong, and not very
   intelligent. Classic Examples include the Baktoid Combat Automata B1 battle droid and the E522 Series Assassin Droid.
   +2 Dexterity, +2 Constitution, -4 Intelligence

  &gFifth-Degree: &wCommon laborers of the galaxy &g- &wcheap, predictable, and in most cases, disposable. They are mainly employed
   for carrying heavy loads or performing repetitive tasks. Example: ASP Series labor droid and J9 worker drone.
   +2 Strength, -2 Wisdom, -2 Charisma

&wDroid characters, in additon to taking heroic feats, also have the option of purchasing &rAccessories&w. Under no circumstances,
can a Droid ever possess the Force, Force Skills or Force Classes.

Also see &RHELP ACCESSORIES&w
~

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
 
~

31 'DUAL WIELD'~
This skill allows you to wield two weapons simultaneously.
This is an automatic skill.
~

0 DUG~
this alien race resembles a small horse, although it is completely
hairless. The Dug have leathery, grey skin and small, beady eyes. They can
easily walk on their hind legs, their forelegs, or all fours. They used
their four hands to  help them move through the trees of their homeworld
of Malastare. Much of their language is punctuated with knuckle rapping
and foot stomping.  
~

1 DUINUOGWUIN~
Duinuoqwuins, or Star Dragons, are a sad, noble species with a habit of taking 
up  lost causes. These huge, snakelike multipeds with gossamer wings average 
about ten meters long. Large, reptilian scales cover their bodies, though they 
have floppy, mammallike ears. Each body segment has a pair of legs, though the 
limbs attached to the foward segments have evolved into arms and hands. This 
ancient species comes from a secret, unknown world. They can be encountered on 
all types of worlds and even in deep space, where it seems they n eed to 
artificial protection. The Star Dragons have a deep-rooted sense of morality 
and honor, and most have at least some sensitivity to the Force. There are even 
tales that tell of an ancient time when Duinuoqwuin served as Jedi Knights.

Because of their enormous size Duinouqwuin cannot wear armor. However they
have excellent hit points and regeneration rate. They also fave the unique
ability to fly. They are also very strong in the force.
~

0 DUROS~
a humanoid race characterized by their blue skin, red eyes and long, thin
faces. There is no nose on their face. They are a calm, peaceful race and
are considered dependable workers and gifted storytellers. Their society
was formed  many millennia before the Galactic Civil War, and was very
advanced technologically. Most Duros are interested in space travel, and
are employed in one of the many industries that deal in travel between the
stars. Those Duros  who remain near their homeworld work for one of the
many starship construction facilities that orbit the planet Duro. Many of
the Duros found off-planet are graduates of the Duro Academy of Deep Space
Exploration, and can navigate a  hyperspace jump with limited star
charting.  
~

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
 
~

1 EARTHQUAKE~
Syntax : feel earthquake

Damages all players in the room on the ground.
~

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 force 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.
 
~

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

31 ECOLOR ECOLOUR~
.
The following 16 colors are supported in the commands echo, recho,
mpecho, mpechoat and mpechoaround.

_whi  White
_yel  Yellow
_blu  Blue
_dbl  Dark Blue
_lbl  Light Blue
_cya  Cyan (sort of turquoise)
_gre  Green
_dgr  Dark Green
_cha  Charcoal (grey)
_dch  Dark Charcoal (dark grey)
_pur  Purple
_red  Red
_ora  Orange
_bro  Brown
_pin  Pink
_bla  Black

  If the indicator is preceded by an asterisk, the message will blink.

recho _red              This is an example of recho in red.
recho *red              This is an example of recho in blinking red.
mpecho _yel             This is an example of mpecho in yellow.
mpe _yel                This is an example of mpecho in yellow.
mpechoat $n _blu        This is an example of mpechoat in blue.
mea $n _blu             This is an example of mpechoat in blue.
mpechoaround $n _bro    This is an example of mpechoaround in brown.
mer $n _bro             This is an example of mpechoaround in brown.
 
You only need to enter as much of the color indicator as required to
uniquely identify it.
 
mpe _r                  This is an example of mpecho in red.
 
~

31 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 'ELITE TROOPER'~
&gName: &wElite Trooper

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wThe elite trooper represents an individual who has received advanced combat training. More than a mere soldier, the
elite trooper is highly trained and capable of taking on any number of combat-related missions, such as guarding an important
location, assaulting an enemy base, or participating in a stealthy insertion into enemy territory. She's a crack shot and, though
trained in the use of armor, can easily operate without it if the situation warrants. Elite troopers are frequently recruited from
the ranks of military organizations, though a rare handful are completely self-taught &g-&w and highly valued when the shooting
starts. They are often put in charge of groups of lesser-trained soldiers, in hopes that some of their cunning will rub off on the
rookies. At the very least, their experience might keep the rookies alive long enough to become elite troopers themselves.

&gRequirements: &wHitroll +6, Dodge, Precise Shot.

&gHitpoints: &wElite troopers gain 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp trooperprof&w for more information.
~

0 ELITE_GUARD~
Elite guards are fairly strong guards. They will protect you with their
life if they have to, and may prove quite useful in staying alive.
~

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.
~

1 EMPOWER~
Syntax : empower <player>
Syntax : empower <player> <command>

These commands allow the clan leader (or an empowered clan member) to toggle
OTHER members use of clan command. These commands are :-

pilot       : pilot clans ships
withdraw    : withdraw from clan funds (at a bank)
clanbuyship : buy a ship for the clan from the clan funds
induct      : induct a player into the clan

none        : removes all clan commands from player
list        : lists currently empowered commands for that player
<blank>     : ditto
~

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 ENGINEER~
Ah the life of an engineer. One thing can be said about this class Money
Money and more Money! Making armor and weapons is a boring and tedious
class, however most engineers resign with money to spare.  Everyone will
come to you for your advance armor and heavy blasters. You can even repair
ships and  make random little trinkets.
~

1 'ENHANCE ABILITY'~
&GName: &w&WEnhance Ability

&GSyntax: &w&WEnhance <strength/dexterity>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can call on the Force to enhance your Strength or Dexterity for a short period of time.

&GHit Point Cost: &w&W3
~

1 'ENHANCE SENSES'~
&GName: &w&WEnhance Senses

&GSyntax: &w&WEnhancesenses

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can use the Force to enhance your normal sensory capabilities. An Enhance Senses check
adds to Survival checks made to find or follow tracks.

&GHit Point Cost: &w&W3
~

1 ENLIST~
Syntax : enlist

This command allows you to enlist in a clan in their recruitment office.
These offices should be clearly marked.

See CLANS
~

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 ENTRYVECTOR JUMPVECTOR~
This command is not currently implemented.
~

0 EQ INV EQUIP EQUIPMENT INVENTORY~
Syntax: equipment
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
~

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."
~

1 ESCAPE ARTIST~
&GName: &w&WEscape Artist

&GSyntax: &w&WUsed in conjunction with other skills

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to slip binders or manacles, wriggle through tight spaces, or escape the grip
of an angry Wookiee.
~

0 'ESPIONAGE DROID'~
&gName: &wEspionage Droid

&gClass Type: &wNon-Force Droid Prestige Class

&gMax Level: &w5

&gDescription: &wEspionage droids have been the downfall of many organizations. Many makes and models of droids can become espionage
droids, but those that have exceptional technical skills &g(&wsuch as R-series droids and 2-1B droids&g)&w and those that are 
commonly seen in the company of Humans &g(&wsuch as protocol droids&g)&w are prime candidates to bear espionage programming. A
good candidate for becoming an espionage droid has access to sensitive materials and secure areas, and can move about freely with
the trust of those who see them. Many companies and most government intelligence divisions use espionage droids on a regular basis.
The job of an espionage droid can be as simple as spying on a particular individual or group, or as complex as sabotaging equipment
and machinery. Espionage droids are employed not only to gather information and data but also to further the goals of their masters,
whatever they might be.

&gRequirements: &wComputers 6, Hide 6, Search 6, Gather Information 9, Locked Access and Improved Sensor Package.

&gHitpoints: &wAn espionage droid gains 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp espionageprof&w for more information.
~

0 EWOK ENDOR~
The Curious, furred bipeds native to Endor's forest moon are called Ewoks. 
Standing about one meter tall, the tribal Ewoks have yet to advance beyond 
spears and bows, but their understanding of forest lore and survival skills 
cannot be matched by a more advanced species. These Hunter gatherers live in 
village clusters built high within the moon's giant trees. Easily startled, the 
Ewoks are nonetheless brave, alert, and loyal, and they can be fierce warriors 
when necessary. The Ewok language is liquid and expressive, and most humans and 
other aliens can learn to speak it. Ewoks, conversely can learn Basic, though 
they often mix in many words from their own language. During the day, Ewoks 
come down out of their tree villages to hunt and forage on the forest floor. At 
night, the forest belongs to huge carnivores, and even the youngest Ewoks know 
not to venture out after dark. The Ewoks' mystical beliefs contain many 
references to the Force, though it is never named as such. They are a musical 
species, are overly curious, and are loyal to their tribes and friends.
~

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'.
~

31 EXFLAGS~
The redit 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 power
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
~

31 EXITMAKING~
The 'redit 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 'redit exit' command is as follows:
redit 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 'redit 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:
redit exit n 3001           - Creates an exit north to room 3001
redit exit n 3001 3 gate    - Changes the exit north to have a closed "gate"
redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15
redit exit n                - Removes the north exit

See EXITTYPES for generating the exit-type value.
~

0 EXITS~
Syntax: exits

Tells you the visible exits of the room you are in.  Not all exits are visible.
You can use the 'bump' technique to find hidden exits.  (Try to walk in a
certain direction and see what you bump into).
~

31 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 power 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 'redit 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 power through real world usage
 
You lose experience by:
    fleeing from combat
    recalling out of combat
    being the target of some powers (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.
~

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
 
  *FEEL <force power> - you use the powet (see HELP <power> for more info)
  
  *CAST <force power> - being replaced by FEEL (but you can still use cast)  
 
  *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 FALLEEN~
&gName: &wFalleen

&gDescription: &wThe Falleen are a species of reptilian humanoids from the Mid Rim system of the same name. They are widely regarded
as one of the most aesthetically pleasing species of the galaxy, with an exotic appearance and powerful pheromone-creating
abilities. While their pheromones are to attract suitable mates, they also have a pronounced effect on other humanoid species,
leading many to describe Falleen as "irresistible". Falleen commoners encountered offworld are almost always part of an entourage
led by a Falleen noble or diplomat. They can speak Basic with no difficulty.

&gPersonality: &wFalleen are well mannered, self-assured, and driven to succeed. Even at the worst, they possess undeniable and
unshakable charisma. Sometimes their sense of superiority makes them arrogant and seductive, but Falleen can also be sensitive
and compassionate.

&gPhysical Description: &wFalleen vary in height from 1.7 to 2.2 meters. Their lithe bodies are covered with scales that are typically
deep green or gray-green, but the color fluctuates toward red and orange when they release their pheromones. Male and female 
Falleen are almost identical physically, except that the spiny ridge that runs down the back of the males is more pronounced than
the one that runs down the back of the females.

&gHomeworld: &wFalleen, a temperate Mid Rim world dominated by mountains, jungles, and imperious, heavily guarded noble estates.

&gSpecies Traits: &w+2 Charisma
                Medium-Sized
~

1 FAME~
&GName: &w&WFame

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYour Reputation bonus increases by +3. You can't select both the Fame feat and the Infamy feat.
You're either famous or infamous, not both.
~

1 'FAR SHOT'~
&GName: &w&WFar Shot

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WPoint Blank Shot

&GBenefit: &w&WWhen you use a blaster or a projectile weapon, you can use it to sniper someone up to 2 rooms away.
Without this feat, you may only sniper someone 1 room away.
~

1 FARSEEING~
&GName: &w&WFarseeing

&GSyntax: &w&WFarseeing <victim>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can use the Force to gain knowledge of the location of a known individual. &CNOTE: &w&WThis
power cannot be used against Droids.

&GHit Point Cost: &w&W3
~

1 FARSIGHT~
Syntax : feel farsight <victim>

Gives a room description of victims location.
~

1 FATIGUE~
Syntax : feel fatigue <victim>

Makes victim more susceptable.
~

1 FEAR~
&GName: &w&WFear

&GSyntax: &w&WFear <victim>

&GSkill Type: &CForce Skill

&GDescription: &w&WFear is the path to the dark side of the Force. You can manipulate the Force to learn
what frightens others and use that against them, making them more susceptible to the lure of the
dark side. A Fear check provides a Force penalty to a target's attack rolls.

&GHit Point Cost: &w&W2
~

1 FEEBLENESS~
Syntax : feel feebleness <victim>

Makes victim more susceptable.
~

0 FIGHT~
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
FEEL IDENTIFY <mob> to get more detailed information about the mob if you
have force ability.   You may start a fight by using KILL, MURDER, or many
powers 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 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 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>'
 
~

1 FIRE~
Fires ships weapons, see SHIPS
~

1 FIRRERREO~
tall humanoids native to the planet Firrerre, they beings have unique
striped hair, nictitating mebranes covering their eyes, and golden skin
which turns silver when scarred. They possessed limited spacefaring
technology, and had only  recently perfected sublight travel when Hethrir
convinced them to head for nearby planets while being held in hibernation.
Those that were placed on the colony ships are the only surviving
Firrerreo, because Hethrir later turned the  planet over to the Empire,
which destroyed the ecosystem with a biological weapon. Hethrir had been
raiding the colony ships for slaves over the years, until his death at the
hands of the being Waru. The Firrerreo have strong clan  affiliations, and
a fair amount of Force sensitivity. They rarely used their given names
aloud, but the use of Firrerreo's name compelled the being to obey the
speaker.  
~

1 FIRSTAID "FIRST AID" MEDPAC~
.
Syntax : First Aid  (Character)
 
First aid lets you use the contents of a med kick to heal
minor damage to yourself.
~

0 FIXCHAR~
Syntax:  fixchar <character>
 
Resets a character's saving throws and mentalstate.  Should probably
not be done while the character is equipped.
~

0 FLAMESTRIKE~
Syntax: feel 'flamestrike' <victim>

This power inflicts damage on the victim.
~

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: feel 'float' <character>
 
This power 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.
~

31 'FLOAT'~
Syntax:  cast 'float' <character>
 
The power 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 power 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.
~

1 FOCUS~
&GName: &w&WFocus

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Alter, Control

&GBenefit: &w&WYou get a +2 aptitude bonus on all Force Stealth and Force Strike checks.
~

31 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 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).
~

31 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.
~

31 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').
 
~

0 FORCE~
The force is an essential part of our nature  like energy or matter  but it
has yet to be quantified or analyzed. The force is not to be understood in
the same manner as the physical qualities of the universe.  The laws of
physics are observable; technology is predictable and readily-controlled.
The Force is neither controlled nor controlling  it is a part of life
itself; asking if it controls or can be controlled is like asking  if a
person can control his component cells, or the cells control him.
 
It is not known whether the force has always been, came about as life
evolved into intelligence, or if it coerced the evolution of intelligence.
To the Jedi, it does not matter. Its enough to know the force IS.
~

0 'FORCE ADEPT'~
&gName: &wForce Adept

&gClass Type: &bForce&w Base Class

&gMax Level: &w20

&gDescription: &wThe Force adept is strong in the Force, but follows a different path from the Jedi. To the Force adept, the Force
is more mysterious and more supernatural, and the aid it provides has a magical quality. A Force adept comes from a different
tradition, with different beliefs and codes of conduct from those of the Jedi. There are precious few Force adepts, and the number
who become adventurers is even smaller. Some call the Force by its familiar name, while others refer to it by some other term that
reflects their own traditions. If you select the Force adept class, you need to determine how your character views the Force.

&gBackground: &wForce adepts discover a power inside themselves that they don't fully understand. Much of their training is haphazard,
since few traditions exist to help them achieve mastery. Some come from primitive cultures where they were looked upon as godlike
or holy by the people they served. Others just follow a different path from the Jedi &g- &wit isn't better or worse, it's just a
different tradition. Force adepts have grown accustomed to being either revered or hated, depending on when and where their Force
powers came to prominence. Others have learned to keep their powers secret, both because they do not fully understand their powers
and because they are afraid of how others might treat them.

&gAbilities: &wThe Force adept's most important ability scores are Intelligence and Wisdom, sience these control her most important
Force skills &g(&wthose of the Alter and Sense feats&g)&w, as well as many other class skills. Charisma can also be significant
for a variety of interpersonal skills.

&gHitpoints: &wForce adepts gain 1-8 hitpoints per leve. The character's Constitution applies.

Also see &rhelp adeptprof&w for more information.
~

1 FORCE DEFENSE FORCEDEFENSE~
&GName: &w&WForce Defense

&GSyntax: &w&WForcedefense

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can use the Force to improve your resistance to Force-based attacks,
wrapping yourself in the Force's protective embrace.

&GHit Point Cost: &w&W3
~

1 'FORCE FLIGHT'~
&GName: &w&WForce Flight

&GFeat Type: &CForce Flight&w&W

&GRequirements: &w&WForce-Sensitive, Alter, Move Object 6 ranks, Force Level 7

&GBenefit: &w&WYou gain the ability to control the Force to a greater degree and can use it to move yourself from one
spot to another. The duration of flight allowed is determined by the Move Object check result.

~

1 'FORCE MIND'~
&GName: &w&WForce Mind

&GSyntax: &w&WForcemind <victim> <ability>

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Level 3

&GBenefit: &w&WThe target of this feat gains a +2 Force bonus to a single ability score of your choice. The target of
this feat may only have one ability affected at a time.

&GHit Point Cost: &w&W5
~

1 'FORCE SENSITIVE' FORCE-SENSITIVE~
&GName: &w&WForce-Sensitive

&GForce Type: &w&WNon-Force Skill

&GRequirements: &w&WNone

&GBenefit: &w&WYou are sensitive to the ebb and flow of the Force. Though not necessarily a Jedi or a Force-user,
you are capable of learning some basic Force skills.
~

1 'FORCE WHIRLWIND' FORCEWHIRLWIND~
&GName: &w&WForce Whirlwind

&GSyntax: &w&WForcewhirlwind

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WIntelligence 13, Force-Sensitive, Alter, Move Object 5 ranks, Force Level 6

&GBenefit: &w&WYou can use the force to create a whirlwind of small objects that hampers concentration
and deals damage.

&GHit Point Cost: &w&W6
~

31 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.
~

1 FORCEGRIP~
&GName: &w&WForce Grip

&GSyntax: &w&WForcegrip <victim>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can use the Force to injure a single opponent by finding the lines
of energy that connect all things together and using them to grip an organ or crush
a larynx.

&GHit Point Cost: &w&W4
~

1 FORCELIGHTNING~
&GName: &w&WForce Lightning

&GSyntax: &w&WForcelightning <victim>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can draw upon the dark side of the Force to blast a target with deadly bolts of energy.

&GHit Point Cost: &w&W6
~

1 FORCEPOINTS~
&GTopic: &w&WForcepoints

&GDescription: &w&WForce Points represent a character's knack for using the Force to aid her actions.
Force a Force-sensitive character, it represents a conscious decision to call upon the Force for
assistance. Characters without the Force-Sensitive feat don't consciously realize that the Force
is aiding their actions, only that they are trying hard to succeed. Every character starts play
with 1 Force Point. Characters who don't possess the Force-Sensitive feat may never have more
than 5 Force Points. Droids, obveously, do not gain Force Points. Any points gained in excess of
this number are lost. A character who selects the Force-Sensitive feat gains 1 bonus Force Point
and may collect an unlimited number of Force points as time goes on.

&GA character gains additional Force Points in two ways:
  1.&w&W Each time a character gains a level, he gains 1 Force Point.
  &G2. &w&WImmortal reward for roleplay / general Immortal kindness.

&GForce Points are used in two ways:
  1. &w&WA character may Meditate away the taint of the dark side.
  &G2. &w&WA character may call upon the Force to temporarily enhance his character.

Also see &rHelp Darkpoints&w&W, &rHelp Meditate&w&W and &rHelp Callforce&w&W for more information
~

1 FORCESTEALTH~
&GName: &w&WForce Stealth

&GSyntax: &w&WThis skill is automatic

&GSkill Type: &CForce Skill

&GDescription: &w&WWith this skill, your character can meditate and lose himself in the Force, avoid
Force-based detection.

&w&WAlso see &rhelp seeforce&w&W for more information
~

1 FORCESTRIKE~
&GName: &w&WForce Strike

&GSyntax: &w&WForcestrike <victim>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can attack an opponent using the Force.

&GHit Point Cost: &w&W2
~

1 FORETHOUGHT~
Syntax : feel forethought

Increases wisdom for a limited period.
~

31 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.
 
~

31 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.
 
~

1 'FRIGHTFUL PRESENSE' FRIGHTFULPRESENSE~
&GName: &w&WFrightful Presense

&GSyntax: &w&WFrighten <victim>

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WCharisma 15, Intimidate 9 ranks

&GBenefit: &w&WYour mere presence can terrify those around you. All opponents within the same room of you, whom possess
fewer levels than you must make a Will saving throw. An opponent who fails his save is shaken and must take a -2
penalty on attack rolls. If you possess the Infamy feat, the difficulty on the Will saving throw is increased.

Also see &rhelp infamy&w&W for more information
~

0 FRINGER~
&gName: &wFringer

&gClass Type: &wNon-Force Base Class

&gMax Level: &w20

&gDescription: &wFringers come from outside society, replacing a formal education with skills and knowledge gained from experience.
Usually, a fringer hails from a world that lies outside the "civilized" regions of space, but fringers can come from the fringe
of galactic socity &g-&w where-ever that may be. They use their dexterity, 
wisdom, and strength to survive whatever the galaxy throws
at them. A fringer isn't necessarily unfamiliar with technology, but he certainly doesn't have access to the conveniences 
available to thsoe of higher status on worlds such as Coruscant and Corellia. The fringer is hardy, robust, independent, and an
expert at survival due to learning the lessons of "frontier" regions, be they in the Outer Rim or in the dankest levels of Coruscant.
Some fringers might be from primitive, low-tech societies, but most have a basic understanding of high-tech equipment &g- &wthey just
come from a world or a part of society where such equipment is in extremely short supply.

&gBackground: &wFringers come to their profession by seeking a better life, searching for excitement, escaping the situation on their
planet of origin, or avenging an imagined wrong done by the &bRepublic&w or some other power group. Some seek wealth and power,
others adventure. Others still are motivated by revenge. They may be lured from their home world by the promise of riches. They
may be escaping from slavery or servitude. They could be recruited to a cause they believe is worth following, or driven from their
home by invaders. They usually think of themselves not as fringers but as whatever career they aspire to, such as spacer, mechanic,
pilot, or colonist.

&gAbilities: &wDexterity, Wisdom, and Strength are the most important ability scores for the fringer class.

&gHitpoints: &wFringers gain 1-8 hitpoints per level. The character's Constitution applies.

Also see &rhelp fringerprof&w for more details.
~

0 FUMBLES CRITICALS~
&W&wWhen you make an attack, many variables are calculated to see if you hit or miss your target. Amongst those is a random variable
between 1 and 20. On a natural 20, the hit always lands on target, regardless of the target's armor class. This is called a critical
hit. On a critical hit, you have a small chance of dismembering one of your opponent's limbs. The opposite is also true. If you
score a natural 1, you will miss your target. Not only will you miss your intended target, there is a chance of hitting a member
of your group &g(&wif you're in a group&g)&w. If you are fighting solo, you will drop your weapon.
~

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
 
  *QUEST <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 ****
~

1 GAIN~
This command is not currently implemented.
~

1 GAMBLE~
&GName: &w&WGamble

&GSyntax: &w&WThis skill is used in conjunction with illegal games

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to earn credits through games of chance, including sabacc, jubilee,
and betting on swoop races.
~

0 GAMORR GAMORREAN~
~

1 GAMORREAN GAMORREANS~
The Gamorrean people are known for their brutish, porcine appearance, 
along with their great strength and minute intelligence.  Green skinned
with pig-like snouts, they are among the Galaxy's best laborors and
mercenaries. They also have impressive stamina, allowing them to with-
stand large assaults and physical trauma.

When Gamorr was discovered, the populace was enslaved.  Those who
escaped this fate quickly traveled offworld to sell their services to
outsiders as guards and mercenaries.  Now, thanks to their superb idiocy,
they have been abandoned as a source of slave labor.
~

0 GAND~
a species of sentient life that has developed in the gases of the planet
Gand. Able to survive in the various gases, they require special breathing
apparatus in order to survive in oxygen-based atmospheres. The lungs of
the Gand are quite  efficient, able to utilize nearly 85 percent of the
atmosphere they breathe in with each breath. The Gand have developed a
totalitarian monarchy, and various colonies of Gand live in pockets of
mist in the gas giant's atmosphere. When  renegade Gand are sought,
findsmen are sent out to locate them. The Gand hold their names in great
reverence. A Gand who has accomplished nothing in his life is simply known
as "Gand." When a Gand completes a task, they are given their  family's
surname. A further accomplishment provides the Gand with a proper name.
Pronouns are almost never used, and are reserved for those famous Gand who
have accomplished so much that their deeds are known by all. If a Gand
does something  to be ashamed of, or causes offense to another Gand, their
name is reduced. It was discovered Gand have certain regenerative
properties.
~

1 GATHERINFORMATION~
&GName: &w&WGather Information

&GSyntax: &w&WGatherinfo <victim>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to make contact in an area to find out local gossip, rumors and 
collect information on known people. There must be atleast one native (Mob) with you. Seeking
information can be a risky choice. Extreme failure on with this ability will notify your target
that you are looking for him.
~

1 GATHER_INTELLIGENCE, GEMCUTTING MASS_PROPEGANDA SCRIBE SEDUCE~
These commands are not currently in operation.
~

1 GEARHEAD~
&GName: &w&WGearhead

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Repair and Use Computer checks.
~

1 GENDI~
This is just a cheeky note to say that I have added alot more to this help file.
If you do use this file please maintain this note.

check out http://www.bigfoot.com/<tilda key>SWReality for more SWR files.
~

0 GIVESHIP~
SYNTAX: giveship <ship> <player>

Giveship allows you to give your ship to another player. If selling your ship to another player, be sure to collect payment BEFORE you give it away. It does not do this automatically.

Enjoy.
~

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'.
~

0 GOKU~
Previously I was ackbar and no not the original Ackbar. I worked at DoE for
a while and eventually got fed up with the coruption so I ended up
leaving. I pretty much quit mudding and to this day don't enjoy mudding
but I still enjoy messing with code. So thats the purpose of this. Just a
hobby. When I feel enough has been done to make it worth releasing this I
will. Then anyone who wants to is welcome to use it as they wish. This mud
is rp encouraged, however not enforced. Players who we feel are doing a
good job of rping will be awarded RP points. These can be redeamed for
different things including gold, a restore, or something of that nature.
~

1 GOLD~
Syntax:  gold
 
Displays the current total credits you are carrying.
~

1 GOSSIP~
Syntax : gossip <message>

This command is now the same as OOC

See OOC
~

0 GOTAL~
a humanoid race which possesses a limited ability to sense the Force, the
Gotal have grey fur, and two cone-like horns on top of their heads. These
horns are actually nerve-filled receptors that register the presence of
infrared, radio,  light, and electromagnetic emissions. These cones also
have the ability to sense the presence of the Force as a vague buzzing.
They come from a moon called Antar 4, and have an instinctual distrust of
droids, for the droids' energy emissions  foul up their sensitive horns.
The Gotal have come to rely on their cones for a great many things and, as
a consequence, they have a hard time interpreting the emotions of other
races. The one emotion most Gotal are sure of is love, and  falling in
love at first sight is a common occurance among prospective mates. When
two Gotals mate, they do so for life and begin raising a family as soon as
possible. The Gotal are a race of hunters, and have little or no political
 affiliations. They have one of the few societies which exists in a
peaceful anarchy. The Gotal resisted entry into the Old Republic, but had
absolutely no desire to join the Empire. 
~

30 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
REDIT.

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 REDIT.
~

0 GRAN~
a race of three-eyed humanoids native to the planet Kinyen, the Gran have
tan skin. Their eyes are set out away from their heads on thick stalks,
and they have large ears. Their eyes are adapted for seeing into the
visible spectrum as  well as the infrared spectrum. They evolved from a
herbivorous species, and have two stomachs to digest their food. The
females have three breasts, which they use to suckle their young. In
general, Gran are peaceful and hospitable, and no  conflicts have been
noted in their 10,000 year history. Their infrared sight allows the Gran
to detect their companion's emotional state. The Gran race was hesitant to
join the galactic community of the Old Republic, fearing that they  would
become diluted by huge distances. They remained isolated from the
Republic, for the most part, and the Old Republic respected their wishes.
After the birth of the New Order, the Gran organized peaceful protests
against  Palpatine's rule. However, they were quickly subjugated by the
Empire. On their own, the Gran developed space travel, and have developed
a healthy trade route.
~

1 'GREAT FORTITUDE' GREATFORTITUDE~
&GName: &w&WGreat Fortitude

&GFeat Type: &w&WNon-Force

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 synergy bonus on all Fortitude saving throws.
~

-1 GREETING~
.
    &zo                                                       &co
    &R|  &z__                  &rReturn of the                    &G|  &O__
    &R| &z/__\                                                  &G|&O /__\
    &R| &zX&r**&z|         &R,&z,&r,      &R,&r,     &R`&z#&r,          &R,&r,          &G| &O|&c**&OX
    &R|&z-\\|/-.       &r$&z#  &R`     &r'       &R#&z &r.       &R,&z#&r'          &G|&O-\|//-.
   &z/&R|&z`.|'.' \       &R'&z'&r'&R.    &r'&z#&R,   &r,&z#&R'&r#&R#&r'&z'&R`    &r,&R#&r'          &O/&G|&O`.|'.' \
  &z|,&R|&z.\   /||      &r`&z:&R#&r#&R'    ,&z#&r!       &R#&z#&r$    &R#&r$&z'&R`&r#&R,       &O|,&G|&O.\   /||
  &z|:&R|&z|   ':||              &R,&z#&r'        &R:&z#&r'    &R#&r:  &R'&r#       &O|:&G|&O|   ':||
  &z||&R|&z|   | ||                       &r,&R'     &r,&z#&R'   &r'&R,       &O||&G|&O|   | ||
  &z\ \|     |`.                                            &O\ \|     |`.
  &z|\&zX&z|     | |&W SWR 1.0 by Sean Cooper - specs@golden.net  &O|\&OX&O|     | |
  &z| .'     |||&W SMAUG by Thoric                            &O| .'     |||
  &z| |   .  |||                                            &O| |   .  ||| 
  &z|||   |  `.| &WSWRPG 3.0 by Manteiv                       &O|||   |  `.|
  &z||||  |   ||                                            &O||||  |   ||
  &z||||  |   || &WStar Wars (TM) and Star Wars names         &O||||  |   ||
  &z||||  |   || &Ware copyright of Lucasfilm (TM)            &O||||  |   ||'
  &z||||  |   || &WStar Wars RPG (TM) is copywrited           &O||||  |   ||
  &z||||  |   || &Wto Wizards of the Coast (TM)               &O||||  |   ||
   &z`+.__._._+'                                             &O`+.__._._+'LS
&r ______________________________________________________________________
 
&g 
%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&gx&g%&g=&Gx&g%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%&G=&gx&G%&g=&Gx&g%
&r ______________________________________________________________________


   &WLogin: ~

36 GREETING2~
.           ._,.
          "..-..pf.                                 
         -L   ..#'                                Star Wars: Fall of the Empire
       .+_L  ."]#
       ,'j' .+.j`                 -'.__..,.,p.   The Rebellion, having scored
      _- #..<..0.                 .J-.``..._f.   a victory against the second
     .7..#_.. _f.                .....-..,`4'    deathstar, finally begin 
     ;` ,#j.  T'      ..         ..J....,'.j`    growing in numbers. The
    .` .."^^.,-0.,,,,yMMMMM,.    ,-.J...+`.j@     Empire still holds strong, but
   .'.`...' .yMMMMM0M@^^=`""g.. .'..J..".'.jH     find themselves losing battles
   j' .'1`  q'^^)@@#"^^".`"='BNg_...,]_)'...0-     against the Rebellion. Hope
  .T ...I. j"    .'..+,_.'3#MMM0MggCBf....F.     is beginning to grow among
  j/.+'.{..+       `^^-'-^^--""""'"""?'"``'1`      members of the newly formed
  .... .y.}                  `.._-:`_...jf       New Republic.
  g-.  .Lg'                 ..,..'-....,'.
 .'.   .Y^^                  .....',].._f
 ......-f.                 .-,,.,.-:--&&`
                           .`...'..`_J`
                           .-......'#'
 Ray Brunner               '..,,.,_]`
                           .L..`..``.
                           
                           
SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net
Original SMAUG 1.0 written by Thoric (Derek Snider) with help from 
Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog.
Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by:
Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer
Star Wars and Star Wars names are a copyright of Lucasfilm ltd.
Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net

Holonet Login:                           
~

36 GREETING3~
.                                  __          __        _.xxxxxx.
                   [xxxxxxxxxxxxxx|##|xxxxxxxx|##|xxxxxxXXXXXXXXX|
   ____            [XXXXXXXXXXXXXXXXXXXXX/.\||||||XXXXXXXXXXXXXXX|
  |::: `-------.-.__[=========---___/::::|::::::|::::||X O^^XXXXXX|
  |::::::::::::| |%%%%%%%%%%%%\::::::::::|::::::|::::||X /
  |::::,-------|_|-------------`---=====-------------':|| 
   ----                       |===|:::::|::::::::|::====:\O
                              |===|:::::|:.----.:|:||::||:|
Star Wars: Fall of the Empire |===|:::::`'::::::`':||__||:|
                              |===|:::::::/  ))\:::`----':/
The Rebellion, having scored  `===|::::::|  // //-`####
 a victory against the second     `--------=====/  ####
  deathstar, finally begin                         `####
   growing in numbers. The                          #####
    Empire still holds strong, but                  #####
     find themselves losing battles                 `#####
      against the Rebellion. Hope                    #####
       is beginning to grow among            LS      `###
        members of the newly formed
         New Republic.
         
SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net

Original SMAUG 1.0 written by Thoric (Derek Snider) with help from 
Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog.
Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by:
Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer
Star Wars and Star Wars names are a copyright of Lucasfilm ltd.
Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net

Holonet Login:
~

1 GREETINGOLD~
'           |.---.
           .'_____'. /\           
           |-xxxxx-| ||           Star Wars: Fall of the Empire
           |_  #  _| ||           
      .------'-#-'-----.          
     (___|\_________/|_.'.        The Rebellion, having scored
     /  | _________ | | |         a victory against the second
    /   |/   _|_   \| | |         deathstar, finally begin 
   /   /X|  __|__  |/ '.|         growing in numbers. The 
  (  --< \\/    _\//|_ |'.        Empire still holds strong, but
  ' .    -----.--=====,:=======   find themselves losing battles
     --._____/___:__(''/| |       against the Rebellion. Hope
       |    |      XX|- | |       is beginning to grow among
        \__/======| /|  '.|       members of the newly formed
        |_\|\    /|/_|    )       New Republic.
        |_   \__/   _| .-'      
        | \ .'||'. / |(_|       
        |  ||.''.||  |   )      
        |  ''|  |''  |  /
        |    |  |    |\/ 

SWReality 1.0 by Sean (Durga the Hutt) Cooper - specs@golden.net

Original SMAUG 1.0 written by Thoric (Derek Snider) with help from 
Altrag, Blodkai, Narn, Haus, Scryn, Swordbearer, Rennard, Tricops and Gorog.
Original MERC 2.1 code by Hatchet, Furey, and Kahn. Original DikuMUD code by:
Hans Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert && Sebastian Hammer
Star Wars and Star Wars names are a copyright of Lucasfilm ltd.
Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net

Holonet Login:
~

1 GRENADES~
.
Syntax : Arm (grenade)
 
This skill allows you to arm grenades, before using them.
Ussually combined with the throw skill.
~

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.
 
~

1 GUILDS~
Not currently implemented.
~

1 GUILDTALK~
Not currently implemented.
~

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
~

1 HAIL~
Syntax: hail <ship> <message>

Allows you to hail a ship with a message.

P.S. You may be looking for CALL.
~

1 HARM~
Syntax : feel harm <victim>

Causes damage to victim.
~

1 HATRED~
&GName: &w&WHatred

&GSyntax: &w&WHatred

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Alter, Darkpoints 2

&GBenefit: &w&WYou can release all your hatred in a blast of pure Force energy, dealing damage to all those
around you. Waves of your hatred buffet everyone around you. All those around you suffer 2d6 damage and receive a
-2 penalty on all attack rolls. A successful Fortitude save reduces the damage to one half.

&GHit Point Cost: &w&W4
~

1 HEADSTRONG~
&GName: &w&WHeadstrong

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +1 synergy bonus on all Will saving throws and a +2 synergy bonus on all Intimidate checks.
~

1 'HEAL ANOTHER'~
&GName: &w&WHeal Another

&GSyntax: &w&WFheal <victim>

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can use the Force to heal damage taken by another person.

&GHit Point Cost: &w&W1 - 6 depending on points healed.
~

1 'HEAL SELF'~
&GName: &w&WHeal Self

&GSyntax: &w&WFheal self

&GSkill Type: &CForce Skill

&GDescription: &w&WYou can use the Force to heal damage you have taken.

&GHit Point Cost: &w&W1 for failure.
~

1 'HEAVY ARMOR'~
&GName: &w&WArmor Proficiency &G(&w&WHeavy&G)&w&W

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WArmor Proficiency &G(&w&WLight&G)&w&W, Armor Proficienty &G(&w&WMedium&G)&w&W

&GBenefit: &w&WThis feat enables your character to wear heavy armor.
~

31 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.
~

31 HEIGHTENED~
|--------------------------------------|--------------------------------------|
|                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 |
| flee norecall autoexit autoloot gag  | mail time password slist report typo |
| autosac autocred pager blank brief   | powers skills weapons languages idea |
| combine nointro prompt telnetga ansi |--------------------------------------|
| sound shovedrag nosummon             |              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.
~

31 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~
|--------------------------------------|--------------------------------------|
|                MOVEMENT              |                 GROUP                |
| north east west south northeast exit |  follow group gtell ; split          |
| northwest southeast southwest sleep  |--------------------------------------|
| rest sit wake stand somewhere unlock |               INFORMATION            |
| 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 | powers skills weapons languages idea |
| nointro prompt ansi autosac shovedrag|--------------------------------------|
|--------------------------------------|               COMMUNICATION          |
|                 OBJECTS              | social quest clan ordertalk guildtalk|
|  get put drop give sacrifice hold dig| say tell chat question answer auction|
|  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.
 
~

1 HELP BUILD BUILDER BUILDING~
SWreality Building:
                           TABLE OF CONTENTS
***************************************************************************

HELP BUILD  - This file ( Contents )
HELP BUILD1 - Assigning Areas
HELP BUILD2 - Room Building Basics
HELP BUILD3 - Mob Building Basics
HELP BUILD4 - Object Building Basics
HELP BUILD5 -
HELP BUILD6 -
HELP BUILD7 -
HELP BUILD8 -
HELP BUILD9 -

***************************************************************************

See HELP BUILD1
~

1 HELP BUILD5~
SWreality Building Pg 5
~

1 HELP BUILD6~
SWreality Building Pg 6
~

1 HELP BUILD7~
SWreality Building Pg 7
~

1 HELP BUILD8~
SWreality Building Pg 8
~

1 HELP BUILD9~
SWreality Building Pg 9
~

30 HELPFILE FILE HELPFILES~
To edit/make a help file there are some basic and yet confusing
commands
necessary.  So here we go...
hedit <helpfile>
hset level 1 <helpfile>
hset keyword "<word list>" <helpfile>
hset save <helpfile>
~

1 HIDE~
&GName: &w&WHide

&GSyntax: &w&WHide

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to sink back into the shadows and proceed unseen, approach
a guard post under cover of trees and brush, or tail someone through the speeder lanes
of busy Coruscant without being noticed.
~

1 HIJACK~
.
Syntax : Hijack
 
This skill allows you to "borrow" other peoples ships

&w&RWarning:&W If you are caught using this skill, it is ample reason to kill you.
~

1 HITALL~
Syntax: hitall
 
~

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 HODIN HO'DIN~
&gName: &wHo'Din

&gDescription: &wHo'Din means "&Ywalking flower&w" in the native language of this gentle species. Although Ho'Din religion claims
that the species descended from plant life, the Ho'Din actually evolved from reptiles. Nevertheless, Ho'Din are taught to 
believe that those who strive to preserve nature in life will be reborn as plants after death. The Ho'Din show little interest
in galactic affairs and for the most part keep to themselves. The Ho'Din use their botanical skills to concoct natural medicines,
some of which have cured plagues on distant worlds.

&gPersonality: &wHo'Din are self-conscious and vain. Their concern with beauty is usually centered either on their personal
appearance or that of their floral and arboreal creations. They do not take insults or criticism well and use modern technological
device only when necessary.

&gPhysical Description: &wHo'Din are slender humanoids with brightly colored scales, a crown of snakelike stalks for hair, large
black eyes, and naturally webbed fingers and toes with suction cups. Their anemone hair can sense even the slightest variation
or change in temperature. The average Ho'Din stands about 2.75 meters tall.

&gHomeworld: &wMoltok, a world of rain forests and volcanoes, is located in the Outer Rim. Technology is closely monitored and
restricted on Moltok, for fear that it might somehow be used to harm the planet's delicate ecosystem.

&gSpecies Traits: &w+2 Strength, -2 Dexterity
                Large-Sized &g- &w-1 Hitroll, -1 Armor, -4 Species Penalty On &rHide&w Checks
                +2 Species Bonus On &rClimb&w Checks
                 +4 Species Bonus On &rSurvival&w Checks

~

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.
 
~

31 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'.
~

1 'HP'~
This is an abbreviation for hit points. Everyone starts with an even
500.
And goes back to the dirt with 500, maximum.
 
 
SEE ALSO: STUN, DEATH, CLONING
~

31 HSET~
Syntax:  hset  <command> [value] [help topic]
 save                            Saves all help pages (to help.are)
 level <level> <help topic>      Sets help topic to specified level
 keyword <keyword> <help topic>  Sets help keyword to specified keyword
 remove <level.><help topic>     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 powercasting)
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
~

31 HSET HEDIT~
~

0 HUMAN HUMANS~
&gName: &wHuman

&gDescription: &wHumans dominate the Core Worlds and can be found in virually every corner of the galaxy. They are the ancestors
of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Humans have always been people on the move. As a
result, they can be found on almost every inhabited planet.

&gPersonality: &wHuman personality runs the gamut of possiblities, though members of this species tend to be highly adaptable,
tenacious, and willing to keep striving no matter the odds. They are flexible and ambitious, diverse in their tastes, morals,
customs, and habits.

&gPhysical Description: &wHumans average about 1.8 meters tall. Skin shades run from nearly black to very pale, hair from black
to blond. Men are usually taller and heavier than women. Humans achieve maturity about the age of 15 and rarely live beyond 100.

&gHomeworld: &wVarious, including Coruscant, Corulag, Naboo, Tatooine, and Alderaan.
&gSpecies Traits: &w+1 Bonus Feat Upon Character Generation
                +5 Skillpoints Upon Character Generation And Each Level After
~

0 'HUTT CRIME SYNDICATE'~
&gName: &wHutt Criminal Syndicate

&gOrganization Type: &wCriminal Organization

&gDescription: &wWherever there is civilization, there is crime &g-&w and when civilization spans a galaxy, so too will its criminals.
The galaxy knows no greater criminals than the Hutts. From their adoptive homeworld of Nal Hutta, the sluglike Hutts control the
vast majority of the Outer Rim's trade in liquor, spice, weapons, slaves, and gambling. The Hutts are in the business of making 
all these restricted commodities more easily available and earning a respectable profit in the process. Those who choose to work 
with the Hutts can also find their fortunes, for the Hutts reward loyalty with a special generosity. The influence of the Hutts
spans the galaxy &g- &wperhaps even into the Unknown Regions. The center of the Hutt criminal syndicate is Nal Hutta, where
centuries ago the Hutts migrated after their own world, Varl, became uninhabitable. The Hutts promptly terraformed their new
world and its moon, Nar Shaddaa, into something more suitable to their rarified tastes: a glorious cesspool and an industrialized
spaceport, respectively. From here, they seized control of most of the illegal businesses in the area and used cunning, guile,
and coercion to create a commercial stranglehold on their corner of space.

&gJoining: &wActually accepting a permanent position with the Hutts is an endeavor best left to the foolishly ambitious or the
suicidally hopeless. To the Hutts, an employment contract is effectively no different than a certificate of ownership, and though
the pay is good, the bosses are often moody, vindictive, short-tempered, and treacherous. Employees are assets to be bought, sold,
and traded &g-&w or even discarded on a whim. Only the profoundly cunning and charismatic can ever hope to truly prosper in a Hutt's
employ. Sometimes this isn't difficult; not all Hutts are paranoid geniuses, after all. The amount of bowing and scraping may be
a bit higher than comparable jobs, bit if it keeps the bosses happy, where's the harm? Ultimately, signing on with the Hutts is
all about getting paid &g- &wand in that regard, it's no different than any other job.

~

0 HUTT HUTTS~
&gName: &wHutt

&gDescription: &wHutts are long-lived gastropods who occupy a region known as Hutt Space. They are powerful, ruthless beings who
continually seek to expand the boundaries of their dominion and the holdings of their individual clans, or &Ykajidics&w. Their
appetite for power is as insatiable as their appetite for food. Hutts are often found at the center of business and criminal
enterprises. Legality &g(&wor lack thereof&g)&w does not affect whether a Hutt will pursue a venture. All that matters is how
much of a benefit &g-&w and a profit&g - &wone can get from it. Like worms, Hutts are hermaphroditic, with both male and female
reproductive organs. Hutts bear their young one at a time and nourish them for a time in a brood pouch. A council of elders 
oversees Hutt Space. Comprised of Hutts representing the oldest and most influential kajidics, they decide the fate of everyone
who lives in Hutt Space, and all other Hutts are answerable to them.

&gPersonality: &wMost Hutts are vicious megalomaniacs who consider their kind to be beyond morality as perceived by lesser beings.
They have a talent for manipulating other beings and enjoy accumulating and exerting power over others. A Hutt's strongest 
loyalty is always to his kajidic, without which a Hutt is nothing but a lowly commoner.

&gPhysical Description: &wA Hutt is an immense, slug-like creature with a thick body, muscular tail, and small arms protruding
from its upper body. A Hutt's bulbous head features catlike eyes, wide nostrils, and a broad lipless mouth. An adult Hutt
averages 4 meters long and weighs 1,500 kilograms.

&gHomeworld: &wHutts evolved on the temperate forest world of Varl. When a natural calamity left Varl a blasted wasteland, the
Hutts fled and adopted a new homeworld: Nal Hutta, in the Y'Troub system on the boarder of the Mid Rim and Outer Rim. The Hutts
have spent centuries polluting and ruining Nal Hutta's ecosystem, as well as that of Nar Shaddaa, a heavily industrialized moon
orbiting Nal Hutta.

&gSpecies Traits: &w +2 Strength, -4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma
                Large-Sized &g- &w-1 Hitroll, -1 Armor, -4 Species Penalty On &rHide&w Checks
                Force Resistance &g- &w+6 Species Bonus On &rWill&w Saves Against Force Skills
                Hutts Cannot Be Knocked Prone &g(&wExample: Tripped&g)&w
                Bonus Feat Of &rInfamy&w Upon Character Generation
~

1 HYPERSPACE LIGHTSPEED~
.
 Syntax :  Calculate (system) (x) (y) (z)
             Then Hyperspace or Lightspeed
 
Hyperspace is used to jump from one system to another in the
galaxy. It is much faster than conventional space travel
as well as a bit more dangerous. If you get a Jump warning
odds are you will collide with something when you jump into
the system
~

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, power, weapons> - trains you to use a skill, power, etc...
  *NOTE* Typing PRACTICE will show you all your powers, skills, etc...
         HELP <power, skill, etc> - will define the power, skill, etc...

  *SLIST - lists the powers you will receive and at what level

  *QUIT - quits the game
 
  * ! - will repeat the last command
~

1 IC OOC "IN CHARACTER" " OUT OF CHARACTER"~
&C

IC - In character - Means that you're not chatting with your friends about
friday nights plans, or what to wear to the mall, it means what your MUD
CHARACTER is saying. Ignorance is  no excuse for misusing channels, if you
mean to jokingly tell someone OOC you're going to kill them but do it IC
they have every right to defend themselves and attack you if they feel
threatened. You can use the ask and answer, as well as tell channels (if
you don't understand  them there's a reason someone teaches languages)
if;you want to talk OOC or just go to a hotel, it's not that difficult and
it's cheaper then using IC and clears up any confusion and lessens whining
because someone was killed because they "accidentally said the wrong
thing on the wrong channel".
&Y
OOC - Out of Character - Means you're talking about issues not
game related like a bug or have another mud-based question, this
does not mean you go "Hey Jim I need food pick me up" or "Hey 
So and So just killed me I'm gonna get you!" however there are a 
constantly growing number of help files and most of your basic 
questions should be there for answering, but yes there are times
here there are questions only an imm or a fellow player can answer.
However Excessive abuse of OOC will result in possibly being silenced.
&g
~

31 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    Affected_by 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?
Dex       What's your dexterity?
Con       What's your constitution?
Cha       What's your charisma?
Lck       What's your luck?            Not implemented: DOING_QUEST
Deity     What's your deity?          Favor         What's your favor?
Norecall  Is target's room norecall?  Isdevoted     Is target devoted?
 
*    New ifchecks :  see HELP IFCHECKS2
** - 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)
~

31 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
 
~

31 IFCHECKS2~
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
 
Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS,
      RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES,
      AFFECTEDBY (for a list of affect types) and IFCHECKS
~

0 IGNITE~
&GSyntax: &w&WIgnite

&wSimply put, ignite turns a lightsaber on or off. When a lightsaber is not ignited, it
may only be seen by those with drastically high spot. Lightsabers automatically ignite when
combat is initiated. Use the ignite command also to shut off a lightsaber.
~

0 IKTOTCHI~
&gName: &wIktotchi

&gDescription: &wIktotch, a remote star system in the Expansion Region, has a single planetary body capable of supporting life &g- &w
a moon orbiting a lifeless mass of rock on the system's edge. Here, the Iktotchi arose as the sole intelligent life in a desolate
system, yet from their earliest civilization they had legends of some day being part of a great galactic civilization that 
spanned the star. When &bRepublic&w scouts first discovered their civilization, they were both surprised and unnerved that the
entire population of Iktotchon had been prepared for thei arrival for several weeks. In fact, when the scout ship first entered
orbit around the moon, they thought they had found an unreported &bRepublic&w settlement &g- &wa giant version of the Republic
seal, visible from space to the naked eye, had been carved into a high plateau on the world's largest continent. &bRepublic&w
xenobiologists soon learned that the Iktotchi possessed limited natural precognition, manifested through dreams or vision. This
inborn talent particularly fascinated the &bJedi&w, and a Jedi Temple was one of the first permanent offworld settlements to be
established on Iktotchon. They discovered that Iktotchi trained as &bJedi&w were particularly adept with &rSense&w powers, and
Iktotchi precognitive ability could actually be enhanced with Force training.

&gPersonality: &wIktotchi are sensitive being who hide their deep emotions behind a facade of quiet stoicism. Iktotchi can be
somewhat impatient with species that aren't precognitive. Culturally, they are also concerned about frightening other beings &g- &w
they have no desire to be reviled by galactic society or abused by those who might use their precognitive abilities for ill &g- &w
so their natural gifts sometimes seem more like a curse.

&gPhysical Description: &wThe Iktotchi have tough, hairless skin that protects them from the fierce winds of their homeworld. Adults
average 1.8 meters tall and possess sturdy builds. Both males and females have downward-curving horns, although the horns of the
males are somewhat larger. Their hands are broad, and their thick fingers give them a limited manual dexterity.

&gHomeworld: &wIktotch, a moon orbiting the planet Iktotchon in the Expanion Region.

&gSpecies Traits: &w-2 Dexterity, +2 Constitution, -2 Charisma
                Medium-Sized
                +1 Natural Armor
                +2 Species Bonus On &rPilot&w Checks
                Bonus Feat Of &rStarFighter Ops&w Upon Character Generation
                Precognition &g- &w+1 Hitroll
~

0 IMBUE~
&GSyntax: &w&WImbue crystal

&wInorder to create &GLightsabers&w, Jedi must first imbue their crystals with the power of the force.
Each lightsaber may hold up to three (3) crystals at one time. The power and color the lightsaber is
determined by the combination of crystals used. Attempting to imbue a crystal costs a player a force
point. Have the 3 crystals you wish to use during lightsaber creation in your inventory inorder for them
to be added. Once a lightsaber is constructed, there is no way to remove the crystals.
~

31 IMMBUILD~
The syntax for mset <player> build is:

  Value  | Meaning
-------------------
     0   | Petite
     1   | Thin
     2   | Lean
     3   | Overweight
     4   | Muscular
     5   | Obese
~

31 IMMHEIGHT~
The syntax for mset <player> height is:

  Value  | Meaning
--------------------
     0   | Average
     1   | Short
     2   | Tall
     3   | Very Tall
~

31 IMMORTALIZE~
Syntax:  immortalize <character>
 
Used to advance a level 100 character (avatar) to level 101 (the first
level of immortality).  This command will destroy the character's
inventory and display to them a pre-written message.
~

36 IMOT~
~

31 IMOTD~
Guys, please put mail centers in your areas somewhere when you're
building them. just oi mail for the board in it.
-Trillen
~

1 'IMPROVED CRITICAL'~
&GName: &w&WImproved Critical

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WProficient With Chosen Weapon, Hitroll +8

&GBenefit: &w&WWhen using the weapon you selected, your threat range for a critical hit, is doubled.
~

1 'IMPROVED DISARM'~
&GName: &w&WImproved Disarm

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WIntelligence 13

&GBenefit: &w&WIf you fail to disarm your opponent, they do not automatically get a chance at disarming you.
~

1 'IMPROVED FORCE MIND'~
&GName: &w&WImproved Force Mind

&GSyntax: &w&WForcemind <victim> <ability>

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Level 5

&GBenefit: &w&WSame as Force Mind, except the target gains a +4 Force bonus to a single ability score.

&GHit Point Cost: &w&W8
~

1 'IMPROVED MARTIAL ARTS'~
&GName: &w&WImproved Martial Arts

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WMartial Arts, Hitroll +4

&GBenefit: &w&WA Medium-size character deals 2d4 damage with an unarmed strike. Strength modifiers apply. Also, you
threaten a critical hit on a natural 19 or 20 when making an unarmed attack. Small characters deal 2d3 points
of damage and Large characters deal 2d6 points of damage with an unarmed strike and this feat.
~

1 'IMPROVED TRIP'~
&GName: &w&WImproved Trip

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WIntelligence 13

&GBenefit: &w&WYou are trained in tripping opponents in melee combat and following through with an attack. If you trip an
opponent in melee combat, you immediately get to make a melee attack against that opponent.
~

1 'IMPROVED TWO WEAPON FIGHTING'~
&GName: &w&WImproved Two Weapon Fighting

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WTwo-Weapon Fighting, Ambidexterity, Hitroll +9

&GBenefit: &w&WIn addition to the standard single extra attack you get with an off-hand weapon, you get a second attack
with the off-hand weapon, albeit at a larger penalty. Without this feat, you can only get a single extra attack
with an off-hand weapon.
~

31 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.
 
~

1 INFAMY~
&GName: &w&WInfamy

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYour Reputation bonus increases by +3. You can't select both the Fame feat and the Infamy feat. You're
either famous or infamous, not both.
~

0 INFILTRATOR~
&gName: &wInfiltrator

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wThroughout the galaxy, special operatives devote their lives to the science of stealth. Some beings take their
natural talent for being unnoticed to new levels and gain both fame and fortune in the process. Infiltrators master the art of
getting into &g-&w and occasionally back out of &g-&w highly dangerous and tightly secured areas. They are adept at bypassing
security and dealing with other hindrances to their missions, resulting from diverse training. Independant infiltrators might be
freelance mercenaries, thieves, or saboteurs. An infiltrator is expected to be a master of himself and his environment, silent
and invisible even under the most extreme conditions. The infiltrator relies heavily on his ability to go unnoticed, and failing
at such a tast usually means capture, injury, or even death.

&gRequirements: &wHitroll +6, Balance 6, Hide 8, Move Silently 8, Spot 5, Stealthy Feat

&gHitpoints: &wInfiltrators gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp infiltratorprof&w for more information.
~

1 INFLUENCE~
&GName: &w&WInfluence

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 synergy bonus on all Reputation checks.
~

1 INFO~
Syntax : info
Syntax : info <ship name>

This command shows infomation on either the ship you are in (no ship name)
or information on the ship specified.
~

1 INFORMATION~
SLIST   - a command that lists all your powers 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: feel infravision <character>

This power enables the target character to see other players and mobiles
that are in the room with them.  This power 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.
~

1 INQUIRE~
Class: Slicer
Level: 8
Syntax: inquire

Slices into the Galactic Bank Database and lists all active accounts
and their respective balances.
~

31 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.
 
~

31 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:
 
 - the rate at which a character learns a new skill or power
 
 - the percentage rate at which a character practices a new language
 
 - your max levels in classes where intelligence would naturally relate.

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...
 
~

1 INTIMIDATE~
&GName: &w&WIntimidate

&GSyntax: &w&WIntimidate <victim>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to get someone to do something he doesn't want to do by
means of verbal threats, force of will, and imposing body language. Successfully
intimidateing a mob grants you control over it for a brief time. This  skill cannot
be used on players.
~

1 INTRODUCE~
At FotE we have an introduction system that is more RP focused than most.

&wSyntax:  introduce <player/all> <your preferred name>&W

If a character comes across another character, they will only know them
by their race, sex, build, and approximate height. However, when someone
introduces themself, such as &w'introduce <player> Admiral Thrawn'&W, or
&w'introduce all Admiral Thrawn'&W, that person or everyone on the room you
are in will see you, hear you, and look at you as 'Admiral Thrawn'.

You don't have to limit yourself to a name, though. You can introduce
yourself to an engineer as 'A customer', or introduce yourself to someone
who is gullible enough as 'An Imperial Tax Official'.

Disguises work a bit different here than from stock SWR, as well. No matter
whom you've introduced yourself to, your disguise will be what they see, hear,
and look at. If you want to look how you've introduced yourself, you can
type &wdisguise clear&W to remove it.

&RIt would be good to note that impersonation of an Immortal or introducing as
something that may be construed as offensive, lewd, or inappropriate to the
MUD's setting will not be tolerated. An infraction of this will result in any
punishment deemed necessary by an Immortal. Period.
~

1 'IRON WILL'~
&GName: &w&WIron Will

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 synergy bonus on all Will saving throws.
~

31 ITEMVALUES~
In these values, 'sn' is a power number;  a negative value means 'no power'.
Item Type |V0         |V1          |V2         |V3         |V4       |V5
----------|-----------|------------|-----------|-----------|---------|-------
armor     |current AC |original AC |           |obj timer  |         |
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      |power level|sn 1        |sn 2       |sn 3       |food val |
potion    |power level|sn 1        |sn 2       |sn 3       |         |
salve     |power level|max charge  |charges    |delay      |sn       |sn
scroll    |power level|sn 1        |sn 2       |sn3        |         |
staff     |power 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 |         |
                                  
See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET,
ARMORCLASS, and WEAPONCONDITION.
~

0 ITHORIAN~
strange looking natives of Ithor, these creatures' heads appear to have
been stretched and bent like a ladle. The eyes are set at opposite sides
of the hammer-shaped top portion of the head, and their mouths are hidden
below on the   sloping part of the head. They have wide, flat feet
designed to keep their balance. They also have two throats, and this
biological phenomenon makes them hard to understand. This caused them a
great deal of pain when the Empire  discovered their planet, for the
Imperial xenophobia was heightened by their inability to communicate.
~

1 JAIL~
Syntax : jail <player>

Sends a stunned player to your clan's jail.
~

0 JAWA JAWAS~
&gName: &wJawa

&gDescription: &wJawas are intelligent scavengers of short stature. Found in seemingly every dark nook and cranny of Tatooine, Jawas
survive by scrounging for scrap, which forms the basis of their economy, and hiding from the planet's terrible predators. Although
not advanced technologically, Jawas have a gift for discovering unusual ways to make things work &g-&w atleast for a little while.
Though most people despise Jawas for their underhanded practices &g(&wand unpleasant odor&g)&w, they also realize that Jawas
occasionally lay their hands on priceless treasures. Jawas prowl the deserts and rocky basins of their homeworld in enormous
tracked vehicles called sandcrawlers. These vehicles also contain workshops and storage chambers cluttered with teasure or junk,
depending on how one views scrap.

&gPersonality: &wJawas are opportunistic and cowardly. They have a well-deserved reputation as thieves and swindlers, although
they would hardly consider these words insults. Jawas are proud of their ability to acquire what others obviously no longer need
and sell things that require frequent maintenance and costly replacement parts.

&gPhysical Description: &wJawas stand 1 meter tall, on average. They wear dark-hooded robes that cover all but their glowing eyes.
Xenobiologists speculate that Jawas evolved from cave-dwelling rodents, and few other species that have dealt with Jawas would
disagree.

&gHomeworld: &wTatooine, located in the Outer Rim.

&gSpecies Traits: &w-4 Strength, +2 Dexterity, -2 Charisma
                Small-Sized &g- &w+1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks
                +2 Species Bonus On &rSurvival&w Checks
                Darkvision
~

0 'JEDI ACE'~
&gName: &wJedi Ace

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w5

&gDescription: &wA Jedi ace feels most at home in the cockpit of a starfighter and uses her mastery of the Force in the exhilarating
art of starfighter combat. Using her connection to the Force, the Jedi ace can weave effortlessly through asteroid fields, dodge
storms of enemy laser fire, execute death-defying combat maneuvers, and overcome entire squadrons of enemy craft as easily as she
breathes. A Jedi ace flies her ship not for the thrill of battle, but for the connection to the Force it brings. As the Jedi ace 
slowly surrenders to the Force, flying almost takes care of itself. Even in a great battle, a Jedi ace trusts her instincts to
lead her to victory. When the battle is over, the Jedi ace feels closer to the Force than ever before. Jedi aces usually belong
to the Jedi Order. They have turned their command of the Force to battles fought in space rather than on the ground.

&gRequirements: &wHitroll +4, Pilot 6, See Force 4, Force-Sensitive, Must Be A Jedi

&gHitpoints: &wJedi aces gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp jediaceprof&w for more information.
~

0 'JEDI CONSULAR'~
&gName: &wJedi Consular

&gClass Type: &bForce &wBase Class

&gMax Level: &w20

&gDescription: &wThe Jedi consular uses the Force for knowledge and negotiation, seeking the most peaceful solutions to every problem.
As Force-users trained in the Jedi tradition, characters of this class concentrate more on diplomacy, scholarly pursuits, and
the spiritual side of the Force than on more physical activities. Healers and researchers seek to better understand the nature of
the Force and their connection to it. Mentors and teachers hope to instruct others and pass on what they have learned. Negotiators
and mediators are skilled at bargaining and striking compromises. Consulars train themselves to be versatile, able to handle many
situations without reaching for a weapon.

&gBackground: &wA Jedi consular typically starts out as a Padawan learner attached to a higher-ranking Jedi Master. The Jedi consular
has a genuine love of scholarly pursuits and diplomatic endeavors. Some consulars want to teach, others want to learn. A Jedi
consular has a deep connection to his mentor and the Jedi Order but often operates with only tangential contact with either master
or order.

&gAbilities: &wA Jedi consular should be gifted in all abilities, but Wisdom, Charisma, and Intelligence are the most important. Those
who expect to fall back on their combat prowess should also have high Strength and Constitution score.

&gHitpoints: &wJedi consulars gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp consularprof&w for more information.
~

0 'JEDI GUARDIAN'~
&gName: &wJedi Guardian

&gClass Type: &bForce &wBased Class

&gMax Level: &w20

&gDescription: &wForce-users trained in the Jedi tradition, Jedi guardians combine physical training with mastery of the Force. Jedi
guardians concentrate on battle prowess, defense, lightsaber training, and physical activities. If Jedi consulars are the ambassadors
of the Jedi Order, guardians are the defenders, protecting the Republic from all dangers. Few are strong enough in the Force and
have the devotion to walk the Jedi's path, but those few are awarded with a powerful ally. They walk in a larger world than those
who neither feel nor heed the Force.

&gBackground: &wA Jedi guardian typically starts out as a Padawan learner attached to a Jedi Master. The Jedi guardian has a genuine
desire to use the Force to help the people of the galaxy. A guardian has a deep connection to her mentor and the Jedi Order but
often operates with only tangential contact with either master or order.

&gAbilities: &wA Jedi guardian should be gifted in all abilities but Constitution and Strength are most important. Dexterity is also
useful. Wisdom and Intelligence are the backbone of more important Force skills.

&gHitpoints: &wJedi guardians gain 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp guardianprof&w for more information.
~

0 'JEDI INVESTIGATOR'~
&gName: &wJedi Investigator

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w5

&gDescription: &wA Jedi investigator is a specially appointed representative of the Jedi Council charged with uncovering hidden
threats to the galaxy. Threats worthy of a Jedi investigator's attention include darksiders, shady criminal syndicates preying on
the innocent, corrupt officials conspiring against the &bRepublic&w or the Jedi Council. The Jedi investigator's duty is to root
out these threats, discover their agendas, and disclose his findings to the Jedi Council so that the appropriate actions can be
taken. In a way, the Jedi investigator brings darkness into the light. A Jedi investigator is a skilled insurgent, not above using
guile, deception, and force to insinuate himself into a group or organization for the purpose of gathering information. Upon
discovering a threat to the &bRepublic&w or the galaxy at large, a Jedi investigator might be called upon to neutralize the threat
before widespread conflict erupts. This is much easier to accomplish from within, particularly when the Jedi investigator has no
one to help him. When confronted by a criminal syndicate, a Jedi investigator might try to join the organization to learn more 
about its operations. When confronted by a cabal of dark side devotees, the Jedi investigator might try to lure them out of their
lair and into the reach of a team of Jedi guardians. The Jedi Council keeps detailed records of known criminals &g(&wpirates, smugglers,
and assassins mostly&g)&w and often uses Jedi investigators to spy on these individuals. A Jedi investigator might be called upon
to capture dangerous criminals before they can strike again, although more often than not the Jedi Council hires or appoints others
to assist the investigator in completing such missions. Often, a Jedi investigator operates in secret. Usually, only the Jedi
Council &g(&wor perhaps a few members or even only one member&g)&w knows about the investigator's mission. Sometimes an investigator
goes undercover to reveal a threat or even appears to leave the Jedi Order to perform a mission.

&gRequirements: &wEnhance Senses 4, Gather Information 6, Search 3, See Force 4, Alter, Control, Force-Sensitive, Sense, Must Be Jedi

&gHitpoints: &wJedi investigators gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp investigatorprof&w for most information.
~

1 'JEDI MASTER'~
&gName: &wJedi Master

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wJedi Masters represent the pinnacle of the Jedi Order. They are Jedi who are both strong enough in the Force and
patient enough in life to pass on their skills by teaching a new generation of Jedi. The journey from Padawan learner to Jedi Master
usually takes decades, and many who start upon the path never reach its final destination. Becoming a Jedi Master requires patience,
inner strength, wisdom, and a deep connection to and understanding of the Force. Further, a Jedi usually doesn't become a Jedi
Master until he trains a student to completion. Jedi Masters are allowed only one Padawan at a time, and the training of a single
Padawan can take years. The most respected Jedi Masters are invited by their peers &g(&wand, in some cases, their former masters&g)&w to
join them on the Jedi Council. Those who join the council use their wisdom and influence to instruct others in the ways of the 
Force and preserve peace in the galaxy. The Jedi Council is also tasked with identifying Force-sensitive children across the
galaxy and offering them instruction in the Jedi Order. These lessons are fiarly rudimentary &g-&w usually intended to teach a
student "the basics" until he or she is old enough to receive formal training as a Padawan.

&gRequirements: &wCharacter Level 7, See Force 6, Heal Self 6, Heal Other 6, Enhance Ability 6, Must Of Trained A Padawan

&gHitpoints: &wJedi Masters gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp masterprof&w for more information.
~

1 JEDIS "JEDI KINGHT" JEDI~
.
     The Force is very rare in the Star Wars Univers, 
so to keep in reality, we have set it up so only 1 in
around 50 characters acctually has the Force.  If
you are Force capable , you will find out by training 
the meditate skill at luck and after much practice
you may become tunned to the Force. 
 
&R NOTE: Force is for 1 in 50 characters for a reason
         bugging IMM's to give you the force is not
         advised. Creating characters until you get 
         the force is also frownd upon by everyone.
&g
   See Also Help FRC.
~

0 KELDOR~
&gName: &wKel Dor

&gDescription: &wThe Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas that is unique to
that world. Common atmospheres, such as those consisting mostly of oxygen, nitrogen, or carbon dioxide, are often deadly to Kel
Dor; at their mildest, they cause severe irritation fo the Kel Dor's eyes and air passages. Conversely, Dorin's atmosphere is
toxic to most beings and plant life that isn't native to the planet. When outside their dwellings on an alien world, Kel Dor
must wear breath masks and protective eyewear. They can neither breathe nor see without these devices. Most Kel Dor breath masks
include vocoders that amplify the wearer's speech; while their vocal cords function normally in their native atmosphere, Kel Dor
must shout to produce sound in more typical environments. Their eyesight, however, is enhanced when they are away from Dorin.

&gPersonality: &wThe Kel Dor are kind-hearted and even-tempered, and the average Kel Dor never ignores or refuses another being
in need. At the same time, Kel Dor believe in quick, simple justice and aren't averse to taking the law into their own hands.

&gPhysical Description: &wThe average Kel Dor stands between 1.4 and 2 meters tall, with males being taller and somewhat more
sturdy of build than the females. Their skin ranges in color from peach to deep red. Most have black eyes, though a few are born
with silver irises that some believe mark them as strong in the Force.

&gHomeworld: &wDorin, an Outer Rim world with an atmosphere toxic to non-natives.

&gSpecies Traits: &w+2 Dexterity, -2 Constitution, +2 Wisdom
                Medium-Sized
                Gas Breather &g- &wToxic Atmosphere Immunity & Weakness To Pure Atmospheres
~

0 KLATOOINIAN~
&gName: &wKlatooinian

&gDescription: &wKlatooinians are tall humanoids who hail from a harsh desert world in an isolated corner of Hutt Space. Traditionally,
Klatooinians value stability and respect the wishes of those generations that went before them. This attitude has resulted in
the Klatooinians serving the Hutts as willing slaves since before the foundation of the &bRepublic&w, due to an agreement made 
by their ancient forebearors. While the Klatooinians are aware of advanced technology and most are trained in the use of blaster
weapons so they can effectively serve their Hutt masters as guards or combat troops, many of them prefer the simpler, low-tech
lifestyle that is prevalent on their homeworld. It is far more common for a Klatooinian to wield a sword and slugthrower than
with a vibroblade and blaster.

&gPersonality: &wKlatooinians are best known for their fierce determination and loyalty. Although not terribly bright, they make
stalwart companions and are not easily offended or discouraged.

&gPhysical Description: &wKlatooinians have coarse skin that ranges from olive green to dark brown. They have flat, vaguely canine
muzzles and ark eyes set beneath pronounced brows. As adults, they stand between 1.6 and 2 meters tall with no difference in
height between males and females, although males are usually slightly heavier in build.

&gHomeworld: &wKlatooine, a desert world located in the Outer Rim.

&gSpecies Traits: &w+2 Constitution, -2 Intelligence
                Medium-Sized
                +2 Species Bonus On &rWill&w Saves.
~

1 'KNIGHT DEFENSE'~
&GName: &w&WKnight Defense

&GFeat Type: &CForce Feat

&GRequirements: &w&WDexterity 13, Force-Sensitive, Control, Lightsaber Defense, Weapon Proficiency Lightsaber, Jedi Level 7

&GBenefit: &w&WWhen wielding a lightsaber, you gain a +2 dodge bonus to your AC. This bonus stacks with other dodge bonuses
obtained through similiar feats.
~

1 'KNIGHT MIND'~
&GName: &w&WKnight Mind

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Mind, Jedi Level 7

&GBenefit: &w&WSame as Force Mind, except the bonus increases to a +6.

&GHit Point Cost: &w&W12
~

0 KUBAZ~
an alien race hailing from the planet Kubindi, the Kubaz have dark green
skin, a prehensile trunk, and large eyes. Their eyes are sensitive to the
red spectrum of light, and often wear large goggles when they are away
from their homeworld.  They tend to be clan-oriented, with each clan
protecting its property from other rival clans. The intense solar flares
from their planet's sun nearly destroyed the majority of food sources on
the planet, and the Kubaz were forced to hunt  insects as a staple diet.
This led to the rival clans raiding each others' insect farms. They
eventually discovered space travel, and eventually populated three of the
11 worlds orbiting the sun Ku'Bakai. This ability to move  off-planet then
introduced the Kubaz to their neighbors, the Verpine. Since the Verpine
are an insectile race by nature, the space-faring Kubaz found that the
Verpine were tasty, and began to hunt them as an additional food source. 
~

1 LAND~
Syntax : land
Syntax : land <location>

This command lands the ship at the specified location or diplays the
available landing site.
~

0 LANGUAGES LANGUAGE LEARN~
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.
~

31 LAST~
Syntax:  last <character>
 
Returns the last connected date of the victim.
~

1 LASTNAME~
Syntax: Lastname <lastname>

Sets your last name. Use lastname with no arguments to clear
your last name.
~

1 LAUNCH~
Syntax : launch

Launchs the ship.
~

31 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.
~

31 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.
~

1 LEAVESHIP~
Syntax : leaveship

Leaves the current ship (at hatch).
~

36 LEVEL 1 FIRRERREO~
~

36 LEVEL 1 KUBAZ~
~

36 LEVEL 1 PK~
~

31 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 power (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 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
~

1 'LIGHT ARMOR'~
&GName: &w&WArmor Proficiency &G(&w&WLight&G)&w&W

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WThis feat enables your character to wear light armor.
~

1 'LIGHTNING REFLEXES'~
&GName: &w&WLightning Reflexes

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 synergy bonus on all Reflex saving throws.
~

1 'LIGHTSABER DEFENSE'~
&GName: &w&WLightsaber Defense

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WDexterity 13, Force-Sensitive, Control, Weapon Proficiency Lightsaber, Force Level 3

&GBenefit: &w&WWhen wielding a lightsaber, you gain a +2 dodge bonus.
~

1 LIMBER~
Syntax : limber

Increase your dexterity for a limited period.
~

1 LINK~
&GName: &w&WLink

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WForce-Sensitive, Sense

&GBenefit: &w&WYou get a +2 aptitude bonus on all Farseeing and Telepathy checks.
~

31 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.
~

1 LISTEN~
&GName: &w&WListen

&GSyntax: &w&WAutomatic

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to hear approaching enemies, detect someone sneaking up on
you from behind, or eavesdrop on a conversation.
~

31 LITTERBUG~
Syntax: litterbug <player>

Places/removes the litterbug flag, allowing/prohibiting a player from
dropping any objects.
~

31 LOADUP~
Syntax: loadup <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.

See FORCE.
~

31 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.
 
~

1 'LOW PROFILE'~
&GName: &w&WLow Profile

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou take a -2 penalty to your Reputation.
~

0 'LOYAL PROTECTOR'~
&gName: &wLoyal Protector

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wWhen important public figures receive threats to their lives and well-being, it becomes their bodyguards' 
responsibility to make sure that no tragedy befalls them. Men and women trained in the art of protection can ensure the safety
of their employers when others fail. Elite bodyguards such as loyal protectors are trained from an early age to put themselves
between the person they protect and any danger, often at the cost of their own lives. These defenders are completely devoted to
safeguarding their clients, no matter what it takes. Loyal protectors do more than simply ward off physical threats. They must be
able to identify and deal with threats such as poisons in food, subtle traps, and a variety of other dangers. In addition, loyal
protectors are well trained in the art of disguise. Rather than appear as conspicuous bodyguards, they often assume alternate
identities, appearing as harmless suitors, innocuous servants, or even as the individuals they are trying to protect.

&gRequirements: &wHitroll +4, Disguise 6

&gHitpoints: &wLoyal protectors gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp protectorprof&w for more information.
~

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.
~

31 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
~

1 MAKEARMOR~
Syntax : makearmor <wear location> <armor name>

This allows you to create armor for yourself and others using some material and
a sewing kit(reuseable).

The available locations are:  Head, body, legs, feet, hands, arms, about, waist,
and back.
~

1 MAKEBINDERS~
Syntax: makebinder

Allows an engineer to make binders for a bounty hunter.
~

1 MAKEBLADE~
Syntax : makeblade <blade name>

This allows you to make a vibro-blade using a toolkit(reuseable), some durasteel, a
battery and an oven (reuseable).
~

1 MAKEBLASTER~
Syntax : makeblaster <blaster name>
 
This allows you to make a blaster using a toolkit(reuseable), some
duraplast, a battery,
an oven (reuseable), some circuitry and some sort of conductor.
~

31 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
~

31 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
~

1 MAKECOMLINK~
Syntax : makecomlink <comlink name>

This allows you to make a comlink using a toolkit(reuseable), a battery, some circuitry
and a crystal.
~

36 MAKECONTAINER "MAKE CONTAINER"~
Syntax :  Makecontainer (location) (name)
 
Used to make containers that may be worn all over the body.
 
The available locations are:  head, legs, arms, hands, hold, holster1,
holster2, back, and waist.

Note : Different fabics are worn on different layers.
~

1 MAKECONTAINER "MAKE CONTAINER"~
.
Syntax :  Makecontainer (location) (name)

Used to make containers that mat be worn all over the body.
 
Note : Different fabics are worn on different layers.
 
~

31 MAKECOUNCIL MAKEGOVERNMENT MAKEGUILD~
This command is not implemented

Syntax:  makecouncil <council name>
Example: makecouncil Newbie Council
 
Used to create a new council, which can then de defined using 'setcouncil'.
 
See SETCOUNCIL
~

1 MAKEFLASHLIGHT~
Syntax : makeflashlight <light name>

This allows you to make a light using a toolkit(reuseable), a battery, a lens, some
circuitry and some chemicals.
~

1 MAKEGOGGLES GOGGLES~
&wSyntax: makegoggles <magnifying/infrared> <name>

&WInfrared goggles allow the user to see hidden beings or objects
that would normally be unseen by the naked eye.

Magnifying goggles allow the user to see greatly beyond his scanning
capacity, adept goggles viewing up to ten rooms away.
~

1 MAKEGRENADE~
Syntax : makegrenade <grenade name>

This allows you to make a grenade suing a toolkit(reuseable), a drink container, a battery,
some circuitry and some chemicals.
~

1 MAKEJEWELRY~
Syntax : makejewelry <wear location> <name>

This makes jewelry that can be sold for a profit from some precious metal.
A toolkit and an oven are also needed.
~

1 MAKELANDMINE~
Syntax : makelandmine <mine name>
This makes a landmine using a toolkit(reuseable), a drink container, a battery, some
circuitry and some chemicals.
~

1 MAKELIGHTSABER "LIGHTSABER CRAFTING"~
Syntax : makelightsaber <name>

Used be the force sensitive to make lightsabers.

Note that up to three crystals can be used in production. If you have one-three
in your inventory then they will ALL be used.
~

1 MAKEMODULE~
Makemodule is a skill that allows you to make modules for ships, allowing
you to later "installmodule" them and increase your ships capabilities.
Remember, the higher your abilities in makemodule, the better the modules
will be.
~

1 MAKEPIKE~
Syntax: Makepike <pike name>

This rather rudimentary engineering skill allows you to make a force pike using a toolkit, an oven, a battery, and some durasteel.
~

31 MAKEPLANET~
Syntax : makeplanet <planet name>

Creates a planet with stated name, don't forget to use setplanet to set the filename.
~

31 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
~

1 MAKESHIELD~
Syntax : makeshield <shield name>

This makes an energy shield using a toolkit(reuseable), a battery, some circuitry, a
conductor and a crytsal.
~

31 MAKESHIP~
Syntax : makeship <filename> <ship name>

This command makes a new ship info file, remember to make the areas that go with it!
~

1 MAKESHIPBOMB~
Syntax: makeshipbomb <shipbomb name>

This skill allows you to make a bomb for ships using a toolkit, a drink container(empty), a battery, 2 circuits, and 1-3 chemicals for strength.
~

31 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
~

1 MAKESPICE~
Syntax : makespice <item to use>

This makes spice from unrefined spice.
~

31 MAKESTARSYSTEM~
Syntax : makestarsystem <system name>

Creates a starsystem using that name, remember to then use setstarsystem to set the
system's filename or the system won't save.
~

31 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.
 
~

1 MALEVOLENT~
&GName: &w&WMalevolent

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Sense, Alter

&GBenefit: &w&WYou get a +2 aptitude bonus on all Feat and Force Grip checks.
~

0 'MARTIAL ARTS MASTER'~
&gName: &wMartial Arts Master

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wMartial arts masters devote themselves not only to perfecting a single style of fighting, but also to expanding their
knowledge to encompass several martial arts forms. They learn not only the individual techniques but also the philosophy and
history behind the styles. They can switch styles quickly in the middle of combat and can improvise new styles by seamlessly
combining elements of several forms into one. Some masters are so skilled at their chosen styles that they can execute the moves
as second nature, making them among the fastest combatants alive. True masters hone their reflexes to such an extent that they 
can execute practiced motions almost by instinct. Martial arts masters are among the most deadly warriors in the galaxy. They are
blindingly fast and need no weapons beyond their own hands, feet, tentacles, hooves, or whatever.

&gRequirements: &wHitroll +8, Advanced Martial Arts, Martial Arts, Improved Martial Arts, Tumble 15, Darkpoints 0, Dexterity 18

&gHitpoints: &wMartial arts masters gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp martialartsprof&w for more information.
~

1 'MARTIAL ARTS'~
&GName: &w&WMartial Arts

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WA Medium-size character deals 1d4 points of damage on an unarmed strike. Strength modifiers apply. Also
you threaten a critical hit on a natural 20 when making an unarmed attack. Small characters deal 1d3 points of
damage and Large characters deal 1d6 points of damage with an unarmed strike and this feat.
~

1 MASK~
Syntax : feel mask

Masks User for a limited period.
~

1 'MASTER DEFENSE'~
&GName: &w&WMaster Defense

&GFeat Type: &CForce Feat

&GRequirements: &w&WDexterity 13, Force-Sensitive, Control, Weapon Proficiency Lightsaber, Lightsaber Defense, Jedi Level 11

&GBenefit: &w&WWhen wielding a lightsaber, you gain a +2 dodge bonus to AC.
~

1 'MASTER MIND'~
&GName: &w&WMaster Mind

&GSyntax: &w&WForcemind <victim> <ability>

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WWisdom 15, Force-Sensitive, Sense, Force Mind, Jedi Level 11

&GBenefit: &w&WSame as Force Mind except that the bonus increases to +8.

&GHit Point Cost: &w&W16
~

31 MCREATE OCREATE~
Syntax: mcreate <vnum> <keywords>
Syntax: ocreate <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 I'M A MORON'~
We all know this, but put up with you anyways!
~

1 MEDITATE~
&GName: &w&WMeditate

&GSyntax: &w&WMeditate

&GBenefit: &w&WMeditating allows Non-Dark Force-Users to clense themselves of the Dark Side of the Force. Each tick spent
meditating in this way lowers the number of Dark Side Points a character possesses by one, at the cost of one Force
Point. Only one Dark Side Point may be lost in this way per tick. Once a character is given over to the Dark Side,
she loses this ability. Dark Side characters may only become Light through role play at the descretion of an Immortal.

Also see &rHelp Darkpoints&w&W, &rHelp Forcepoints&w&W for more information
~

1 'MEDIUM ARMOR'~
&GName: &w&WArmor Proficiency &G(&w&WMedium&G)&w&W

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WArmor Proficiency &G(&w&WLight&G)&w&W

&GBenefit: &w&WThis feat enables your character to wear medium armor.
~

31 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)
 
~

31 MENU~
The menu commands are no longer in operation.

~

-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.
~

1 METTLE~
&GName: &w&WMettle

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Control

&GBenefit: &w&WYou get a +2 aptitude on all Battlemind and Force Defense checks.
~

31 MFIND OFIND~
Syntax: mfind <name>
Syntax: ofind <name>

MFIND finds all mobile types with a particular name.

OFIND finds all object types with a particular name.
~

1 'MIDSHIP OPERATIONS'~
&GName: &w&WMidship Operations

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WPilot 2 ranks

&GBenefit: &w&WYou can pilot Midship class space ships.
~

1 'MIND TRICK'~
&GName: &w&WMind Trick

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Alter

&GBenefit: &w&WYou get a +2 aptitude bonus on all Affect Mind and Illusion checks.
~

1 MINE~
Syntax : mine <object>

Allows you to place a landmine using a shovel.
~

31 MINVOKE OINVOKE~
Syntax:  minvoke <vnum>
         minvoke <keyword of mob>
Syntax:  oinvoke <vnum>
         oinvoke <keyword of obj>
         oinvoke <vnum/keyword of obj> <level>
 
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 MIRALUKA~
&gName: &wMiraluka

&gDescription: &wTo all outward appearances, Miraluka appear Human. Their speech could be of any region from Coruscant to the Outer
Rim. Only one aspect distinguishes them from Humans: All Miraluka are born without eyes. Although they are not entirely 
concerned with appearing Human, they prefer not to draw attention to themselves when traveling. Millennia of evolution robbed
the Miraluka of sight but granted them the ability to "see" through the Force. Rarely is an entire species sensitive to the
ebb and flow of the Force, but Miraluka are clearly the exception. The Miraluka species epitomizes the pure power of the Force.
Not surprisingly, many Miraluka have been drawn to the teachings and traditions of the &bJedi Order&w.

&gPersonality: &wMiraluka have no interest in personal gain or glory. They are thoughtful, pensive, and deliberate. Once they
commit to a plan or course of action, they are rarely moved to change their mind.

&gPhysical Description: &wMiraluka average 1.8 meters tall. In almost every resepct, they look like Humans except they have nearly
featureless eye sockets. They tend to cover their eyeless visages with decorative cloth.

&gHomeworld: &wAlpheridies, a planet in the Abron system, which lies on the spinward edge of the Expansion Region.

&gSpecies Traits: &w-2 Dexterity, +2 Intelligence
                Medium-Sized
                Force Sight &g- &wCannot Be Blinded
                Bonus Feat Of &rForce-Sensitive&w During Character Generation
~

31 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. 
~

31 MMENU~
The menu commands are no longer in operation.

~

-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.
~

31 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]
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.
~

0 MON CALAMARI CALAMARIS "MON CALAMARI" "MON CALAMARIAN"~
&gName: &wMon Calamari

&gDescription: &wThe Mon Calamari are land-dwellers who share their Outer Rim homeworld with the Quarren. They tend to be soft-spoken
but vigorously defend causes that inspire them. Mon Calamari believe sentient beings should struggle to make order out of chaos,
while attending to the greater good whenever possible. Their ancestors have been explorers from the species' earliest recorded
history. They always dreamed of traveling to the stars. When they finally achieved their dream, they were delighted to find they
weren't alone in the galaxy. Mon Calamari are widely recognized for their keen analytical and organizational abilities. The Mon
Calamari have developed a reputation as being among the foremost ship designers in the galaxy.

&gPersonality: &wThe Mon Calamari embody idealism and daring, often attaching themselves to causes that seem hopeless or lost
right from the start. They are creative and inquisitive, concealing great spirit and enthusiasm behind a quiet, orderly exterior.

&gPhysical Description: &wAdult Mon Calamari stand between 1.3 and 1.8 meters tall. They smell of salt and the sea, with high-domed
heads, large eyes, and smooth, mottled skin.

&gHomeworld: &wThe watery, technological planet of Mon Calamari in the Outer Rim.

&gSpecies Traits: &w-2 Constitution, +2 Intelligence
                Medium-Sized
                Cannot Drown
                +4 Species Bonus On &rSwim&w Checks
                +4 Species Bonus On &rCraft Droid&w Checks
~

1 MORON~
.
If your reading this you've obviously done something Moronic.
So next time take the time to look at things , read room 
descriptions or read the helps before bugging an Immortal
or screaming over OOC.
~

-1 MOTD~
Use 'hedit motd' to write your own message of the day.
~

31 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 51 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.
~

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 'MOVE OBJECT' MOVEOBJECT~
&GName: &w&WMove Object

&GSyntax: &w&WMoveobject <object> <victim>

&GSkill Type: &CForce Skill&w&W

&GDescription: &w&WYou can move objects using the Force. You may move an object that has yet to
be claimed by anyone or you may pull an object from another player's inventory. If the
object is a wielded weapon, the opponent gets a strength check to hold on.

&GHit Point Cost: &w&W4
~

1 'MOVE SILENTLY' MOVESILENTLY~
&GName: &w&WMove Silently

&GSyntax: &w&WSneak

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou can use this skill to sneak up behind an enemy or slink away without
being noticed.
~

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.
 
~

31 MPADVANCE~
Syntax: MPADVANCE <name> <level>

Advances the level of a player (not functional in prototype programs).
~

31 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.
~

31 MPASOUND~
Syntax: MPASOUND <phrase>

Displays a phrase to all surrounding rooms.
~

31 MPAT~
Syntax: MPAT <vnum> <command>

Lets the mobile perform a command at another location.
~

31 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>
** MPPRACTICE   <victim> (skill|power) (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.
~

31 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.
~

31 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.
 
~

31 MPDREAM~
Syntax: MPDREAM <name> <phrase>
Sends a message to a sleeping character.
~

31 MPECHO~
Syntax: MPECHO <phrase>

Displays a phrase to the entire room.
~

31 MPECHOAROUND~
Syntax: MPECHOAROUND <name> <phrase>

Displays a phrase to all in the room except victim.
The abbreviation "mer" may be used for mpechoaround.
~

31 MPECHOAT~
Syntax: MPECHOAT <name> <phrase>

Displays a phrase to only the victim.
The abbreviation "mea" may be used for mpechoat.
~

31 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
~

31 MPFORCE~
Syntax: MPFORCE <name/all>

Forces a player/mob to do a command (non-functional on immortals, all will
only force all in room).
~

31 MPGAIN~
Intended use is unknown.
~

31 MPGOTO~
Syntax: MPGOTO <vnum>

Goes to any room which is not private.
~

31 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 power, 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.
 
~

31 MPJUNK~
Syntax: MPJUNK <name>

Destroys an object in inventory/being worn - can be used with all.object .
~

31 MPKILL~
Syntax: MPKILL <name>

Kills a player without using murder.
~

31 MPMLOAD MPOLOAD~
Syntax: MPMLOAD <vnum>
        MPOLOAD <vnum> [<level> timer]

Loads a mob or object.
~

31 MPNOTHING~
Syntax : mpnothing
This smiply does nothing, apparently used for scripts.
~

31 MPOPENPASSAGE MPCLOSEPASSAGE~
Syntax: MPOPENPASSAGE <origin> <destination> <direction>

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)
~

31 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.
 
~

31 MPPRACTICE~
Syntax:  mppractice <victim> <skill/power/language> <amount>
 
This command will set the victim's percentage of proficiency in the
specified skill/power/language to the specified amount.
 
It cannot train a character in a skill/power/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.
~

31 MPPURGE~
Syntax: MPPURGE <object/mobile>

Purges the room, or a specified object/mobile.
~

31 MPRESTORE~
Syntax:  mprestore <victim> <amount>
 
This command restores a specified number of hitpoints to the victim.
~

31 MPSLAY~
Syntax:  mpslay <victim>
 
This command orders the mob to slay the victim in cold blood; the
victim gets no saving throw.
~

31 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
~

31 MPTRANSFER~
Syntax: MPTRANSFER <name/all>

Transfers one or all in the room to a specified location.
~

31 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.
~

31 MSET RSET~
Syntax: mset <character> <field> <value>
Syntax: rset <location>  <field> <value>

MSET and RSET set the properties of mobiles and rooms respectively.

RSET has been replaced with REDIT, which allows you to change every part
of a room.

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 and REDIT.  For objects see OSET.

~

31 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 REDIT
~

1 MULTIPLAYER MULTIPLAYING MULTI MULTIPLAY~
. Multiplay is defined as having more than one character on at a time. We
do not allow this. This also extends to sharing things amongst characters,
which is forbidden as well. Punishment for this is severe!
~

31 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 MUUN~
&gName: &wMuun

&gDescription: &wMuunilinst, The Muun homeworld, has been the financial center of the galaxy for millennia. When the &bRepublic&w
realized a need for a standard currency, the Muuns were a natural choice to spearhead its distribution and handling. Muunilinst
is well defended and easily reached by &bRepublic&w warships. The Muuns, for the most part, take their responsibility in stride.

&gPersonality: &wMuuns are generally greedy both in business and personal life. They rarely overextend themselves, preferring 
calculated risks over rash actions. They are extraordinarily adept at mathematics, able to calculate statistics, odds, and 
intricate formulas quickly and with little effort.

&gPhysical Description: &wThe average Muun stands about 1.9 meters tall and has an elongated, almost featureless head and rail-thin body.

&gHomeworld: &wMuunilinst is a temperate Outer Rim planet. A series of orbital defense platforms protect the planet from attack.
Muunilinst guards an undisclosed cache of precious metals &g(&wcontained within secretly located vaults&g)&w used to back the Republic Credit.

&gSpecies Traits: &w-2 Strength, +4 Intelligence
                Medium-Sized
                +4 Species Bonus On &rDiplomacy&w Checks
~

0 'MYSTIC AGENT'~
&gName: &wMystic Agent

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wThe mystic agent is strong in the Force and masters the arts of stealth and subterfuge. She's the one a crime lord
turns to when he wants to steal an artifact from the vaults of the Jedi Temple on Coruscant. She's the one hired to retrieve a 
&bRepublic's&w senator's kidnapped daughter from a pirate fortress. Selling her expertise as a stealthy spy, swift courier, and
silent assassin, the mystic agent is the consummate master of espionage. She handles missions involving infiltration, extraction,
seduction, obfuscation, and assassination. A mystic agent typically works alone, although she relies on a web of contacts to get
her into and out of dangerous locations. She serves a variety of clients, from galactic corporations and planetary governors to
wealthy art dealers and crime syndicates, all the while keeping her true alliances veiled. Some mystic agents are interested only
in credits, while others find a cause worthy of their loyalty. Even then, some organizations and individuals hesitate to call on
the services of a mystic agent for fear of being doubled-crossed.

&gRequirements: &wHitroll +3, Battlemind 4, Hide 7, Force-Sensitive, Alter, Control

&gHitpoints: &wA mystic agent gains 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp mysticprof&w for more information.
~

-1 M_ADVHERO_~
Well done!

~

-1 M_BALZHUR_~
Suddenly out of nowhere, a hideous beast appears, bringing with it the
horrible smell of brimstone, death and decay!

The demon gives you the most evil and spine tingling sneer that makes you
fall to your knees, and release your bladder... 

The next second, the immense mass of slimey muscle and claws is all over you
...shredding you to a bloody mess!

Mercifully, everything goes black as it moves its widening maw towards your
head...
~

-1 M_GODLVL10_~
You are all powerful!
~

-1 M_GODLVL1_~
...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_~
...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_~
...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_~
You suddenly feel much more powerful!
~

-1 M_GODLVL5_~
You suddenly feel much more powerful!
~

-1 M_GODLVL6_~
You suddenly feel much more powerful!
~

-1 M_GODLVL7_~
You suddenly feel much more powerful!
~

-1 M_GODLVL8_~
You suddenly feel much more powerful!
~

-1 M_GODLVL9_~
You suddenly feel much more powerful!
~

1 NAMES NAMING NAME~
.          &W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W[ &BNaming Rules &W]&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-&R=&W-

&w&W1&R)&W No two-word names, such as "KnightKiller" or "DeathStalker"

&w&W2&R)&W Original names are encouraged. "Tamin" and "Kortel" are two examples.

&w&W3&R)&W Names from Movies or Books (especially star wars) are prohibited. If they are pretty unknown and non-star wars, they may be accepted.

&w&W4&R)&W No nouns or verbs as names, such as "Blade" or "Slice"

If you are curious about a name, do not hesitate to ask.
~

1 NAVIGATION~
.
Navigation is the skill that allows you to pilot a ship succesfully
It is an automatic skill.
 
See also Help coordinates. help hyperspace , help course
~

1 NEW NEWBIE START BEGIN~
Unfortunately alot of the help files aren't done yet... If you get
stuck on anything use the newbie channel and hopefully someone will
be able to help you :)
 
Here are some commands in SWReality that you might not find on most
muds
 
ammo, board, leaveship, newbiechat, hail, reclass, pluogus,
clone
 
Here are a list of newbie friendly areas by planet:
 
Coruscant: Mountain School of Self Defence
Adari: Newbie Zone
Pluogus: Holochambers
Tatooine: Womp Rat Caves
 
To the east of manari spaceport on coruscant is a building that conatins
several "job obertunities" some of which might be ok for newbies as
well.
&R 
See also , Help Multi, Help Death, Help IC, Help Jedi
&g
~

1 NEWBIECHAT~
Syntax : newbiechat <message>

This channel can be used to ask questions about the MUD until you reach
level 6.
~

31 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.
~

31 NEWCLAN~
Immortals should use the MAKECLAN command.

See MAKECLAN.
~

1 NEWCLAN~
Syntax : unknown
This command is not currently available to mortals.
~

-1 NEWS~
Listing of recent news
~

31 NEWZONES~
Syntax: newzones [low] [high]
Lists the vnum range for rooms/mobs/objects in prototype areas that have been
loaded.
~

1 NIMBLE~
&GName: &w&WNimble

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Escape Artist and Sleight Of Hand checks.
~

-1 NMOTD~
Welcome to SWReality.
 
There is a help file to help you get started. Type "help newbie" to view it.
You also need to read the "help rules" file for obvious reasons.

If you notice that people are speaking gibberish thats probably because you
don't speak their language. ig. most humans don't understand wookie.
You'll have to learn other ways to communicate until you are able to learn
other languages ... see "help speak" for more info

Have fun .... :)
 
 
NOTE: We are still a very young mud and alot that maybe should be finished
isn't... please bear with us as we experience some of these early growing
pains.
 
&R Note: We just did a player wipe and ship wipe, so you will need to create a new character, even if you've previously had one here.&w
~

0 NOBLE~
&gName: &wNoble

&gClass Type: &wNon-Force Base Class

&gMax Level: &w20

&gDescription: &wMembers of the noble class use their intelligence and natural charisma to make their way in the galaxy. From true
royalty to elected officials, military commanders to crime lords, traders, merchants, ambassadors, holovid stars, and influential
corporate magnates, character types who appear in the noble class are varied and numerous. Some bring honor to the name. Others
are sly, treacherous, and dishonorable to the core. With a winning smile, a golden tongue, a powerful message, or a knack for making
compromises, the noble commands respect, makes friends, and inevitably influences people.

&gBackground: &wNobles come to their profession in a variety of ways. Altruistic nobles believe it is their duty and responsibility
to serve and lead. More selfish nobles seek the fame, wealth, and power often associated with the positions they aspire to. Power-
hungry nobles take advantage of the system and wind up helping others only to help themselves. The halls of power are calling. How
the noble answers can make all the difference.

&gAbilities: &wCharisma is undoubtedly a noble's most important ability score, as the noble's skill at interacting with others and 
projecting a sense of confidence are crucial for his or her success. Wisdom and Intelligence form the basis of other important
skills, so these ability scores are also significant.

&gHitpoints: &wNobles gain 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp nobleprof&w for more information.
~

0 'NOBLE LORD'~
&gName: &wNoble Lord

&gClass Type: &wNon-Force Clan-Specific Prestige Class

&gMax Level: &w5

&gDescription: &wTapani Sector nobles are often referred to as "Lords of the Expanse," because the large central region of planets
in the sector is referred to as the Expanse. The unique dynamics of the Tapani Sector, where the 345 different noble houses directly
rule the planets and systems, allow these noble lords to wield power rivaling senators. The major houses, such as Mecetti, Calipsa,
Pelagia, and Cadriaan, each rule several systems and billions of sentient beings. The Lords of the Expanse control the lives of 
their subjects like gleeful puppetmasters, granting prosperity through their benevolence or suffering through their malice, as 
the whim strikes them.

&gRequirements: &wDiplomacy 8, Gather Information 6, Influence, Reputation 5, Republic Membership

&gHitpoints: &wA Noble Lord gains 1-6 hitpoints per level. A character's Constitution applies.

&wAlso see &rhelp noblelordprof&w for more information.
~

0 NOGHRI~
&gName: &wNoghri

&gDescription: &wThe Noghri are a small, compact humanoid species native to the isolated Outer Rim planet of Honoghr. Natural-born
hunters, they prefer to use primitive weapons, usually killing their victims up close. The Noghri culture is built around clans
&g(&wamong them Kihm'bar, Bakh'tor, Eikh'mir, and Hakh'khar&g)&w with a long history of bloody rivalry. The Noghri rarely travel
the world alone.

&gPersonality: &wNoghri are fierce, dedicated warriors who place the honor of their clans and the safety of their charges above all.
For a relatively primitive species, they are shrewd, quick to adapt, and mindful of customs and rituals. They do not grasp the
concept of humor well and are not particularly sociable.

&gPhysical Description: &wNoghri are small, compact humanoids. A typical Noghri has gray skin, beady black eyes set deep within
bony sockets, claws, and fangs. Adult Noghri average 1.3 meters tall.

&gHomeworld: &wHonoghr, located in the Outer Rim.

&gSpecies Traits: &w+2Dexterity, +2 Wisdom, -4 Charisma
                Small-Sized &g- &w+1 Hitroll, +1 Armor, +4 Species Bonus On &rHide&w Checks
~

30 NOKILL KILL NO~
A 'nokill' flag has been added for NAMED mobs. It doesn't make sense
for some mobs to die and then suddenly be back alive again ( the ones
with names as opposed to ones like anonymous stormtroopers etc ).
This flag will cause the mob that has it to appear to flee before it
dies... It will still give experience but won't leave a corpse lying
around. 
 
use: mset <mob#> flags nokill
~

31 NORESOLVE~
Syntax:  noresolve
 
Toggles resolution of incoming player ip's into names.
 
~

1 NORTH SOUTH EAST WEST UP DOWN~
Syntax: north or n
Syntax: south or s
Syntax: east or e
Syntax: west or w
Syntax: up or u
Syntax: down or d

Use these commands to walk in a particular direction.
~

1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~
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 NOTE MESSAGE BOARD BOARDS TERMINALS TERMINAL BOARD~
Syntax: note list    <number>	OR: message list <number>
Syntax: note read    <number>	OR: message read <number>
Syntax: note read    all	OR: message read all
Syntax: note write		OR: message write all
Syntax: note subject <string>	OR: message subject "string"
Syntax: note to      <to-list>	OR: message to <to-list>
Syntax: note take    <number>	OR: message take <number>
Syntax: note show		OR: message show
Syntax: note post		OR: message post
Syntax: note remove  <number>	OR: message remove

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 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 message disk to record :)
 
See also 'voting'.
~

31 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 recieve
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.
 
~

31 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.
 
~

1 NULLIFYBEACONS~
Usage: nullifybeacons <ship>

Uses a device called a 'nullifier' that sends an electromagnetic pulse
throughout a ship, disabling any transmitting beacons attached to it.

SEE ALSO: plantbeacon, showbeacons, checkbeacons
~

31 OBJECTFLAGS~
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.
 
~

31 OBJECTTYPES~
Object types listed in bit order:
 
  None        Light     Scroll     Wand        Staff       Weapon
  Fireweapon  Missile   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
  Short_bow   Long_bow  Crossbow   Projectile  Quiver      Shovel
  Salve
 
Not all are implemented.
 
See OSET ITEMVALUES ARMORCLASS.
~

31 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.
~

1 OFFICER~
~

0 OLDSCORE~
Syntax: oldscore

Oldscore shows the score information in a different way than 'score'.
~

31 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. 
~

31 OMENU~
The menu commands are no longer in operation.

~

31 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 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.
~

1 OPENBAY CLOSEBAY~
These commands are not current implemented.
~

31 OPENTOURNEY~
Not currently functional.
~

31 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 ORDER~
Syntax: order <character> command
Syntax: order all command

ORDER orders one or all of your charmed followers (including pets) to
perform any command.  The command may have arguments.  You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.

Most charmed creatures lose their aggressive nature (while charmed).

If your charmed creature engages in combat, that will break the charm.
~

1 ORDERS ORDERTALK OT~
No order commands are currently implemented.
~

31 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
~

30 OSET_FLAGS OSET_FLAGS OSETFLAGS OFLAGS OFLAG OBJ_FLAGS~
help oset flags
Usage: oset <object> flags <flag> [flag]...
1. glow:  Object will glow.
2. dark:  The object will be dark.  
3. magic: The object will be capable of magic. 
4. bless:  The object will be blessed.  
5. antievil:  Object cannot be wielded/worn by a player with negative
alignment.
6. noremove:  Once a player wields/wears this object, they cannot
remove it.
7. antisith:  Object cannot be wielded/worn by a Sith
8. antisoldier:  Object cannot be wielded/worn by a Soldier.
9. donation: ???
10. covering: ???
11. hum:  The object will emit a humming sound.
12. invis:  The object will be invisible.
See also, Help Oset_Flags2
~

30 OSET_FLAGS2 OSET_FLAG2 OSETFLAGS2 OSETFLAG2 OFLAGS2 OFLAG2~
1. nodrop:  Once in a players inventory, the player cannot drop
it.
2. antigood:  Object cannot be wielded/worn by a player with positive
alignment
3. antipilot: Object cannot be wielded/worn by a Pilot.
4. anticitizen:  Object cannot be wielded/worn by a Citizen.
5. antineutral:  Object cannot be wielded/worn by a player with
neutral alignment.
6. inventory:  ???
7 antithief:  Object cannot be wielded/worn by a Thief.
8. antijedi:  Object cannot be wielded/worn by a Jedi.
9. clanobject:  Object designed for a specific clan or
organization.
10. antihunter:  Object cannot be wielded/worn by a
Hunter.
11. small_size: Can only be worn by; jawa, noghri,
ewok
12. human_size:  Can only be worn by; Human, Rodian, Twi'lek,
Adarian
13. large_size: Can only be worn by; Wookiee, Mon Calamarian,
Gamorrean
14. hutt_size: Can only be worn by; Hutt
15. contraband: DO NOT SET IT ... This will be added and removed
automatically 
by customs officers and crimelords etc.  Its purpose is to give
experience for
smuggling illegal goods from planet to planet.
~

0 'OUTLAW SLICER'~
&gName: &wOutlaw Slicer

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wSlicers &g-&w computer specialists who write and repair computer programs &g-&w are an accepted part of corporate, military,
and industrial life, due to their ability to keep computers running smoothly. But their skills are not exclusive to their trade.
Outlaw slicers, computer specialists with criminal motivations &g(&wor atleast an anarchistic bent&g)&w, have made their mark
throughout the galaxy on all levels of business, government, crime, and the military. When a necessary computer job is illegal,
an outlaw slicer can do it &g-&ws and most likely, has done it before. Some outlaw slicers do what they do because they love the
challenge. Some embrace the "no more secrets" philosophy and "information liberator" lifestyle. Others simply appreciate the huge
piles of credits that clients pay them for illegally tampering with the clients' business competitors, romantic rivals, or political
enemies. Outlaw slicers commonly lack any concern for the privacy of others. Information stored anywhere on the HoloNet or other
information storage and retrieval systems is fair game, even if it's guarded by multiple levels of password protection and mundate
security. The inform is out there to be discovered; getting at it provides the challenge.

&gRequirements: &wComputers 8, Craft &g-&w Computer 4, Know Binary

&gHitpoints: &wOutlaw slicers gain 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp slicerprof&w for more information.
~

31 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 PACIFISM~
&w&wWhen faced with a violent encounter, a Woostoid must succeed at a &rWill&w save &g(&wDC 15&g)&w before initiating combat. If the saving throw
fails, the character suffers a -1 penalty to Defense and a -1 penalty on attack rolls because he or she finds the situation 
extremely disconcerting. The penalties last for the duration of the combat.
~

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 PAGER~
Syntax : Pager

Toggles the pagelength limiter.
~

31 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.
~

31 PART 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: feel 'pass door'

This power enables the caster to pass through closed doors.
~

0 PASSWORD~
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
~

31 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.
~

1 'PICK LOCK'~
Syntax : Pick (direction)

This skill enables you to pick open locked doors.
~

1 PILOT~
&GName: &w&WPilot

&GSyntax: &w&WNone

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to operate a vehicle, wheather it performs in land, sea, air, or space.
To operate a space craft, you must also possess the appropriate Ship System feat.

~

1 PLANETS~
Syntax : planets

Shows the status of all planets.
~

0 'PLANT PASS'~
Syntax:  feel 'plant pass' <victim>
 
This power allows the caster to merge with nearby foliage, and flow though
it to emerge near the victim.
 
Obviously this power requires a good deal of natural foliage in both the
caster's and the victim's location.
~

1 PLANTBEACON~
Usage: plantbeacon <ship>

Places a universal locator on a ship.

SEE ALSO: showbeacons, checkbeacons, nullifybeacons
~

1 PLUOGUS TOCCA~
Syntax : pluogus or tocca

Shows the current location of the intersystem buses.
~

1 'POINT BLANK SHOT'~
&GName: &w&WPoint Blank Shot

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +1 competence bonus on attack and damage rolls with a ranged weapons against opponents
within the same room.
~

0 POISON~
Syntax: feel poison <victim>

This power reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate.
~

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.  
~

31 'POSSESS'~
Syntax:  cast 'possess' <mob>
 
This power enables you to switch into a mob for a short amount of time.
~

1 'POWERED ARMOR'~
&GName: &w&WArmor Proficiency &G(&w&WPowered&G)&w&W

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WArmor Proficiency &G(&w&WLight&G)&w&W, Armor Proficiency &G(&w&WMedium&G)&w&W

&GBenefit: &w&WThis feat enables your character to wear powered armor.
~

1 PRACTICE~
Syntax: PRACTICE
Syntax: PRACTICE <skill|power|weapon>

PRACTICE without an argument tells you your current ability level in all
the skills and powers available to you.  You can check this anywhere.

PRACTICE with an argument practice that skill or power.  Your learning
percentage starts off at 0% (unlearned), and can be practiced once.  
After this initial practice, the skill/power 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, powers, and weapons in the Academy.
 
~

1 'PRECISE SHOT'~
&GName: &w&WPrecise Shot

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WPoint Blank Shot

&GBenefit: &w&WYou can shoot or throw ranged weapons at an opponent engaged in melee without taking a penalty.
~

0 PROMPT~
Syntax: prompt <string>
 
Sets your prompt to a given string.
 
The game automatically sets your prompt when your character is created.
You can use PROMPT to change your prompt to something else.
 
If you type 'default' as the string, your prompt will be set back to the
game default.  Otherwise you may use any string you want.  A few special
characters may be embedded into the string to customize it to your
player, followed by a token indicating what action to take.
 
The first special character is:  %
Tokens for % are:
  %h  - current hitpoints
  %H  - maximum hitpoints
  %m  - current forcepoints
  %M  - maximum forcepoints
  %v  - current movement
  %V  - maximum movement
  %n - New Line
  %g  - gold held
  %a  - your alignment
  %e  - enemies status (shows only during combat)
  %r  - vnum of current room (Immortal only)
  %R  - vnum of current room (Immortal only, and only if config +vnum is
        set.  Shows '<#vnum> ', including trailing space)
  %x  - current experience
  %X  - experience needed to gain a level
  %i  - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing
        space)
  %I  - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis
        is active)
 
The other special characters are:
  &&  - Foreground color
  ^^  - Background color
 
Example: Prompt %h%m%v
         Will give you a prompt of current hit points, force, and movement.
 
Please see HELP COLORS for a list of the color tokens.
~

1 PROPEGANDA~
Syntax : propeganda <mob>

This increases your clan's popular support if they control the planet or decreases
the current control's support if they don't.
~

0 PROTECTION SANCTUARY~
Syntax: feel protection
Syntax: feel sanctuary  <character>

The PROTECTION power reduces the damage taken from any attack by an evil
creature by one quarter.

The SANCTUARY power reduces the damage taken by the character from any attack
by one half.

These powers may be used simultaneously for cumulative effect.
~

0 PSHOPS VENDOR~
PShops or Player Shops are shops which a player can purchase and place a
vendor. These vendors can then sell items the player gives them. The
player is able to set a price on items the vendor sells.
 
&GPricevendor: &WUse this command to set an items price.
 
&GPlacevendor: &WUse this command to place a purchased vendor. 
 
&GBuyvendor: &WUse this command to buy a vendor. Must be in a room with a
vendor. 
 
&GCollectcredits: &WUse this command to collect your money. A 5% fee will
be charged by the vendor.
 
&GBuyshop: &WUse this command to buy an empty shop. You need a shop to
place a vendor in. These cost 200,000 credits.
~

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 power, 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.
~

31 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.
~

31 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~
Syntax:  quaff  <potion>                (to quaff potions)
         quaff  <potion> <container>    (quaff directly from container)

QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids).
 
See EAT, DRINK
~

0 QUARREN~
&gName: &wQuarren

&gDescription: &wThe Quarren are highly resilient, adaptive humanoids who hail from the distant Outer Rim world of Mon Calamari,
sharing the world with the sentient humanoid species of the same name. The Mon Calamari live on the surface of the world, while the
Quarren dwell in oxygen-filled cities in the deep recesses of the oceans. The Quarren were bemused by the Mon Calamari desire to 
explore, deeming them foolish for engaging in such behavior. Very few Quarren journeyed off Mon Calamari during the first many
years after being discovered by the &bRepublic&w.

&gPersonality: &wPractical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism.

&gPhysical Description: &wThe average Quarren stands between 1.4 and 1.9 meters tall. They have heads that resemble four-tentacled
squids, hence the name "squid-head" that has followed them to other worlds. They have leathery skin and suction-cupped fingers.
Their eyes are typically bright blue or turquoise.

&gHomeworld: &wThe watery, technological planet of Mon Calamari &g(&wlocated in the Outer Rim&g)&w.

&gSpecies Traits: &w+2 Constitution, -2 Wisdom, -2 Charisma
                Medium-Sized
                Cannot Drown
                +4 Species Bonus On &rSwim&w Checks
~

0 QUEST~
Syntax: QUEST <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.
~

1 QUICKNESS~
&GName: &w&WQuickness

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou gain +5 Hit Points. You may gain this feat multiple times.
~

36 QUIT~
Syntax: QUIT 

QUIT leaves the game. In an effort to provide realism
in SWReality you may only quit the game from certain safe resting
places. There are several of these throught the game - most are
clearly marked.              

If you can't find one try to CALL a taxi ... this will work in some
areas.

Here are a few places to get you started:

The sleeping compartment on the PLUOGUS.
The hotel on the commercial level of Coruscant Shipyard.
The hotel on the commercial level of Byss Shipyard.
The Akatamer Hotel
Homeless shelter on Adari.
~

1 QUOTES~
&wHuman life is different than dirt. - Tawnos
&Wi will be making cloud city, expect it in a few weeks - OwEn - 4/28/02
&wOwEn (8:08PM): i wasnt thinking and did a search for 'hot boys'
&WI'm working on Cloud City...not really sure when i'll be done, but it should be within a week or two - Trillen - 7/4/02
&wZapp: is there and food at coords 4000 4000 4000?
&WZoloff: I gave head to kwen so many godamn times. No gratification for it either!
&wCalaban: I'm not calaban, calaban died.
&WSleep? Isn't that a completely inadequate substitute for caffeine? - Trillen to Tawnos at 1:30AM
&wLive with Death - Squall, death count 43, kill count 0
&WTrelar: Do you want me to delete the Ass Guards?
&wTrillen: I started to reach for a keyboard in my math class in 11th grade when the teacher asked me a question
&WTawnos says: wouldn't it be wierd if we were just one large computer program, and god was up there and one of his angels said 'Yeah, Bob Sorenson died for no reason' and god replies, 'Check the logs.'
&wTawnos says: and deja vu can be related to copyovers :P
&WTrillen: I was at my grandmother's house to eat lunch, and actually SAID 'emote is hungry.'
&wTrylarn: I never did it with a saber
&WSomeone: Is there a representative of the Imperial Empire on that might be able to recruit me into its ranks?
&wTrylarn: Yeah, you've done it to me a few times Trillen
&WCarissa: ...If vegetarians eat vegetables, what do humanitarians eat?
&w(OOC) Koensayr is getting bored
&w(OOC) Tawnos thought that said getting boned
&WKoensayr: I'm good at finding bugs because I'm good at thinking of how to abuse them =P
&w(OOC) Sykar: After my knees heal from Tawnos making me skin them... :P
Travis: yeah headshots are almost the only sure kill, almost.
&W(IMM)(OOC) Eleven: Must put some pants on, away a few.
~

0 RACE RACES~
&wThere are currently &g37&w races and &g5&w droid types.

&w1&g.  &wAnomid
2&g.  &wArkanian
3&g.  &wBartokk
4&g.  &wCerean
5&g.  &wChagrian
6&g.  &wDeshade
7&g.  &wDefel
8&g.  &wDrall
9&g.  &wDroid
10&g. &wFalleen
11&g. &wHo'Din
12&g. &wHuman
13&g. &wHutt
14&g. &wIktotchi
15&g. &wJawa
16&g. &wKel Dor
17&g. &wKlatooinian
18&g. &wMiraluka
19&g. &wMon Calamari
20&g. &wMuun
21&g. &wNoghri
22&g. &wQuarren
23&g. &wRodian
24&g. &wRyn
25&g. &wS'kytri
26&g. &wSullustan
27&g. &wTogorian
28&g. &wTogruta
29&g. &wTrandoshan
30&g. &wTwi'lek
31&g. &wUbese
32&g. &wUmbaran
33&g. &wVerpine
34&g. &wWeequay
35&g. &wWookiee
36&g. &wWoostoid
37&g. &wZeltron

To gain more information on a specific race, see &ghelp race&w.

~

1 RADAR~
Syntax : radar

Shows the coordinates of all ships, stations, stars and planets in the
current starsystem.
~

1 RAGE~
&GName: &w&WRage

&GSyntax: &w&WRage

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Control, 2 Dark Side Points

&GBenefit: &w&WYou temporarily gain +4 Strength, +2 Hit Points per level and +2 Force bonus on Fortitude and Will saves, but
you also take a -2 penalty on AC. Whenever you use this feat, you gain a dark side point. The effects of Rage cannot be
combined with Wookiee rage.
~

31 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.)
~

1 'RAPID SHOT'~
&GName: &w&WRapid Shot

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WDexterity 13, Point Blank Shot

&GBenefit: &w&WYou can get one extra attack per round with a ranged weapon.
~

31 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
~

31 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 redit flags 0
This will clear the room flags in all rooms from 100 to 110 inclusive.
~

31 RDELETE MDELETE ODELETE~
Syntax:  rdelete <vnum>
Syntax:  mdelete <vnum>
Syntax:  odelete <vnum>
 
These commands will allow you to delete a vnum's entry online.
 
Be careful. Rdelete has been replaced with the more effective
cleanroom.
~

31 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 101 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.
~

30 RECALL~
Syntax : recall
Recalls immortal to Omnipresent Being's Monitering Room.
~

31 REDIT~
Syntax: REDIT 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 ADVANCEDEXITS.
~

31 REDIT_FLAGS~
~

31 REDRAW~
Syntax: redraw

This will redraw the whole screen, and update the menu that is being worked
on if any.

See REFRESH.
~

1 REFRESH~
Syntax: feel refresh <character>

This power refreshes the movement points of a character who is out of movement
points.
~

1 REFUEL RELOAD~
These commands are not implemented.
~

31 REGOTO~
Syntax:  regoto
 
Returns an immortal to the previous roomvnum from which that immortal
used the 'goto' command.
 
See GOTO
~

1 REINFORCEMENTS~
Syntax : reinforcements

This calls some troopers to follow you.
~

1 REMCONTRACT~
Syntax: remcontract <target>

Use remcontract to remove either a dead contract (not killed by you) or a contract you do not wish to pursue.

See also: contract, showcontracts
~

1 REMEMBER~
SYNTAX: remember <person> <name>

 Where person is person in room and name is how you want to remember
them. This allows you to remember a person without them explicitly
introducing themselves to you.
~

1 REPAIR~
&GName: &w&WRepair

&GSyntax: &w&WRepair <object>
        Repair <ship> <component>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou can repair damaged machinery or electonic devices. The cost to repair objects
depends on their complexity or size.
~

31 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
~

1 REPAIRSHIP~
Syntax : REPAIRSHIP <item>

In an engineroom this command allows you to repair one of the following:

hull, drive, launcher, laser, turret 1, or turret 2.
~

31 REPAIRSHOPS~
Syntax: repairshops

Displays statistics on all the repair shops.

See MAKEREPAIR, REPAIRSET and REPAIRSTAT.
~

31 REPAIRSTAT~
Syntax: repairstat <mobile vnum>

Shows statistics on a mobile's repair shop.

See MAKEREPAIR, REPAIRSET and REPAIRSHOPS.
~

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.
~

1 REQUEST~
Syntax: request <ship> <open/close>

Remotely opens or closes a ship's bay doors.
~

31 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
 
~

31 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
~

31 RESETSHIP~
Syntax : resetship <ship name>

Resets all the ships stats(including ownership) and returns it to its
original location.
~

1 RESIGN~
Syntax : resign

Resigns from your current clan.
~

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, force 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.
~

31 RESTORE~
Syntax:  restore <victim>
Syntax:  restore all
 
Restore returns the victim to full hitpoints, force 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
~

31 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
~

31 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
~

31 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.
 
~

31 RETRAN~
Syntax: retran <player>
 
This command will return that player or mob to the room from which
you last transferred it from.
~

1 REVERT~
Syntax : revert

Reverts to your natural state.
~

31 REWARD~
Syntax: reward (player) (number)

Rewards the entered amount of rp points to the player. An amount
of -1 will reduce the players total by 1.
~

1 RIDE~
&GName: &w&WRide

&GSyntax: &w&WRide <mobile>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to ride any kind of mount, including tauntauns, dewbacks,
and banthas, among others. This skill is also used to maintain riding a mount while it
performs various manuevers.

Also see &rhelp mountcommands&w&W for more information
~

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.
~

31 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
~

31 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. 
~

31 RMENU~
The menu commands are no longer in operation.

~

0 RODIAN RODIANS RODIA~
&gName: &wRodian

&gDescription: &wRodians hail from the Tyrius star system in the Mid Rim, and their culture places great emphasis on hunting and
tracking. The Rodian homeworld is humid and choked with heavy rain forests teeming with dangerous lifeforms. The Rodians evolved 
into brutal hunters and killers to survive. As their technology became more advanced, they started exterminating other lifeforms
on their world at an increasing pace. If a &bRepublic&w scout vessel hadn't reached Rodia when it did, the world's ecosystem might
well have been damaged beyond repair, and the Rodians would have died out. Instead, they joined the &bGalacitc Republic&w, fascinated
by the powerful ships that let them travel to the stars and the mighty energy weapons used by the aliens they found there. Rodian
culture is built almost entirely around the concept of "the hunt." Their art glorifies violence and the act of stalking prey. The
more intelligent and dangerous the hunter's prey, the more honorable the hunt. Rodians have numerous annual festivals that exist
solely to honor such activities.

&gPersonality: &wRodians tend to be violent, tenacious, and dedicated.

&gPhysical Description: &wRodians have multifaceted eyes that range in color from light blue to pitch black, a tapered snout, and
skin that is universally deep green. A typical Rodian has a prominent ridge of spines running along the back of his skill. His 
fingers are long and flexible, and end in suction cups. The average Rodian stands 1.5 to 1.7 meters tall.

&gHomeworld: &wRodia, an industrial Mid Rim planet choked with heavy rian forests.

&gSpecies Traits: &w+2 Dexterity, -2 Wisdom, -2 Charisma
                Medium-Sized
                +2 Species Bonus On &rListen&w Checks
                +2 Species Bonus On &rSearch&w Checks
                +2 Species Bonus On &rSpot&w Checks
                Bonus Feat Of &rTrack&w On Character Generation
~

31 ROOM ROOMFLAG ROOMFLAGS~
Toggling the ROOMFLAG option in config will allow you to see
all the flags which are set ON in a room.  It also causes the
room number to be displayed to you.  This command is very
useful when building new areas, as it allows you to see what a
room already has set.
~

31 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 'redit 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)
~

31 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.
~

0 RP POINTS~
RP Points are a reward given to players who we feel do an excellent job at
rping. These points can be used with the command Redeem different items
that may be desirable, including gold, or a restore. Only immortals can
give out RP points but once you have them you can use them at your
discretion.
~

1 RPCONVERT~
Syntax: rpconvert (bonus #) (extra arguments)

Rpconvert changes rppoints into bonuses. To see a list of available
bonuses type rpconvert. The extra arguments are the skill/stat/class
that the bonus affects.

Ex: rpconvert 1 engineering would advance the player's engineering level by one.

NOTE: Anyone asking for rppoints will have their score deducted by one point.
~

31 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
~

1 RPPOINTS ~
Rppoints are given out by the immortals as a reward for good
roleplaying. To check your rppoints type score. Rppoints can
be cashed in for bonuses. To see a list of available bonuses
type rpconvert.

NOTE: Anyone asking for rppoints will have one rppoint deducted from their score.

See also: RPCONVERT
~

31 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
~

31 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>
~

1 RUGGED~
&GName: &w&WRugged

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +1 synergy bonus on all Fortitude saving throws and a +2 synergy bonus on all Survival checks.
~

1 RULES~
&B1&W)  &RAbsolutely no multiplaying.  Up to 2 characters per person is allowed, but
playing them at the same time is not.
 
&w&B2&W) &RTriggering is not allowed while not at the computer. We have
ways to check for this, and we do so often.
 
&w&B3&W) &RConspiring with an immortal for any sort of illegal gain will
result in a slaying of the imm and a banning of the player. No
exceptions.
 
&B4&W) &RAll PvP attacks must be authorized by an immortal. Newbie killing,
although frowned upon, is legal as long as an immortal authorizes
it.

&w&B5&W) &RExploiting bugs is illegal. Period.

&w&B6&W) &RNo spamming.

&B7&w) &RBlack is allowed in titles only when disguised.  Colorized
names _ARE_ allowed and are coded as useable to prevent this.

&w&B8&W) &RQuitting during an imminent hostile situation is SEVERELY
frowned upon, and in some situations may be considered illegal.

&w&B9&W) &RStun Killing is also Illegal, if you use stun blaster setting,
either jail or bind them, DO NOT kill them.

&w&B10&W) &RNO DARK JEDI OR SHADOW JEDI. If you are lucky enough to roll
the force, you must be either SITH or JEDI.
&W
&b&B11&W) &RNO SHARING ANYTHING BETWEEN CHARACTERS. This includes suiciding and running to your corpse! Penalties will be harsh!

&B12&w) &RIt is illegal to use excessive caps on any public channel, and will result in a hell.&w

&w&WThe immortals reserve the right to consider any unsavory or unfair act illegal. It is completely under their discretion what is and what is not illegal, excepting these rules, which are non-negotiable.

~

0 RYN~
&gName: &wRyn

&gDescription: &wThe Ryn are a species of interstellar vagabonds who wander the galaxy as spacehands, merchants, construction 
workers, pilots, and scouts. Known for their exhilarating music and transience, Ryn possess a certain gypsylike quality. The
Ryn have been spacefarers for so long that they have forgotten where they originated. Not even the great libraries of Obroa-skai 
or Woostri can confirm their distant origin. Theories about why the Ryn spread across the galaxy are abundant, and the Ryn themselves
have two contradictory legends regarding their past. One says that the Ryn were once fierce warriors who were set against a 
long-forgotten Inner Rim threat. Another professes that the Ryn people volunteered ten thousand of their musicians and entertainers
to a nearby world whose culture lacked poets and artists. Universally reviled and distrusted, Ryn have a reputation as thieves and
confidence tricksters, and their personal philosophy about doing whatever it takes to surive only strengthens that reputation.

&gPersonality: &wRyn are flamboyant, gregarious, self-sufficient, and driven. They work hard, often seeking employment as entertainers,
tradesfolk, mechanics, and spacehands. They love secrets and have come to expect little from other species; hence, they are
instinctively wary of any non-Ryn who offers them aid.

&gPhysical Description: &wRyn have sharp features, slender tails, and skin tones ranging from light purple to deep blue-black.
Their bodies are covered with smokey-hued fuzz ranging in color from light brown to snow white. Ryn tend to have brown or blue
eyes, although a few have green or amber eyes. Their chitinous beaks are perforated and extend down past their thin-lipped mouths.
Male Ryn cultivate large, snow-white mustaches to match their unkempt, shock-white hair. Ryn adults stand 1.4 to 1.8 meters tall.

&gHomeworld: &wUnknown, although research leads some to speculate that the Ryn homeworld lies somewhere in the Core Worlds region.

&gSpecies Traits: &wMedium-Sized
                Musical Beak &g- &wCapable of mimicing Binary
                +2 Species Bonus On &rDisarm&w Checks
                Bonus Feat Of &rInfamy&w On Character Generation
~

1 SABOTAGE~
Syntax: sabotage <ship system component>

Sabotage destroys a ships drives.
~

1 SACRIFICE~
Syntax:  sacrifice <object>
 
Sacrifice offers an object to the gods.
The gods may reward you for the sacrifice, and the nature of the reward
depends upon the type of object.
 
Hint: the gods like corpses.
~

1 SAVE~
Syntax:  Save
 
SAVE saves your character and its inventory; you must be at least second
level to save.  The system automatically saves one character approximately
minute, but with the high number of players usually online it may take
hours before your own is auto-saved.  For this reason, you should not
rely on auto-save to keep your character updated -- save frequently.
 
Type SAVE immediately after recovering your corpse, gaining experience or
a level in battle, getting new items, making purchases or repairs, etc.
 
Some objects (such as keys) may not be saved.
~

31 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
~

31 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. powers or staves

See MSET or type MSET by itself.
~

1 'SCAN'~
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 SCORE~
Syntax: score
 
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 SCOUNDREL~
&gName: &wScoundrel

&gClass Type: &wNon-Force Base Class

&gMax Level: &w20

&gDescription: &wScoundrels are rogues &g- &wgood, bad, and neutral &g- &wwho either live outside the law or fight against it in order
to get the upper hand. They can come from any world or region of the galaxy. Most use their intelligence and dexterity to accomplish
tasks, and many rely on charisma as a fallback when all else fails. The scoundrel gets by with bravado, cunning, duplicity, and 
trickery. They live by their wits, lying, cheating, stealing, and even fighting when the need arises.

&gBackground: &wScoundrels don't often start out seeking to defy authority and break the law. Some are thrust into the profession as
a means of rebellion. Others wind up on the wrong side of the law due to back luck, porr decisions, or circumstances beyond their
control. The skills they pick up along the way make them great members of any mission team.

&gAbilities: &wDexterity and Intelligence are a scoundrel's most important ability scores, because he must ahve quick reflexes and
a sharp wit to survive. Charisma is important for talking one's way out of trouble, and Wisdom is useful for spotting trouble before
it finds the scoundrel.

&gHitpoints: &wScoundrels gain 1-6 vitality points per level. The character's Constitution applies.

&wAlso see &rhelp scoundrelprof&w for more information.
~

0 SCOUT~
&gName: &wScout

&gClass Type: &wNon-Force Base Class

&gMax Level: &w20

&gDescription: &wScouts are natural explorers and adventurers, full of curiousity and trained to handle the out-of-the-way locations
where they often operate. Scouts tend to be independent, signing on when the credits are good and their skills are best utilized
and tested. Scouts understand the lay of the land and the orbit of the stars. They know how to recognize danger and locate the basic
necessities for survival. Unlike the fringer, who is born to the frontier and often wants to escape from it, the scout consciously
embraces the wild regions and understands the skills he or she possesses instead of coming to them by innate ability and 
happenstance. The scout seeks knowledge, tries to solve mysteries, and wants to be the first to see something new and different.
The scout learns to find a path through the wild regions, often becoming a decent pilot along the way, and usually learns how to
protect himself from whatever hides over the next hill or beyond the most distant nebula.

&gBackground: &wScouts come to their profession in seach of something, usually knowledge or secrets or the answers to the mysteries
of the ages. Scholars, while possibly associated with an institute of learning or a particular government, often forsake the halls
of academe for the pure research of working in the field. Pathfinders and explorers may work for a government or a military
institution, or they may take on freelance contracts from anyone willing to pay for their services. Many scouts develop into bounty
hunters, especially those who combine military skills with their tracking and searching abilities.

&gAbilities: &wMost of the scout's key skills rely on Dexterity, Intelligence, and Wisdom. Strength is also useful for the scout who
uses athletic skills.

&gHitpoints: &wScouts gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp scoutprof&w for more information.
~

1 SEARCH~
&GName: &w&WSearch

&GSyntax: &w&WSearch
        Search <object>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou can make a detailed examination of a specific area, looking for lost items, hidden
compartments, and traps, or to discern other details that aren't readily apparent at a casual glance.
The Search skill lets a character detect some small detail or irregularity through active effort,
whereas the Spot skill lets you notice something with a quick scan.
~

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.
~

31 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
~

31 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.
 
~

1 'SEE FORCE' SEEFORCE~
&GName: &w&WSee Force

&GSyntax: &w&WAutomatic

&GSkill Type: &CForce Skill&w&W

&GDescription: &w&WYou can detect the presence of the Force in a person. This skill will also enable someone to
detect the presense of the Dark Side within a person. The Force Stealth skill enables a player to hide these
aspects of themselves.

Also see &rhelp forcestealth&w&W for more information
~

1 SENATE~
Command not in operation.
~

1 SENSE~
&GName: &w&WSense

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Force Level 1

&GBenefit: &w&WYou may learn Sense-based Force skills.
~

1 SETBLASTER~
Syntax : setblaster <full|high|normal|half|low|stun>

Alters your blaster's power setting.
~

31 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). 
~

31 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
~

31 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
~

31 SETPLANET~
Syntax : setplanet <planet> <field> [value]

Field being one of:
 base_value  - Planet's base value
 flags       - planet flags : permanent
 name        - planet name
 filename    - filename
 starsystem  - starsystem of planet
 governed_by - government
~

31 SETSHIP~
Syntax : setship <ship> <field> <values>

Field being one of:
filename    - file name               rockets     - No of rockets
name        - Ship's name             torpedos    - No of torpedos
owner       - Ship's owner            class       - ship class
copilot     - extra pilot             comm        - unknown to me!
pilot       - ditto                   astroarray  - ditto
description - ship description        sensor      - ditto
home        - home starsystem         chaff       - No of chaffs
cockpit     - cockpit vnum            energy      - fuel
entrance    - hatch vnum              hull        - hull strength
turret1     - turret vnum             shield      - shield strength
turret2     - ditto                   missiles    - No of missiles
hanger      - hanger vnum             lasers      - No of lasers
engineroom  - engine room vnum        tractorbeam - not in use
pilotseat   - pilot seat vnum         hyperspeed  - hyperspace speed
coseat      - copilot seat vnum       speed       - realspace speed
gunseat     - gunnery seat vnum       manuever    - manueverability
navseat     - navigation seat vnum    shipyard    - vnum of shipyard
firstroom   - first vnum              lastroom    - last vnum

~

31 SETSTARSYSTEM~
Syntax : setstarsystem <starsystem> <field> <values>

Field being one of:
name filename xpos ypos,
star1 s1x s1y s1z gravitys1
star2 s2x s2y s2z gravitys2
planet1 p1x p1y p1z gravityp1
planet2 p2x p2y p2z gravityp2
planet3 p3x p3y p3z gravityp3
location1a location1b location1c doc1a doc1b doc1c
location2a location2b location2c doc2a doc2b doc2c
location3a location3b location3c doc3a doc3b doc3c
~

1 SETWAGE~
Syntax:   setwage <clan member> <amount>

This command will allow clan leaders to set a salary for their loyal members.
~

1 SHARP-EYED 'SHARP EYED'~
&GName: &w&WSharp-Eyed

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Search checks.
~

0 SHIELD~
Syntax: feel shield

These powers protect the caster by decreasing (improving) the caster's armor
class.  SHIELD provides 20 points of armor.
~

1 SHIPLOCK~
Syntax: Shiplock <code>
Sets the code of your ship to a new code. For a random code, shiplock
random.
~

1 SHIPTALK~
Syntax : shiptalk <message>
Sends message to all on current ship.
~

0 SHISTAVANEN~
a race of wolf-like bipeds whose eyes glow red, the Shistavenen were native
to the Uvena system, and are veiled in mystery throughout the galaxy. They
are hunters by nature, and are known for their abilities as bounty hunters
and scouts. However, they were also isolationist as a species, and tended
to discourage interaction with other species. 
~

0 'SHOCKSHIELD'~
Syntax: feel 'shockshield'

This power will surround you with a shield of electric energy that will
return your enemies attacks with bolts of lightning!
~

31 SHOPS~
Syntax: shops

Displays statistics on all the shops.

See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES
~

31 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
~

31 SHOPSTAT~
Syntax: shopstat <mobile vnum>

Shows statistics on a mobile's shop.

See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES
~

31 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
61 - rawspice            62 - lens               63 - crystal
64 - duraplast           64 - battery            65 - toolkit
66 - durasteel           67 - oven               68 - mirror
69 - circuit             70 - superconductor     71 - comlink
72 - medpac              73 - fabric            74 - rare metal
75 - magnet              76 - thread            77 - spice
78 - smut              79 - device  
THE LAST OF THESE ARE WRONG ... ADD 1 to FIX (I THINK ... YOU HAVE TO PLAY
WITH IT))
~

0 SHOVE DRAG~
Syntax:  drag <character> <direction>
Syntax:  shove <character> <direction>
 
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.
 
~

1 SHOWBEACONS~
Usage: showbeacons

Lists all active beacons that you have placed.

SEE ALSO: plantbeacon, checkbeacons, nullifybeacons
~

31 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 SHOWCONTRACTS~
Syntax: showcontracts

Use showcontracts to see your current list of contracted targets.

See also: contract, remcontract
~

1 SHOWCOUNCIL~
Syntax:  showcouncil <council name>
 
Displays the statistics of the specified council.
 
See SETCOUNCIL, MAKECOUNCIL, COUNCILS
~

31 SHOWGUILD~
Syntax: showguild 'guild of <guild name>'
 
Displays the statistics on a guild.
~

31 SHOWPLANET~
Not in operation.
~

31 SHOWQUESTS~
&GSyntax: &w&WShowquests <victim>

&w&WThis command enables immortals to view which quests a player has unlocked. The value &G0&w&W will
appear after the quests name if they have not completed it and &G1&w&W if they have.
~

31 SHOWSHIP~
Syntax : showship <ship name>

Shows the stats of the ship.
~

31 SHOWSTARSYSTEM~
Syntax : showstarsystem <system name>

Shows the systems stats.
~

0 SIMULATORS~
Simply explained simulators are ships which go into a special starsystem.
Simulators when destroyed are not destroyed but instead returend to their
home. For this reason simulators can be used for practice space battles,
learning how to fly, and basicly anything else. To exit a simulator type
endsimulator.
~

0 SIT~
Syntax: sit

Sit makes your character sit down.
~

0 'SITH ACOLYTE'~
&gName: &wSith Acolyte

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wThe Sith acolyte is a Force-using adherent of the Sith tradition. Descended from a rogue Jedi faction, the Sith
tradition has dominated their corner of the galaxy for millenia. Sith acolytes come and go as many perish and few get promoted.
Every Sith acolyte delves deep into the mysteries of the Sith, learning how to wield the Force in ways that draw upon the dark side.
They are dark sorcerers and fell priests, practitioners of living sacrifices and base deception. They come to the Sith tradition
from the ranks of the Force adepts and the dark side devotees. People who become Sith acolytes often do so simply out of naked
ambition. The Sith path teaches the power of the dark side of the Force, and such a weapon is often irresistible to those without
power of their own. Victims and subordinates make excellent Sith acolytes. Those with more authority and control make even better
Sith acolytes. The Sith acolyte proceeds from a position of weakness, even within the ranks of the Sith. Sith warriors are far
more physically capable, the Sith Lords combine the best aspects of both the cultist and the warrior. Therefore the Sith acolyte
comes to rely on cunning and subterfuge, advancing more through assassination and betrayal than conquest and domination. For
those who perform well, the role of acolyte is only the beginning. For those who perform poorly, the dark side is a yawning abyss
of madness. The path of the Sith acolyte should never be traveled lightly.

&gRequirements: &wHitroll +3, See Force 6, Force-Sensitive, Alter, Sense, Reputation 4, Darkpoints 4

&gHitpoints: &wA Sith acolyte gains 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp acolyteprof&w for more information.
~

0 'SITH LORD'~
&gName: &wSith Lord

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wThe Sith Lord is the pinnacle of the Sith tradition. His most sacred tasks include preserving the lord and glory of
the Sith and plotting their eventual ascendance to their place as rulers of the galaxy. The Sith Lord must allow nothing to stand
in the way of his goal: not all the forces of the &bRepublic&w military, nor the entirety of the Jedi Order. When the time comes,
the Sith Lord must be prepared to ruthlessly crush all opposition, leaving no traces behind. This has been the way of the Sith for
a thousand years. Most Sith Lords begin as Sith Acolytes or Sith warriors. The Sith Lord cultivates individuals with the potential
for both great power and great evil, training them from childhood, when possible, to be every bit as ruthless as he is himself. The
training can be better described as physical and mental torture, but it is designed to create someone strong, fast, cunning, and
deadly. The Sith Lord passes on his knowledge of the dark side of the Force, instilling in his apprentice both a lust for power and
a fear of failure. Arguably, only the truly ambitious or deeply twisted ever seek to become Sith Lords. Following the path of the
Sith dominates one's destiny, requiring a constant devotion to engineering the ascendance of the Sith. A Sith Lord cannot afford
the luxury of friends, mercy, or even rest. The dark side sustains him through decades of scheming and planning, of masterminding
plots subtle and grandiose.

&gRequirements: &wHitroll +6, Battlemind 6, Intimidate 8, Force-Sensitive, Control, Alter, Sense, Darkpoints = Wisdom

&gHitpoints: &wA Sith Lord gains 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp sithlordprof&w for more information.
~

1 'SITH SORCERY'~
&GName: &w&WSith Sorcery

&GSyntax: &w&WSithsorcery

&GFeat Type: &CForce Feat&w&W

&GRequirements: &w&WForce-Sensitive, Sense, Force Level 3, Darkpoints 6

&GBenefit: &w&WYou may use this feat to gain a bonus on attacks and saves. You gain a +1 competence bonus for every
three levels you have attained. Whenever you use this ability, in addition to gaining a Dark Side Point,
you open yourself to possession by the Sith spirits you have summoned. During the envoking of this power,
you must attempt a Will saving throw. If the save succeeds, there are no side effects. If the save
fails, however, a dark side spirit takes its toll on your body as payment for its power.

&GHit Point Cost: &w&W4
~

0 'SITH WARRIOR'~
&gName: &wSith Warrior

&gClass Type: &bForce &wPrestige Class

&gMax Level: &w10

&gDescription: &wThe Sith warrior combines mastery with the power of the dark side to create a living embodiment of rage and savagery.
Physical conditioning and punishing discipline make the Sith warrior into a formidable opponent, and facility with the powers of
the dark side add a wicked barb to an otherwise deadly weapon. The Sith warrior is dedicated to the conquest and subjugation of
any obstacle to the Sith tradition. A single Sith warrior is usually more than a match for most Jedi. When Sith warriors gather in
numbers, the galaxy trembles. Where other Sith focus on plots and deceptions, the Sith warrior devotes himself to the art of 
violence. The two complement each other perfectly, with the Sith warrior often delivering the final blow to a foe laid low by the
machinations of a Sith acolyte or Sith Lord. When the plans of the Sith hinge on a crime boss or a senator or a military officer
dying a vicious death, the Sith warrior is in his element. His is the last face the enemies of the Sith ever see &g-&w if they see
him at all. The training of a Sith warrior is always one of deprivation and hardship. Mercy and forbearance create a weak weapon,
and such a weapon is useless. The Sith warrior is subjected to endless conditioning and drilling. Displays of fear and uncertainty
are rewarded with painful and educational punishment. Displays of strength and ruthlessness are rewarded with another day's 
survival. The Sith warrior learns to live for the precious few words of encouragement his master gives, and the dream that he will
one day stand atop a pile of slain Jedi. For the Sith warrior, battle is its own reward.

&gRequirements: &wHitroll +4, Battlemind 4, Intimidate 6, Force-Sensitive, Alter, Control, Reputation 4, Darkpoints 6

&gHitpoints: &wA Sith warrior gains 1-10 hitpoints per level. A character's Constitution applies.

&wAlso see &rhelp warriorprof&w for more information.
~

30 SIZE EQ_SIZE~
There are now four sizes of EQ: small_size, human_size, large_size and
hutt_size. Please set one of these flags for all eq .. you'll have to
do it online. Heres the race breakdown for who can use what: 
small_size: jawa, noghri, ewok
human_size: Human, Rodian, Twi'lek, Adarian
large_size: Wookiee, Mon Calamarian, Gamorrean
hutt_size: Hutt
See also help Oset and help Layers.
~

1 'SKILL EMPHASIS'~
&GName: &w&WSkill Emphasis

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou gain +5 skillpoints. You can gain this feat multiple times.
~

0 SKYTRI S'KYTRI~
&gName: &wS'kytri

&gDescription: &wThe winged S'kytri hail from Skye. In their native tongue, "S'kytri" mean "&Ythe Windborn&w". The enlightened
beliefs of the &bJedi&w appealed to Klarymere, the S'kytri Patriarch. S'kytri seem more interested in protecting and nurturing 
their homeworld by treating it as a living, breathing entity. They are also afraid of losing their culture. Most S'kytri have
little use of technology, although contact with the rest of the galaxy has prompted some S'kytri to reluctantly adopt technology
designed to ease the quality of life. Although a mammalian species, S'kytri hatch from eggs. Clothing is unimportant to S'kytri,
for too much material creates unwanted wind resistance during flight. Males wear anklets bearing the insignia of their clans, and
both genders wear slight, close-fitting coverings.

&gPersonality: &wProud, independent, and headstrong. S'kytri take great stock in tradition and "old world" values. They deplore
violence but fight ably and courageously when threatened. They see themselves as inherently superior to species that are 
incapable of natural flight. Young adult S'kytri tend to be especially arrogant, defiant, and rebellious.

&gPhysical Description: &wS'kytri have thin, muscular physiques and attractive, chiseled features. Feathered wings grow from
their shoulder blades. Although physically strong, S'kytri have hollow bones and are much lighter than they seem at a glance. Adults
average 2 to 2.2 meters tall, and S'kytri under 1.9 meters tall are considered "short" by the species' standards. Male S'kytri
typically have pale blue skin, while females usually have light green skin. Less than one percent of the population is born with
reversed pigmentation; the S'kytri treat these hatchlings as abominations of nature and destroy them. Hair color ranges from
deep maroon to dusty yellow to moon-white.

&gHomeworld: &wSkye, a mountainous and temperate world located in the Marat system &g(&win the Outer Rim Territories&g)&w.

&gSpecies Traits: &w+2 Strength, -2 Constitution, -2 Wisdom
                Medium-Sized
                Natural Flight
                +1 Species Bonus On &rWill&w Saves
~

31 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.
 
~

1 SLEEP~
Syntax : sleep <victim>

Sends victim to sleep for a limited period.
~

0 SLEEP~
Syntax: feel sleep <victim>

This power puts its victim to sleep.
~

1 'SLEIGHT OF HAND'~
&GName: &w&WSleight Of Hand

&GSyntax: &w&WThis skill is used in conjunction with other commands

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou can lift a purse and hide it on your person, palm an unattended object, or perform
some feat of adroitness with an object no larger than a hat or a loaf of bread.
~

1 SLICEBANK~
Syntax: Slicebank <account> <amount>

This skill attempts to transfer credits from an account to the user's
account. Banks have taken precautionary measures to prevent this, such
as limiting the amount being transferred at a time to Balance/20. If
the slicer attempts to transfer more than this, it will fail, and the
account owner will be notified of the intrusion.
~

0 SLINK~
This power makes you more dexterous for its duration.
~

0 SLIST~
Syntax: SLIST
Syntax: SLIST <lo> <hi>

SLIST without an argument gives you a compleat list of the powers 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 powers and skills available to your class
from levels lo to hi.

Example:
    <554hp 156m 700mv> <#2> slist 2 2
    SPELL && SKILL LIST
    ------------------
    Level 2
      skill :                mount   Current:  75 Max: 85 
~

31 SLOOKUP~
Syntax: slookup <skill-or-power>
Syntax: slookup all

SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill
or power.  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 power names.

SLOOKUP ALL shows this information for all skills and powers.
~

1 SMALLTALK~
Syntax : smalltalk <mob>

Increases support for your clan on planets they control.
~

-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
~

31 SMAUGSPELLS~
SMAUG has a specially coded power type "power_smaug", which is a generic
power handler that uses the extra power fields to determine what the power
is going to achieve.
 
damtype   the class of damage done (see DAMTYPES)
acttype   the action of the power (see ACTTYPES)
classtype the class of power (see CLASSTYPES)
powertype the power ranking of the power (see POWERTYPES)
flag      special extra flags this power has (see SPELLFLAGS)
hit       Message displayed when power is successful
miss      Message displayed when power misses or fails
die       Message sent if power 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 AFFECTED_BY, the bitvector applied by the power, if any
affects   see AFFECTTYPES, the effect the power has, if any
value     an extra field reserved for things like the vnum used in powers
          that create objects, or summon monsters to the caster's aid.
~

1 SMOKE~
Syntax : smoke <object>

Smokes pipe.
~

1 SNIPE~
.
Syntax : Snipe (direction) (target)
 
This skill allows you to engange enemies at long range.
~

31 SOBER~
Syntax:  sober <victim>
 
Removes a character's inebriation and all affects of alcohol.
~

0 SOLDIER SOLDIERS~
&gName: &wSoldier

&gClass Type: &wNon-Force Base Class

&gMax Level: &w20

&gDescription: &wSoldiers combine discipline with martial skills to become the best pure warriors in the galaxy. Soldiers can be
stalwart defenders of those in need, cruel marauders, or brave adventurers. They can be hired guns, noble champions, or cold-hearted
killers. They fight for glory, for honor, to right wrongs, to gain power, to acquire wealth, or simple for the thrill of battle.

&gBackground: &wMost soldiers come to the profession after receiving at least some amount of formal training from a military
organization, local militia, or private army. Some attend formal academies; others are self-taught and well tested. A soldier may
have taken up his weapon to escape a mundane life. Another may be following a proud family tradition. Soldiers in a particular unit
share a certain camaraderie, but most have nothing in common except battle prowess and the desire to apply it to a given situation.

&gAbilities: &wSince most combat in the Star Wars universe uses blasters and other ranged weapons, Dexterity is the soldier's most
important ability score, followed closely by Constitution and Strength. Don't underestimate the importance of Intelligence and Wisdom,
however, since many of a soldier's useful skills are based on these abilities.

&gHitpoints: &wSoldiers gain 1-10 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp soldierprof&w for more information.
~

1 SOUND~
Syntax : sound <on|off>

Sets sound status.
Sound available from www.bigfoot.com/<tilda key>SWReality
~

1 SPACE SHIP SHIPS PILOTING FLIGHT SPACECRAFT~
The following commands are used to control spacecraft in Star Wars Reality:

SHIPS                   Shows list of ships that are for sale or rent.
BOARD <shipname>        Enters a ship.
LEAVESHIP               Leaves a ship.
LAUNCH                  Launches a ship .. make sure you wait till finished
                        before doing anything else.
LAND <Planet><location> Lands at specified dock. Land <planet> alone lists docks.
SPEED <newspeed>        Accelerates to specified speed.
COURSE <x y z>          Stears ship towards vector x y z.
STATUS                  Shows ships status.
INFO <ship>             Gives info on a ship.
RADAR                   Scans the surrounding system.
HYPERSPACE              Preforms hyperspce jump to system set with calculate.
CALCULATE <system>      Calculates hyperspace jump to system.
BUYSHIP                 Used to purchase a ship.
SELLSHIP                Sells the ship to the local shipyard.
SHIELDS [ON|OFF|IDLE]   Turns shields on or off (idle leaves shields on but
                        they do not recharge and eventually drain away).
RECHARGE                Recharges shields faster.
OPENHATCH <ship>        Opens ships hatch.
CLOSEHATCH <ship>       Closes ships hatch.
TARGET <ship>		Aims weapons or turret at specified target.
FIRE [missile|rocket|torpedo] Fires lasers or specified missile.
REPAIRSHIP [shipsystem] Preforms repairs to ships hull or specified system.
ADDPILOT <name>         Allows a character to pilot your ship.
REMPILOT <name>         Removes a character from your ships pilot list.
AUTOTRACK Automaticly adjusts you course to follow your target.
CLANBUYSHIP Buys a ship for your organization.
CUT              This cuts the power to your ship for roughly one minute. It 
                       also repairs all damage done by Ion Cannons.
~

1 SPACER~
&GName: &w&WSpacer

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Astrogate and Pilot checks.
~

1 SPACETALK~
Syntax : spacetalk <message>
Channel for space.
~

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".
~

1 'SPEAK LANGUAGE'~
&GName: &w&WSpeak Language

&GSyntax: &w&WLanguage learn <language>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WWhen you purchase a rank in Speak Language, you gain a language train which allows you to
speak another language fluently. Without this skill, you may only know your given language from your
species. Without being fluent in a language, you will not be able to discern what another character is
trying to say. The exception to this is by obtaining Level 7 in the Force Adept class.

Also see &rhelp language&w&W for more information
~

31 SPEC SPEC_PROC SPECIAL~
The syntax for a spec proc is:
mset <mob vnum> spec spec_<program desired>
mset <mob vnum> spec_2 spec_<program desired>

Here is a list of the spec programs:

spec_jedi, spec_jedi_healer, spec_dark_jedi,
spec_fido, spec_janitor, spec_poison, spec_thief,
spec_auth *DO NOT USE* its for one mob only in the academy,
spec_stormtrooper, spec_new_republic_trooper, spec_guardian,
spec_customs_smut, spec_customs_alcohol,
spec_customs_weapons, spec_customs_spice,
spec_police_attack, spec_police_fine,
spec_police_jail, spec_police
~

0 SPECIAL_FORCES~
Special Forces are the strongest of the different forms of ground troops.
Their purpose is like the ground patrol's and elite guards, to protect
their leader. However they are by far the strongest of these three types
of troops. They will provide the best protection and prove the most
dangerous to your enemies.
~

1 SPEED VELOCITY ACCELERATE~
Syntax : speed <speed>

Sets speed of vessel in realspace.

BTW velocity should never have been used here as it doesn't
require you to specify a direction too.
~

31 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 power fail if the caster is carrying that component.
 
Example: V1100 V+1101
The power will only succeed if the caster is carrying objects of vnums
1100 and 1101.  The object of vnum 1100 will get consumed by the power,
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 power to succeed.
~

31 SPELLFLAGS~
water           water based (create water, ice powers)
earth           interracts with nature (earthquake)
air             involve the air or winds
astral          involve the astral plane (astral walk)
area            an "area power"... 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 power
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')
~

31 SPELLS~
Type 'practice' to get a list of powers currently available to you and
to see to what extent you have them practiced.  Type 'slist' to view a
list of all powers available at each level to your class.
~

31 SPELLSAVES~
Here are the saving throws you can set for use in SMAUG powers:
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
power_staff     save vs. powers or staves
~

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.
~

1 SPOT~
&GName: &w&WSpot

&GSyntax: &w&WAutomatic

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to notice opponents waiting in ambush, to see a scoundrel lurking in the
shadows, or to discern a wampa hiding in a snowbank by making a quick scan of your surroundings. This
skill is used anytime you 'look' in a room.
~

0 SPY~
This allows a slicer to listen to another players communications over tells
with other players. 
~

31 SSET~
Syntax: sset <victim> <skill> <value>
or:     sset <victim> all     <value>
or:     sset <sn>     <field> <value>
 
name          the name of the skill or power
code          for powers, the code executed when the power is cast
target        for powers, the target of the power (see TARGETTYPES)
minpos        the minimum position required to use this skill/power
slot          for powers, the slot number used in area files
mana          for powers, the amount of mana consumed by the power
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 power
wearoff       for powers, the message given when the power wears off
type          the type of skill (Spell, Skill, Weapon, Tongue)
difficulty    how difficult the power/skill is to learn and/or use
damtype       for powers, the class of damage it does
components    the components required for this power (see SPELLCOMPONENTS)
teachers      will restrict the teaching of this skill to these mob vnums
participants  the minimum number of required participants (for powers)
 
For the special fields used by SMAUG powers (power_smaug) see SMAUGSPELLS
 
~

1 'STARFIGHTER OPERATIONS'~
&GName: &w&WStarfighter Operations

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WPilot 2 ranks

&GBenefit: &w&WYou can pilot Starfighter class space ships.
~

0 'STARSHIP ACE'~
&gName: &wStarship Ace

&gClass Type: &wNon-Force Prestige Class

&gMax Level: &w10

&gDescription: &wThe starship ace is to starship combat what the elite trooper is to hand-to-hand fighting. Her arms and armor are
the weapons and shields of a sleek starship soaring through space or shrieking through the atmosphere. A veteran of countless
engagements, the starship ace has proven her skill again and again by virtue of facing the enemy and surviving &g-&w and making sure
the enemy did not. She has several kills to her credit, some of which might be studied and discussed in training academies for their
ingenuity and effectiveness.

&gRequirements: &wHitroll 6, Pilot 10, Starship Dodge, Starfighter Operations

&gHitpoints: &wStarship aces gain 1-8 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp starshipaceprof&w for more information.
~

1 'STARSHIP DODGE'~
&GName: &w&WStarship Dodge

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WDexterity 13, Pilot 6 ranks, Starfighter Operation or Midship Operations

&GBenefit: &w&WWhen piloting a starfighter or a midship, you receive a +1 dodge bonus to the Defense against other ship attacks.
~

1 STARSYSTEMS~
Syntax : starsystems

Shows current starsystems.
~

1 STATUS~
Syntax : status <ship name>

Shows ships status. Shows current ship when no ship specified.
~

1 STEADY~
&GName: &w&WSteady

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +1 synergy bonus on all Reflex saving throws and a +2 synergy bonus on all Balance checks.
~

0 STEAL~
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a mob or another player.

There are penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the skill.

&w&RWarning:&W If you are caught using this skill, it is ample reason to kill you.
~

1 STEALTHY~
&GName: &w&WStealthy

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou get a +2 aptitude bonus on all Hide and Move Silently checks.
~

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; Wookiees 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
 
 - your max levels in classes where strength would naturally relate.
~

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 SULLUSTAN~
&gName: &wSullustan

&gDescription: &wTo survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet's numerous
caves. They prefer to dwell underground, constructing highly advanced cities of such great beauty that wealthy sightseers come
from all over the galaxy to visit them. They have natural inclinations toward astrogation and piloting. It is said that once a 
Sullustan has traveled a path, he or she never forgets it, even in hyperspace. This friendly, gregarious species enjoys interacting
with unique, unusual, and interesting beings. When &bRepublic&w scouts first visited their homeworld, the Sullustans embraced
the notions of space travel and a galaxywide civilization wholeheartedly. The Sullustan manufacturing company SoroSuub quickly
became one of the first non-Human-owned interstellar corporations. It remains one of the largest manufacturing conglomerates in
the galaxy. The company is so powerful that is has become the official government of Sullust. More than half of the planet's
population is on its payroll.

&gPersonality: &wSullustans tend to be pragmatic, pleasant, and fond of practical jokes.

&gPhysical Description: &wHumanoid with large round eyes, big ears, and jowls, the average Sullustan stands between 1.3 and 1.8
meters tall.

&gHomeworld: &wSullust, a volcanic technological world located in the Outer Rim Territories.

&gSpecies Traits: &w+2 Dexterity, -2 Constitution
                Medium-Sized
                Darkvision
                +2 Species Bonus On &rClimb&w Checks
                +2 Species Bonus On &rListen&w Checks
~

1 SURVIVAL~
&GName: &w&WSurvival

&GSyntax: &w&WAutomatic or used with Track feat

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this kill to hunt wild game, guide a party safely through frozen wastelands, identify
signs that wampas live nearby, or avoid quicksand and other natural hazards. This skill is also used to
track prey.

&w&WAlso see &rhelp track&w&W for more information
~

1 SWIM~
&GName: &w&WSwim

&GSyntax: &w&WSwim <direction>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUsing this kill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.
~

31 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.
~

1 SWREALITY~
~

1 SYSTEMTALK~
Syntax : systemtalk <message>
Sends message to all ships in current starsystem.
~

1 TAKEDRUG DRUG DRUGS SPICE RHYLL~
.
Syntax : Takedrug (drug)
 
This allows all the junkies to get there fix.
~

1 TAMP~
Syntax : tamp <object> <object>

Tamp's pipe.
~

1 TARGET~
.
Syntax : Target (ship name)
 
Used in ship to ship combat to target enemy ships.
 
See also help Space Combat 1, help Weapon Syatems.
~

31 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
~

1 TEACH~
Syntax : teach <player> <skill>

If you have a skill at adept (100%) you may teach it to another player.
Player must be able to practice skill normally to be taught.
~

0 TECH SPECIALIST~
&gName: &wTech Specialist

&gClass Type: &wNon-Force Base Class

&gMax Level: &w20

&gDescription: &wTech specialists combine expert training with natural genius to reach the top of their chosen field. Tech specialists
can be dedicated physicians, curious scientists, brilliant technicians, or computer geniuses. They seek to help people or gain
knowledge, to create technical gadgets or develop new scientific theories.

&gBackground: &wMost tech specialists start out in decidedly unheroic careers. They train to reach the top of their chosen field,
eventually offering their services to an adventuring party. Unlike most of the other examples of heroic classes, the average tech
specialist can't wait to get back to his workshop or laboratory. He does what is necessary while it is necessary, but the call of
research and development make the tech specialist long to return to his primary profession.

&gAbilities: &wIntelligence, by far, is the most important ability for a tech specialist. Wisdom and Dexterity serve the tech 
specialist well, providing the ability to better perceive the world around him and to interact with it at an advanced level.

&gHitpoints: &wTech specialists gain 1-6 hitpoints per level. The character's Constitution applies.

&wAlso see &rhelp techprof&w for more information.
~

0 TECHNICIAN~
The life of a technician revolves around...well...technical things. They
have the ability to remove bugs from people and to install and remove
upgrades from ships.  Not only that, but they can repair ships as well.
This makes a technician a very valuable person to have around.
~

1 TELEPATHY~
&GName: &w&WTelepathy

&GSyntax: &w&WTelepathy <target> <message>

&GSkill Type: &CForce Skill&w&W

&GDescription: &w&WYou can use the Force to establish a mental link with a specific target. Through the link,
you can exchange emotions and thoughts.

&GHit Point Cost: &w&W3
~

1 THIEF THIEVES~
~

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.
 
~

31 THINK~
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
~

1 THROW~
.
Syntax: Throw <object> <direction>
Syntax: Throw <object> <ship>

A usefull skill that allows you to throw what you are holding 
into an connecting room.
 
See also help grenades.
~

0 TICK~
Many of the actions in the game are based upon interval timers, including
combat, most autonomous monster actions, hp/force/move regeneration, power
duration, weather, and area resetting.
 
Of these timers, the hp/force/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.
~

31 TIMECMD~
Syntax:  timecmd <command>
Example: timecmd mpstat <mob>
 
Returns the time required to execute the specified command for that
instance of its execution.
~

1 TIMELINE~
Rebellion defeats Imperial forces at Endor: Death Star II, Emperor Palpatine
destroyed. The Rebellion renames itself the New Republic, and both sides
reorganize their ranks. A short time after, Coruscant captured by the Republic.

Grand Admiral Molly Wintermute begins campaign against the New Republic.
Coruscant retaken, along with several previously Imperial planets. The Empire
appoints a new Emperor, Jent.

Emperor Jent Assassinated, his death is made to look like a suicide. Grand
Admiral Wintermute becomes Empress Wintermute, and rekindles the war.

Empress Molly assassinated by Koensayr, a reknowned bounty hunter. Her clone
vanishes from vats before imprinting. The Empire is thrown into a temporary
turmoil, and Grand Admiral Nfinet becomes Emperor. He resigns position after
a short tenure.

The hunter Koensayr is killed by Imperial forces, and the Empire regains
control of majority of the galaxy. New Republic forces thrown into disarray.
Corran steps up to lead the Republic, and is killed shortly thereafter. Kram
takes his position, and orders a naval attack upon the Empire.

New republic forces decimated by SSD Aggressor and ISD Cataclysm. Leader Kram
and Captain Venex killed in the battle, along with several Republic vessels.

An unknown terrorist group takes over the SSD Aggressor demanding a ransom
of 1,000,000 credits. Imperial forces quickly fire upon their own ship, and
the terrorists flee. Imperial Defect Blevins killed while escaping, the
second party escapes clean. ISD Cataclysm severely damaged, and destroyed
while repair crews are working onboard. Emperor Sykar, overseeing the repair,
is presumed dead.

Yet again, more turmoil within the Empire... SSD Lusankya targets ISD Valor
with no obvious reasoning, and destroys it with several thousand personnel
onboard. Ensign Robb, also onboard at the time, manages to send a brief
distress signal before being killed. SSD Aggressor destroyed as well, by
unknown means.

After an extensive search, thousands of legions of stormtroopers are deployed
to Mon Calamari to seek out and terminate the Republic leader, Venex. A grand
battle ensues between the Empire and Republic, leaving many innocent bystanders
, Stormtroopers, and Republic forces dead. Venex is among these.
~

35 TIMELINE.HLP~
~

0 TITLE~
Syntax: title <string>

Sets your title to a given string.

The game supplies a title when your character is created and when you
advance a level.  You can use TITLE to set your title to something else.
~

0 TOGORIAN~
&gName: &wTogorian

&gDescription: &wEnormous carnivores built for combat, Togorians are predatory, fearless warriors known to the galaxy at large as
ruthless pirates. They prowl the shipping lanes and hyperspace routes in ragtag fleets, looking for easy plunder. They usually 
stick to the less-traveled routes, although a particularly successful pirate fleet will boldly attack major thoroughfares. The
&bRepublic&w has launched major campaigns to eradicate the Togorian threat, with mixed success. More than once, the &bRepublic&w
believed it had eliminated a Togorian pirate fleet, only to see the pirates resurface days or weeks later at full strength. Because
they lack the necessary skills to maintain their own ships, Togorians will often keep slaves who possess such talents. Togorian
males and females rarely interact with one another, with encounters between genders occurring only a few days each standard year.
Males prefer a nomadic way of life, wandering the plains of Togoria on domesticated flying lizards called mosgoths. The females
spend their time in the cities, tending domesticated animals, and maintaing their society's solar-based technology.

&gPersonality: &wBrutal, short-tempered, and trecherous, male Togorians respect only the strength of their betters. Like gladiators,
they savor any chance to face a worthy foe in melee combat, especially members of other powerful species &g(&wlike Wookiees&g)&w.
Female Togorians are no less vicious and domineering, but they are less inclined to wander the stars in active pursuit of conflict.

&gPhysical Description: &wMuscular bipeds, Togorians stand 2.5 meters tall on average. Thick fur covers their bodies and is usually
jet-black or striped black and orange. Their large hands have retractable razor-sharp claws, and their jade green eyes are capable
of discerning prey ever in poor light.

&gHomeworld: &wTogoria, a temperate Mid Rim world of sprawling savannas, great canyons &g(&wmany containing isolated cities&g)&w, and
dense forests.

&gSpecies Traits: &w+4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom
                Large-Sized &g- &w-1 Hitroll, -1 Armor, -4 Species Penalty On &rHide&w Checks
                Bonus Feat Of &rWeapon Proficiency Simple Weapon&w On Character Generation
~

0 TOGRUTA~
&gName: &wTogruta

&gDescription: &wEvolved from pack creatures, Togrutas are effective hunters and work well in large groups. Togruta society considers
overt independence a sign of mild deviance and consequently discourages individuality. Paradoxically, Togrutas who rise to 
positions of prominence generally do so by judiciously exercising their individualism. Outsiders see this as a sign of the ongoing
social evolution of the Togruta people. All Togrutas are marked by colorful skin patterns, a holdover from their days as dangerous,
stalking predators. The wild scrublands of their homeworld are covered with meter-high &Yturu-grass&w, which is red on one side and
white on the other. Primitive Togrutas would slink through the turu-grass using their highly developed sense of space and distance
to encircle unsuspecting herbivores.

&gPersonality: &wAs noted above, Togruta society discourages independence, and yet many Togrutas have gained power and prestige
through individuality. Togrutas are social, forthright, perceptive, and attentive.

&gPhysical Description: &wStriped, curved horns rise from the top of a Togruta's head. A pair of darker-striped head-tails &g(&wsimilar
to Twi'lek lekku&g)&w frame an oval face set with black, penetrating eyes and grayish lips. A Togruta's face features elaborate
red and white patterns. Vertical red and white stripes adorn the Togruta's chest, back, arms, and legs. Togruta adults stand
between 1.5 and 1.9 meters tall.

&gHomeworld: &wShili, a temperate wilderness planet located in the Expansion Region. The Togrutas live in small communities hidden
beneath forest canopies or tucked away in hidden valleys.

&gSpecies Traits: &w+2 Dexterity, -2 Constitution, +2 Wisdom
                Medium-Sized
                Spatial Awareness &g- &wCapable Of Maintaing Dexterity Bonus To Armor Even If Blinded
                +2 Species Bonus On &rHide&w Checks
~

1 TONGUE TONGUES~
The different languages include common, wookiee, twilek, rodian, hutt, 
mon calamari, noghri, ewok, gamorrean, jawa, adarian, verpine, defel,
trandoshan, chadra-fan, quarren and duinuogwuin.
~

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>
~

1 TORTURE~
Syntax : Torture (mob/player)

This handy skill allows you to permenatly remove hit points from
a mob or player. 
~

1 TRACK~
&GName: &w&WTrack

&GSyntax: &w&WTrack <mob/player>

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou can follow the trails of creatues and characters across most types of terrain. To find tracks or to follow
them requires a Survival check.
~

1 TRACTORBEAM~
Not in use.
~

1 TRAIN~
Syntax :  Train (stat)
 
Training is the only way to perminatly improve a characters
starting stats. Train can only be done with a few mobs
around the mud and is only about 20% effective.
There is no cost for training, just the long time it takes.
If you input ANY commands during training the training will
be aborted.
~

1 TRANCE~
Syntax:  trance
 
A character in possession of this skill may use it to briefly focus its
energies toward restoring a small burst of force.
~

0 TRANDOSHAN TRANDOSHA DOSHA~
&gName: &wTrandoshan

&gDescription: &wTrandoshans are strong, reptilian, warlike humanoids from an arid world that orbits the same star as the lush Wookiee
homeworld. Bad blood exists between the two species for many reasons. The Trandoshans tried to colonize regions of the Wookiee
homeworld and were driven back following numerous bloody skirmishes. The influx of tourists from other systems also worried the 
Wookiees, who started realizing the negative impact on their planet's delicate ecosystem. They created laws restricting the number
of tourists allowed to visit their homeworld, which greatly reduced the number of tourists to the system and infuriated Trandoshans
eager to profit from the tourist trade. Trandoshans value hunting above all else and worship a female deity who rewards Trandoshans
baed on their success or failure in the hunt. Young Trandoshans hatch from eggs and ahve the ability to regenerate lost limbs.
Trandoshans lose their regenerative ability once they become young adults. Trandoshans refer to themselves as "&YT'doshok&w."

&gPersonality: &wTrandoshans are aggressive, selfish, and vindictive beings. Violent, brutal, and driven, they love to compete,
but can show compassion and mercy when the situation warrants. They like to collect trophies from various successful hunts, and
they generally value credits more than friendship, although a Trandoshan will pledge his life to protect another being who has 
saved him from certain death.

&gPhysical Description: &wTrandoshans range from 1.5 to 2.1 meters tall. Their scaly hides offer additonal defense against attacks
and range in color from sandy brown to glossy green.

&gHomeworld: &wTrandosha &g(&walso called Hsskor or Dosha&g)&w, an arid planet located in the Mid Rim. The planet orbits the same sun as
Kashyyyk, the Wookiee homeworld.

&gSpecies Traits: &w+2 Strength, -2 Dexterity
                Medium-Sized
                +1 Natural Armor
                Darkvision
~

31 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.
~

31 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.
~

31 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.
~

31 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 power     |
 |    7   | Sleeping gas            |        |                      |
 --------------------------------------------------------------------

See RESET, TRAPSETTING and TRAPFLAGS.
~

1 'TREAT INJURY' TREATINJURY~
&GName: &w&WTreat Injury

&GSyntax: &w&WAid <victim/self>

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to help characters that have been hurt by damage, poison, or disease.
The character must possess some form of medical equipment, be it a bandage, medkit or bacta vial. 
Different types of equipment enhance your treat injury skill.
~

31 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
~

1 'TRUE SIGHT'~
Syntax:  feel 'true sight'
 
This power 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 power also allows you to see through
blinding attacks.
~

31 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.
~

1 TUMBLE~
&GName: &w&WTumble

&GSyntax: &w&WAutomatic

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WYou can dive, roll, somersault, flip, and so on. You can land softly when you fall or tumble
past opponents.
~

0 TUNE~
Syntax: Tune <channel>
 
This command when in a ships cockpit allows you to tune a ships channel.
System talk is channel based so you will only hear comm traffic on the
channel your on.
~

0 TWI'LEK TWI'LEKS TWILEK~
&gName: &wTwi'lek

&gDescription: &wTwi'leks are tall, thin humanoids native to the Ryloth star system in the Outer Rim. The species includes a 
variety of distinct subraces, but all are instantly recognizable by the tentacular "head-tails" that protrude from the backs of
their heads. Their native technology is primitive by galactic standards, and while they haven't developed their own means of space
travel, they are common sights on many Outer Rim planets. Sly, cunning beings, Twi'leks frequently consort with people from various
"walks of life," including legitimate merchants, temperamental mercenaries, dangerous pirates, and wanted slavers. Their 
entrepreneurial spirit frequently leads them to positions of influence, and Twi'lek corporate executives and ambassadors are no
less common than unscrupulous Twi'lek freighter captains and crime lords.
&gPersonality: &wTwi'leks are calculating, pragmatic, and charismatic people. Generally speaking, they try to avoid being swept
up in other beings' troubles, preferring instead to duck into the shadows and wait out large conflicts. From a safe hiding place,
they can observe, plan, and prepare to profit from the outcome.

&gPhysical Description: &wHumanoid, with long tapered head-tails, the average Twi'lek stands between 1.6 and 2.1 meters tall. Skin
tones include shades of blue, white, and green.

&gHomeworld: &wRyloth, a storm-swept Outer Rim planet.

&gSpecies Traits: &w-2 Wisdom, +2 Charisma
                Medium-Sized
                +1 Species Bonus On &rFortitude&w Saves
~

1 'TWO-WEAPON FIGHTING' 'TWO WEAPON FIGHTING'~
&GName: Two Weapon Fighting

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou suffer less penalties for fighting with two weapons.
~

0 UBESE~
&gName: &wUbese

&gDescription: &wFew beings know what an Ubese looks like, for members of the species rarely, if ever, appear before non-Ubese without
their masks, battle armor, or environmental suits. When away from their homeworlds, Ubese warap themselves from head to toe in 
battle armor, environmental suits, or flowing robes. &g(&wTrue Ubese must wear protective gear when venturing into the radioactive
wastes of their world.&g)&w Their masks and helmets are fitted with voice modulators that clarify and amplify their natural speech.

&gPersonality: &wThe hatred that the &Yyrak pootzck&w and "true" Ubese share for other species unites them. They typically make
their living as mercenaries, bounty hunters, slavers, or assassins &g- &w professions where they get to vent their hatred without
fear of retibution. Although they take great pains to conceal their true appearance, the Ubese do not bother to hide their
vindictive dispositions.

&gPhysical Description: &wUbese have slight builds, appearing almost frail. They tend to have fair skin and dark hair, with eye
colors of brilliant green or blue. They have no body or facial hair. Their facial structure tends to be narrow, with high cheekbones
and eyes that appear much too large for their faces. Males and females of the species both stand roughly the same height, with
males being only slightly heavier of build than females. Adults stand between 1.4 and 2.2 meters tall.

&gHomeworld: &wUba 111, located in the Mid Rim Territories.

&gSpecies Traits: &w+2 Dexterity, -2 Constitution
                Medium-Sized
                -4 Species Penalty On &rDiplomacy&w Checks
                +2 Species Bonus On &rSurvival&w Checks
                Bonus Feat Of &rArmor Proficiency Light&w During Character Generation
                Bonus Feat Of &rGearhead&w During Character Generation
~

0 UMBARAN~
&gNames: &wUmbaran

&gDescription: &wUmbarans hail from a gloomy corner of the galaxy called the Ghost Nebula. Although present since the dawn of the
&bRepublic&w, Umbarans have rarely been encountered in great numbers. They drift like specters through Senate corridors and various
chambers of power, respected and oftentimes feared for their ability to subtly influence others. Speculation abounds that all 
Umbarans are Force-users who use the Force to probe and control minds. Others simply view the Umbarans as perceptive, silver-tongued
opportunists.

&gPersonality: &wUmbarans are secretive, manipulative, and inscrutable beings who crave power and influence. They are masters of
obfuscation and misdirection, seldom revealing their true thoughts. They have a dark sense of humor that occasionally manifests 
in social situtations.

&gPhysical Description: &wUmbarans are gaunt, hauntingly pallid humanoids with sunken eyes. Male Umbarans stand between 1.7 and
2.0 meters tall, while female Umbarans range in height from 1.5 to 1.8 meters.

&gHomeworld: &wUmbara, a dark planet hidden in the deepest reaches of the Ghost Nebula &g(&win the Outer Rim Territories&g)&w.

&gSpecies Traits: &w-2 Constitution, +2 Wisdom, +2 Charisma
                Medium-Sized
                Darkvision
                Light Sensitivity &g- &w-1 Hitroll, Saves And Skill Checks While In Direct Sunlight
                Bonus Feat Of &rInfluence&w During Character Generation
~

31 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.
~

1 USE ACTIVATE~
.
Syntax : Use (item)
 
Quite obviously lets you use an item.
~

1 'USE COMPUTER'~
&GName: &w&WUse Computer

&GSyntax: &w&WAutomatic when using computer systems

&GSkill Type: &w&WNon-Force Skill

&GDescription: &w&WUse this skill to access computer systems and write or modify computer programs, to
reprogram droids, and to override or bypass computer-controlled devices.
~

31 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.
~

31 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.
~

31 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.
~

31 VASSIGN~
Syntax : vassign <player> <min> <max>   

Creates a new area named <playername>.are and assigns it to the <player>. The vnums
for the rooms, mobs and objects in the area will be between <min> and <max>.
~

1 VECTOR COURSE TRAJECTORY~
.
Syntax : Course (x) (y) (z)
 
This is used to adjust your course once inside a planatary
system so you may attack other craft or land.
~

0 VENTRILOQUATE~
Syntax: feel ventriloquate <speaker> <message>

This power throws your voice, making it appear that some other object or
character in the room is saying your message.  Victims who make their saving
throw will know that someone is using ventriloquism, but not who.  Victims who
fail their saving throw will think that the object or character really did say
your message.
~

0 VERPINE ROCHE "ROCHE ASTROID FIELD"~
&gName: &wVerpine

&gDescription: &wThe Verpine have been spacefarers for their entire recorded history and for untold centuries longer than they have
had contact with other species. Like a handful of other ancient spacefaring species, their world of origin is unknown even to
themselves. Verpine society is based around absolute majority rule. At home in the Roche asteroid belt, they use their natural
telecommunication ability to poll every Verpine in the system about every governmental initiative, and because everyone has a
voice, everyone considers the final decisions completely binding. Other Verpine communities tend to use a similar method of
arriving at decisions; therefore, every Verpine in a community is able to speak with complete authority about his community's
stance on an issue.Verpine engineers could be found at nearly every major shipyard and spaceport.

&gPersonality: &wTechnology fascinates the Verpine. The average Verpine isn't likely to risk "life and limb" for a political
cause that has no measurable impact on Verpine society but will throw himself in the path of a blaster bolt to protect a valuable
piece of technology, such as a customized droid or personalized toolkit.

&gPhysical Description: &wThe Verpine have sticklike bodies covered in plates of flexible, brilliant-green chitin. They possess
two arms and two legs, each of which ends in two fingers and an opposable thumb. Their large black eyes allow them to see even
microscopic details, and the two antennae that extend from the backs of their heads allow them to communicate with one another
over great distances by creating natural radio waves. Adult Verpine stand between 1.8 and 2 meters tall.

&gHomeworld: &wThe largest settlement of Verpine in the galaxy lies in the Roche asteroid field, located in the Expansion Region.
The Verpine rely on technology to generate atmospheres and gravity within hollowed-out chunks of rock.

&gSpecies Traits: &wMedium-Sized
                +2 Natural Armor
                 Telecommunication &g- &wRacial chat channel &g- &rSyntax: verpine message&w
                 +2 Species Bonus On &rSpot&w Checks
                 +2 Species Bonus On &rSearch&w Checks
                 Bonus Feat Of &rGearhead&w On Character Generation
~

31 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.
~

31 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 WEAKEN~
Syntax: feel weaken <victim>

This power reduces the strength of the victim by two points.
~

1 'WEAPON PROFICIENCIES'~
&GName: &w&WWeapon Proficiencies

&GFeat Type: &w&WNon-Force Feat

&GRequirements: &w&WNone

&GBenefit: &w&WYou are proficient with your selected weapon. You cannot wield a weapon without being proficient with it.
~

31 WEAPONTYPES~
For items of type "weapon", the value3 field specifies the weapon type:

Value3 | Type     | Weapons
------------------------------
   0   | hit      | general
   1   | slice    | VIBRO-AXE
   2   | stab     | VIBRO-BLADE
   3   | slash    | LIGHTSABER
   4   | whip     | 
   5   | claw     | 
   6   | blast    | BLASTER
   7   | pound    | 
   8   | crush    | 
   9   | shot     | BOWCASTER
  10   | bite     | 
  11   | pierce   | FORCE PIKE
  12   | suction  |

See OSET.
~

31 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.
~

1 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 WEEQUAY~
&gName: &wWeequay

&gDescription: &wWeequay are vicious warriors with no concept of individuality. They worship a pantheon of deities, chief among them
the god of the moon, Quay. The species' name translates as "Follower of Quay," and Weequay warriors honor Quay with ritual sacrifices
and bloody murders. They also erect shrines of black stone, called &Ythals&w, to honor their gods. Although primitive by galactic
standards, they are capable crafters. The Weequay had achieved an industrial level of technology before making contact with the 
rest of the galaxy. Male Weequay grow a new braid each year they're away from their homeworld and shave it off when they return,
even if only briefly.

&gPersonality: &wWeequay are brooding, superstitious beings prone to violence. Weequay lack individual names, referring to themselves
simply as "Weequay," though they will answer to names given to them by others they trust. They rarely talk, even among their own
kind.

&gPhysical Description: &wHumanoid, with leathery skin, a flat nose, lipless mouth and a bony frill along each jowl, the average
Weequay stands about 1.7 meters tall. Male Weequay have one or more long dark braids of hair collected into a topknot. Female 
Weequay are completely bald.

&gHomeworld: &wSriluur, a semi-arid world on the periphery of Hutt Space in the Outer Rim. Weequay originally roamed the deserts of
Sriluur to avoid predators. As their technology advanced to an industrial level, makeshift cities began to form near the ocean
shores. These cities provided much-needed protection from Sriluur's predators and access to its bountiful seas.

&gSpecies Traits: &w+2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -4 Charisma
                 Medium-Sized
~

36 WELCOME~
Any ideas/improvements you might have, please e-mail me, OwEn at: palda@stratos.net
~

31 WHERE~
Syntax: where
Syntax: where <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~
.
Syntax : Who
Syntax : Who (clan)
Syntax : Who (race)

This will show you people currently in the game that are visable 
to you. It will show there current clans and races.
~

1 WHOINVIS~
Syntax: whoinvis

Makes you invisible to who, and whois.
Nothing more.
~

0 WHOIS~
Syntax: whois <player>
 
The WHOIS command will tell you a bit of information about a player
who is online.
 
See BIO
~

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.
~

1 WISDOM WIS~
Wisdom (WIS in your 'score') represents your character's wisdom and ability
to incorporate learning.  Among other things, it affects:
 
 
 - the percentage a character learns of a new language at each practice,
   though intelligence affects this slightly more
 
 - your max levels in classes where wisdom would naturally relate.
~

31 WIZHELP~
Syntax: wizhelp

WIZHELP provides a list of all the immortal commands.
~

0 WIZLIST~
Syntax: wizlist

Displays a hierarchical list of immortals.
~

0 WOOKIEE WOOKIEES~
&gName: &wWookiee

&gDescription: &wWookiees are widely recognized as one of the strongest and fiercest intelligent species in the galaxy, but their
homeworld of Kashyyyk has predators so powerful that the Wookiees must live in the tops of the world's giant &Ywroshyr&w trees.
When the &bRepublic&w first made contact with Kashyyyk, the Wookiees were engaged in a war against the Trandoshans. The &bRepublic&w
mediated the dispute, and the Wookiees eagerly joined the galactic community. Wookiees have a great many customs and traditions
that revolve around honor and loyalty, including the special bond of friendship called the honor family, and the sacred pledge 
of honor called the life debt. Though arboreal, a Wookiee never uses his or her climbing claws in combat; doing this is considered
dishonorable and a sign of madness.

&gPersonality: &wWhile Wookiees have a well-deserved reputation for hostility &g(&wsuch as pulling arms off droids and ears off
gundarks&g)&w, they also possess a great capacity for kindness. Wookiees tend to be honorable, rash, loyal, and short-tempered.

&gPhysical Description: &wLarge, arboreal humanoids covered in thick fur, Wookiees stand between 2 and 2.3 meters tall.

&gHomeworld: &wThe jungle world of Kashyyyk, located in the Mid Rim. Wookiees build their communities amid the crowns and boughs
of Kashyyyk's enormous wroshyr trees.

&gSpecies Traits: &w+4 Strength, -2 Dexterity, -2 Wisdom, -2 Charisma
                Medium-Sized
                Rage &g- &rhelp rage&w
                Regains Twice The Normal Hitpoints Per Tick
                +2 Species Bonus On &rClimb&w Checks
                +4 Species Bonus On &rIntimidate&w Checks
~

0 WOOSTOID~
&gName: &wWoostoid

&gDescription: &wWoostoids are slender humanoids whose logical minds give them a natural affinity for computer technology and database
management. Woostoids are often found at the head of bureaucracies devoted to the collection and analyzing of data, and Woostri
&g(&wtheir homeworld&g) &wis the single largest repository of &bRepublic&w databases. One of the acknowledged Wonders of the Galaxy, the
HoloScan Database, is located on Woostri. It is the most complete research facility known to exist, a huge complex thousands of
kilometers across and hundreds of stories high. For a few credits per visit, the Woostoids and their computers can locate information
on everything from the latest members of the Senate to pre-Republic civilizations within a matter of minutes.

&gPersonality: &wWoostoids are a peaceful species in the extreme &g- &wthey find even the concept of warfare frightening. Their
minds work in such a way that they always think of situations in an orderly manner, trying to create logical ties between events.
When presented with chaotic situations or facts that have no logical pattern, they become confused and disoriented.

&gPhysical Description: &wWoostoids have dark orange skin and thick red hair. They have large, bulbous black eyes that rarely blink.
Traditionally, they wear long flowing robes of shiny, bright-colored materials. Adult Woostoids stand between 1.5 and 2 meters tall.

&gHomeworld: &wWoostri, an advanced industrial world located in the Expansion Region.

&gSpecies Traits: &w-2 Strength, +4 Intelligence
                Medium-Sized
                Pacifism &g- &rhelp pacifism&w
                +2 Species Bonus On &rComputer&w Checks
~

1 WWW~
For more information on the mud check out it's homepage at :
       http://fote.dune.net
~

0 YEVETHA~
a humanoid alien race which resemble skeletons. Their facial structure is
highly colored, with a white nasal ridge and scarlet cheek and chin ridges
surrounding dark black eyes. The Yevetha have six clawed fingers on each
hand, and a wicked  dewclaw could be extended from their wrists. They are
a very self-important race, and consider all other races to be vermin. The
Yevetha have a hierarchical society, with the males being dominant. There
are castes of males and females,  and the higher classes alway dominate
the lower. Lower-ranking Yevethan males must bear their necks in
deferrence to their superiors. Yevetha are also extrememly quick to learn
about new things, and are particularly adept at  assimilating technology.
They never eat in mixed company, and detest the smell and feel of other
races. They have installed specialized bathing stations on their embassy
ships, to wash away the scent of other races. The Yevetha come  from the
planet N'zoth.
~

0 ZELTRON~
&gName: &wZeltron

&gDescription: &wZeltrons are known the galaxy over as unabashed hedonists. All members of the species encourage the pursuit of
pleasure in all its forms. Known as the most fun-loving and convivial species in the galaxy, the Zeltrons take recreation and the
pursuit of pleasure to new heights. Because of their popularity and lives spent pursuing gratification, Zeltrons are common
throughout the galaxy, particularly at spaceports where they can find many prospective mates. Since many Zeltrons also love gambling,
these locations serve two purposes for them. For lonely spacefarers living on the fringe and others who find lasting companionship
elusive, the ever-willing Zeltrons provide a welcome respite. Zeltron technology is on par with most spacefaring worlds. The
Zeltrons possess space travel, advanced agricultural and industrial methods, and excellent knowledge of medicine. Zeltron artists
are renowned for their erotic sculptures, paintings, and other works of art. Zeltron courtesans, known as &Ycriblez&w, fulfill any
physical desire one might have, without limits. Many crime lords, particularly Hutts, have taken special interest in these Zeltron
events.

&gPersonality: &wGregarious, warm, lustful, and merry, Zeltrons love parties and people. Zeltrons who reach old age or endure great
travails or suffering often manifest different peronality traits: a deep melancholy, a fervent passion for justice or a cause, or
an intense loneliness and desire for a lasting bond.

&gPhysical Description: &wZeltrons are near-Humans with skin colors ranging from pink to crimson. Nearly all are considered &g(&wby Human
standards&g)&w shockingly beautiful and handsome. Zeltrons average 1.8 meters tall.

&gHomeworld: &wZeltros, an idyllic planet located on the edge of the Outer Rim and the Unknown Regions.

&gSpecies Traits: &w-2 Constitution, -2 Wisdom, +4 Charisma
                Medium-Sized
~

31 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

...and then

...nothing.
~

0 $~


#$