#HELPS
-1 ROT~
RoT v2.0
RoT is a ROM2.4 derived mud, which is originally based on the Merc 1.0 code.
The RoT modifications to the ROM source are copyright 1996-1999 by Russ Walsh.
The following people contributed to the RoT flavor of the ROM base code:
Areas --
Eriana
Artema
The C.A.W.
Fnor
~
-1 ROM~
ROM started in early February 1993, using Merc 1.0 code. In July of 1993,
ROM II was started, eventually replacing the original ROM. ROM was up for
a little over a year, after which the code (version 2.3) was released,
and various other ROM muds were started, including Rivers of Mud under
a new management (Zump's ROM), at rom.org 9000.
Alander's current project is Tesseract, the latest version of the ROM code.
It can be found at hypercube.org 9000.
The following people contributed to the ROM flavor of the merc base code:
Socials --
Kelsey and Liralen
New, Improved Valhalla --
Liralen
Puff's new special proc and improved poofin/poofout code --
Seth
Maps and map shop --
Ezra, Regnan (Olympus)
Nirvana zone --
Forstall (mobiles rewritten by Alander)
Mob Factory --
Pinkfloyd (originally written for ROM, mobiles rewritten by Alander)
Geographically correct Midgaard (tm) --
Alander
Ideas and playtesting --
Thousands of dedicated mudders around the world
Beta testing --
Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports
and suggestions, saving a lot of headaches
New Thalos area was donated by Onivel of Jedi, who was also the originator
of the ASCII flags used in the zone files
ROM 2.4 was developed during my time with Moosehead mud, and the release
shares many of the features I wrote while I was there. Additional code
was written by Seth Scott (the new poofin/poofout), and many contributions
and ideas from the Merc list were used.
The new features of 2.4 were largely produced in bull sessions with
Gabrielle (my wife) and Brian Moore, without whom this release wouldn't
have happened. In particular, the new privacy code, furniture, and
wiznet are largely the results of Gabrielle's ideas.
Changes to the standard diku mob and object format, as well as the changes
to Merc 2.1 source code, were done by Alander over many a late night of
hair-pulling. Hope you enjoy it.
(my apologies if anyone was forgotten in this list)
~
-1 IMMORTAL IMMORT GOD~
'Immortal' (often, simply, 'immort') refers to players who have reached
the highest attainable levels in the game. Here, anyone of level 102
or higher is an 'immortal.' Immortals are capable of exceeding the
usual game rules, in more drastic and pervasive ways as levels increase;
examples range from teleportation and invisibility to mortal sight to
creation of objects, removal of a player's privileges (channels,
ability to move, or even ability to log in), and ability to promote
players to immortality.
Since immortals can wreak havoc with game balance, they are (ideally)
a carefully-chosen and policed group. An absolute rule of immortal
behavior is that no immortal can aid or assist any player without
explicit permission from the higher ranks; in other words, please
don't ask an immortal to help you kill a mob, gather EQ, etc, or
you'll likely be either politely or rudely refused, or referred to
this file.
The duties of immortals, and even the very reasons for their existence,
are topics of continual and heated debate in various MUD forums, and are
fraught with misconceptions, poor examples, and outrageous hypocrisies. :)
~
-1 SOCIALS~
This is a complete list of socials for this MUD:
Compiled originally by: Sara
accuse adjust air apologize applaud babble
bark bcatch beckon beer bearhug beg
bird bkiss bleed blink blush boast
boggle bonk bounce bow brb burp
cackle caress charge cheer chuckle clap
claw collapse comfort comb cough cover
cower cringe criticize cry cuddle curse
curtsey dance daydream drool duck embrace
explode eyebrow faint fart flare flash
flex flinch flip flirt flutter fondle
french frown fume gasp giggle glare
goose grimace grin groan grope grovel
growl grumble hand head hiccup highfive
hop howl hug hush ignore innocent
insane judge kiss knee laugh lick
love lust massage meditate moan moon
mosh mutter nibble nod nudge nuzzle
pant passout pat peck pie pinch
pissed plead point poke ponder pout
pray propose puke punch purr ramble
raspberry rofl roll rub ruffle run
scratch scream serenade shake shiver shrug
sigh sing slap slobber smile smirk
snap snarl sneeze snicker sniff snore
snort snowball snuggle sob spam spank
spit squeal squeeze squirm stare stretch
strip stroke strut sulk swoon tackle
tease thank threaten tickle tip tongue
twiddle type undress view wave whine
whistle wiggle wince wink wonder worry
worship yawn yeehaw yodel rose laces
tank starve aargh homework puff differ
yae lightbulb ogg confused beam twitch
bite discodance scuff whap lag chortle
zerbert
~
-1 MERC~
This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn.
Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and
ftp.math.okstate.edu.
E-mail to 'merc-request@kpc.com' to join the merc mailing list.
Thanks to ...
... Diku Mud for starting it all.
... The Free Software Foundation and DJ Delorie for kick-ass tools.
... Copper Mud and Alfa Mud for releasing their code and worlds.
... Aod of Generic for ... well, everything. You're a hoopy frood, Aod.
... Alander for many ideas and contributions.
... John Brothers of Silly for permission to use Silly code and worlds.
... Zrin for administering the mailing list.
... Abaddon for proofreading our comm.c.
... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help.
... Diavolo, Grodyn, Morgenes, and others for code and bug fixes.
... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds.
... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers
of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code,
and hours of enjoyment.
~
-1 MAP MAPS~
Thanks to Ezra for drawing the originals of several maps on ROM.
~
-1 LOGIN~
What name do you wish to use? ~
-1 GREETING1~
.
______________________ _____________________
/___/ \____\ * R * E * A * L * M * S * /____/ \______/ \___\
\__| |___/_______ _______\___| |____| |__/
/___\___ ___/____________\ * O * F * /___________| |____| |__\
\_______| |_______/ \______/________________\__/ \______| |____| |__/
/_______| |______| |________________________| |_____| |____| |__\
\_______| |______| |________________________| |_____| |__/
/_______| |______| \______/ \___/ \_| |__\
\_______| |______| _ \___/ ___ \__\___ ___/_| ____ |__/
/_______| |______| |_\ |_| /___\ |_____| |_____| |____| |__\
\_______| |______| |__| |_| \___/ |_____| |_____| |____| |__/
/_______| |______| |__| |__\ /______| |_____| |____| |__\
\________\___/________\_/____\_/____\_____/________\_/_______\__/______\__/___/
Realms Of Thoth MUD~
-1 GREETING2~
.
"MF"Pq. jF
yP Tb yP .
.M' M' ,d'";. ,d'";. jM .M'.mb. .j+Mb ,j'";
.MTMvxrP" ,r' |M ,r' |M ,MT .MT/ `MT/ `M \M.
jM |M jM'....M'jM' .MT ,gM jM/ jM/ jM 'i\
,MT MT MM , MM ,+TM :M| ,MT ,MT ,MT+ ,+T
.dP Bb `Mxxxr' `Mxxxr' b dRc. dP dMb dMb T|T/
Bb. d d d
/APvMN"'A\ jF jF jF
yP yP 'LveyP"Pq. yP
jg .M'.j+#Mb ,j'";g jM .M'.j+#Mb
-=o=f=- ,MT .MT/ `M ,+' |M ,MT .MT/ `M
,gM jM/ jM jR' .ME ,gM jM/ jM
.:M| ,MT ,MT MM ,+T :M| ,MT ,MT
.dRcM dP dMb `Mxxxr' dRc. dP dMb
~
-1 GREETING3~
.
___________________________________________________________________________
/\ "MF"Pq. jF \
|/\\ yP Tb yP . \
\_/| .M' M' ,d'";. ,d'";. jM .M'.mb. .j+Mb ,j'"; |
| .MTMvxrP" ,r' |M ,r' |M ,MT .MT/ `MT/ `M \M. |
| jM |M jM'....M'jM' .MT ,gM jM/ jM/ jM 'i\ |
| ,MT MT MM , MM ,+TM :M| ,MT ,MT ,MT+ ,+T |
| .dP Bb `Mxxxr' `Mxxxr' b dRc. dP dMb dMb T|T/ |
| Bb. d d d |
| /APvMN"'A\ jF jF jF |
| yP yP 'LveyP"Pq. yP |
| jg .M'.j+#Mb ,j'";g jM .M'.j+#Mb |
| -=o=f=- ,MT .MT/ `M ,+' |M ,MT .MT/ `M |
__| ,gM jM/ jM jR' .ME ,gM jM/ jM |
/ \| .:M| ,MT ,MT MM ,+T :M| ,MT ,MT |
|\// .dRcM dP dMb `Mxxxr' dRc. dP dMb /
\/__________________________________________________________________________/~
-1 GREETING4~
.
______________________ _____________________
/___/ \____\ * R * E * A * L * M * S * /____/ \______/ \___\
\__| |___/_______ _______\___| |____| |__/
/___\___ ___/____________\ * O * F * /___________| |____| |__\
\_______| |_______/ \______/________________\__/ \______| |____| |__/
/_______| |______| |________________________| |_____| |____| |__\
\_______| |______| |________________________| |_____| |__/
/_______| |______| \______/ \___/ \_| |__\
\_______| |______| _ \___/ ___ \__\___ ___/_| ____ |__/
/_______| |______| |_\ |_| /___\ |_____| |_____| |____| |__\
\_______| |______| |__| |_| \___/ |_____| |_____| |____| |__/
/_______| |______| |__| |__\ /______| |_____| |____| |__\
\________\___/________\_/____\_/____\_____/________\_/_______\__/______\__/___/
Realms Of Thoth MUD~
-1 GREETING5~
.
______________________ _____________________
/___/ \____\ * R * E * A * L * M * S * /____/ \______/ \___\
\__| |___/_______ _______\___| |____| |__/
/___\___ ___/____________\ * O * F * /___________| |____| |__\
\_______| |_______/ \______/________________\__/ \______| |____| |__/
/_______| |______| |________________________| |_____| |____| |__\
\_______| |______| |________________________| |_____| |__/
/_______| |______| \______/ \___/ \_| |__\
\_______| |______| _ \___/ ___ \__\___ ___/_| ____ |__/
/_______| |______| |_\ |_| /___\ |_____| |_____| |____| |__\
\_______| |______| |__| |_| \___/ |_____| |_____| |____| |__/
/_______| |______| |__| |__\ /______| |_____| |____| |__\
\________\___/________\_/____\_/____\_____/________\_/_______\__/______\__/___/
Realms Of Thoth MUD~
-1 AUTHORS~
.
Original DikuMUD by Hans Staerfeldt, Katja Nyboe,
Tom Madsen, Michael Seifert, and Sebastian Hammer
Based on MERC 2.1 code by Hatchet, Furey, and Kahn
ROM 2.4 copyright (c) 1993-1995 Russ Taylor
ROT 2.0 copyright (c) 1996-1999 Russ Walsh
~
-1 MOTD~
{x* You are responsible for knowing the rules (type 'rules'). Ignorance of
the rules is no excuse.
* Important commands: help, commands, news, notes
* Use the delete command to erase unwanted characters.
* Use COLOR to turn on the color codes.
* Use {BSECOND {xto wield a second weapon.
* Use {BHELP FLAGS {xto get a list of the affect flags.
* Use {BHELP CLANRULES {xfor a list of clan specific rules.
{R*** IMPORTANT:{x See the {GHELP VOODOO{x file!!!
Visit us on the web at:
{Whttp://www.qhcf.net/(tilde)owen/{x
{BIf you need help through e-mail, you can contact
{Rowen@qhcf.net{x
[Hit Return to continue]
~
102 IMOTD~
{WWelcome Immortal!
{xYou are responsible for following the laws of immortal behavior.
* Type 'help laws' and 'help wizrules' for the rules you are
expected to follow as an Imm.
* Type 'help jobs' to get some idea of what you should be doing.
[Hit Return to continue]
~
102 JOBS~
This is a partial list of what a god of any given level should be doing. It is
not complete yet.
Angels:(102-104)
Angels and higher level gods may not assist mortals directly in any way.
An Angel's main job is to help with quests (via switch), or possibly run
small quest of their own -- but the rewards should be minimal.
Deities:(105-106)
Deities have two main roles: reimbursement and quest running. Be skeptical
on reimburses, don't just hand out every piece of gear. I suggest limiting
reimbursements to 10 items at a time, and make sure that you do not load things
at too high a level (new format items have hard-coded levels, so are not a
problem). vnum and stat are useful for this. You can draft Angels to help you
run a quest, and please note that quests should NOT have huge rewards -- the
main point should be to have fun. Deities have no business trying to enforce
rules -- the most you should do to a player is a NOCHANNEL or similar light
punishment.
Gods:(107-109)
Gods can run quests just like Deities, and it's nice to do reimbursements too.
However, the main role of a God is keeping the peace. Gods can enforce (but
not create rules), using the various NOTELL-class commands, as well as deny,
purge, freeze, and ban (but be careful with these commands!) Gods are expected
to help make the mud run more smoothly, power trips are strictly verbotten.
Not fufilling the roles of your office can result in demotion or deletion.
~
-1 PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~
Player killing and player stealing are allowed to all clan members
(including loners), provided the victim is is within 10 levels of the
character and is also in a clan.
~
102 COMMANDMENTS LAWS 'GOD RULES' GODS~
.
**********************
** The Rules of ROT **
**********************
1) Do not kill mortals, do not kill mortals, do not kill mortals.
This includes transferring/summoning them to aggressive mobs.
2) Do not cheat for ANY mortal in ANY way, especially your own.
Unless of course you LIKE deletion. Yes this includes tanking,
healing/restoring, casting protection spells <armor, sanct>,
and softening up or altering mobs.
3) Do not transfer or summon mobs to mortals or mortals to mobs.
They have legs, if they want to kill a mob, they can easilly
go there themselves.
4) DO NOT kill the shopkeepers for any reason at ALL.
5) DO NOT use reboot. <--- Note, simple English.
6) Do not give out free equipment. You don't need to win brownie
points with the mortals. Quest are fine but handing out items
isn't.
7) A note on quests: Quests are a good thing, more or less, BUT
do not give out overly extravagant prizes. Exercise some
common sense here folks. Do not load items more than 4 levels
below their normal level (i.e. no level 5 ogre gauntlets).
8) Do not undermine the authority of a higher level god. If you
see that someone has been frozen or nochannelled do not restore
their priveleges. They are being punished for a reason.
9) Do not try to overrule each other.
10) Trusted mortals: Do not use your god powers to help your mortal
character. If you do, your trust will be taken away.
See HELP WIZRULES for a more detailed list.
~
102 WIZRULES~
1. Thou shalt be an Immortal first, and a mortal second.
2. Thou shalt be a "mortal" in judgements, lest mortals judge against you.
(i.e. try to remember what it's like to BE mortal and have IMMs impose
punishment...how would YOU like to be treated as a mort?)
3. Thou shalt not play more than one immortal and ONE mortal character at
the same time.
4. Thou shalt not stay invisible if:
a) You are the ONLY IMM online
b) You are the only IMM "live"
c) Another IMM needs your assistance dealing with a problem
d) A mortal needs help
5. Thou shalt not ever be invisible and/or AFK at the same time as all
other IMMs.
6. MORTALS COME FIRST: Do NOT ignore them when they need help, have
questions, etc.; if need be, drop whatever you are doing to assist them.
7. If you are unable to handle a mortal question or dispute, refer them
to the next higher IMM online. If no one is available to assist them, have
them email an IMP.
8. We do have a sort of "pecking order" here. Any IMM of a higher rank
than you has final judgement in situations. If there is a dispute over
this, please address an IMP; do NOT take it to public channels.
9. If you have a dispute over IMM procedures, or feel that another IMM is
doing something inappropriate or "illegal", either attempt to speak with
them about it, or talk to an IMP.
10. Thou shalt not modify stats, restring or change the stats on any weapon,
or otherwise modify any mortal character involved with a clan. This includes
your own characters as well as your friends, your mortal's clan mates, etc.
11. Do not be exclusive with any mortal character. Don't help just your
mortal's clanmates, your own mortal, etc...spread yourself around.
12. Thou shalt not harass mortals, lest thy hands be removed, or your
physical being be frozen by the Wrath of the Gods. The *OCCASIONAL* prank
is accepted...but do not be excessive.
13. Thou shalt not reveal any character's dupes, whether they are IMMs or
mortals, unless they are problem characters.
14. Thou shalt {R*NOT*{x reveal "bugs" to mortals, lest they take advantage of
them...and get YOU in trouble.
15. Thou shalt not delete thyself in a rage, lest thou NOT be accepted back
into the bosom of IMMortality.
16. Thou shalt NOT assist any character in pkilling in any way. This
includes, but is not limited to:
a) Spelling up chars involved in pkill
b) Using IMM powers to locate the target of pkill
c) Using IMM powers in any way to assist or hinder anyone involved
in pkill
d) Retrieving corpses of anyone pkilled, unless agreed upon by the
deceased AND the killer
e) In ANY way intervene in a dispute over pkill, unless the involved
parties are fighting on gossip or ASK for assistance.
f) Re-equipping anyone pkilled
Note: ANY special items, quest items, etc. CAN NOT BE RESTORED to anyone
pkilled.
17. Thou shalt offer opinions/suggestions/ideas that in any way can modify
or improve the MUD. This includes suggesting new areas, spells, class
modifications, recommendations for IMM, etc. Please address inquiries to
an IMP.
18. Thou shalt report problems, questions, disagreements over policy,
disputes over IMM behavior and/or actions, etc. to the offending person
FIRST when appropriate, and to an IMP otherwise. Do not argue,
accuse, point fingers, or harass another IMM publically.
19. Thou shalt not publically dispute any decision made by the IMPs...if
you have a question, address it to them.
20. Thou shalt ACTIVELY participate in MUD. As an IMM, you have to be here
and spend time helping mortals. If you want to be an IMM, don't disappear
for weeks or months, or you will not be an IMM when you return. On the other
hand, obviously we don't expect you to be here 24/7...but use some common
sense. In general, if you are gone more than three weeks without emailing
an IMP with a GOOD reason for your absence, you will be removed from the
wizlist and revert to being mortal. Logging on wizinvis or going AFK
do NOT count as "being online". If you want to be an IMM, you are expected
to BE an IMM. There are specific exceptions to this rule, mainly guest
immortals..you know who you are.
21. Thou shalt not remove penalties imposed by another IMM without
consulting that IMM first. Check the penalty list; and ALWAYS post a
penalty when imposing a punishment.
22. Thou shalt not publically question the decision of any IMM.
23. Thou shalt in no way hinder another IMM's quest, or assistance of a mortal.
24. Thou shalt obey ALL rules unless otherwise excused by an IMP.
~
-1 RULES~
These are the rules of ROT. For other matters, use common sense.
For clan specific rules, see HELP CLANRULES.
* Limited player stealing or player killing. Join a clan if you want to do
either.
* A member of a clan may kill a member of any other clan.
* A member of a clan may steal from a member of any other clan.
* If you join a clan, and someone either pkills you, or psteals from you,
do not complain to the gods, or ask the gods to return your eq or do
a corpse retrieval for you, as they are forbidden from doing so.
* Your presence here is a privilege not a right. Obey any orders from gods,
and you will be fine. Deletion does not require a reason, appeals are to
be sent to the implementors.
* Sitting around idle with a client is hazardous to your health. If we catch
you doing it, you will lose half your playing time.
* Watch your language in public areas and channels.
* No multiple logins, multiple playing, or helping your own characters with
other characters you own -- by any arrangment.
* No kill stealing. This means you cannot attack a mob someone else is
fighting, unless they ask you to. Also avoid attacking fleeing mobs.
* Cheating will not be tolerated. This includes accepting favors from gods
and exploiting bugs. If you find a bug, report it, then do not use it.
* Do not ask a god to make you a member of a clan. The request to add
you to a clan must come from the clan leader. Ask a member of the clan
who their leader is.
* Changes to these rules are at the discretion of the immortals, and may be
done without warning, notice, or even evidence of sanity. Walk softly,
and carry a black stick.
~
-1 CLANRULES~
1. Do NOT join any clan until you investigate ALL clans.
2. Once you join a clan, you must STAY WITH THAT Clan. No switching clans,
abandoning your clan mates, etc.; the point of joining a clan is to use
TEAMWORK. That means when you get pkilled, you ask your CLAN MATES to
retrieve your corpse, re-equip you, help you avenge your death, etc. Do
not count on the IMMs for help.
3. Clanned characters are *not* allowed to pkill anyone in their own clan,
or anyone NOT clanned; nor are they allowed to kill members of non-pkill clans.
4. Clanned characters are NOT allowed to use edited equipment for pkill.
This does not include Clan EQ or Quest items, both of which are allowed.
5. If you get pkilled, you will *NOT* be reimbursed ANY eq by the IMMs;
this includes edited EQ, items of sentimental value, quest items, etc.
6. Clanned characters are not allowed to ask for or receive ANY kind of
IMM-related help; this includes corpse retrievals, spellups, assistance
locating chars, reimbursements, etc.
7. If you are a clan leader, you are expected to MUD on a regular basis.
If you do not actively play your character for three weeks, and have not
found a replacement, you will be removed as leader.
8. Clan leaders must be level 70 or above.
9. In order to form a new clan, you must follow these rules:
a. Have FOUR people involved in forming the clan
b. Have a PURPOSE for creating and maintaining the clan
c. Find an IMM to sponsor you (this MUST be a level 103 or higher;
they can not already be involved in sponsoring another clan)
d. Have your area files READY TO BE INPUT. Type "help room" for
more help.
10. You must ALWAYS have at least four members of your clan ACTIVELY
PLAYING the game. This means that if your membership drops to less than
four members for more than one week, your clan will be disbanded and dropped
from the list of clans.
11. As a member of a clan, you are expected to assist other members of your
clan. This includes spellups, corpse retrievals, levelling, etc.
12. If you reroll a clan leader into second tier, you must find three
current members of your clan to "sponsor" you back into the leader position.
The three members can email, note, or verbally give their nominations to
the Implementors.
~
0 SUICIDE DELETE~
Use the delete command to erase unwanted characters, so the name will be
available for use. This command must be typed twice to delete a character,
and you cannot be forced to delete. Typing delete with an argument will
return your character to 'safe' status if you change your mind after the
first delete. Second tier players should use reroll to recreate a
character, instead of the delete command.
~
0 REROLL~
The reroll command may be used by anyone on the mud. This command is
similar to deleting and recreating your character, but for two major
differences: It will not log you off, instead you will be sent directly
to character creation. This command will reroll you back into your
current tier (see help tier) instead of forcing you to recreate in
the first tier (as delete would do).
This command NO LONGER moves you to the next tier, see HELP ADVANCE.
Because this command will put you back at level 1, with only newbie
gear, this command must be entered twice before taking effect.
~
0 ADVANCE~
The advance command may be used once you reach hero status. This will
allow you to create a new character in the next tier. A hero may only
use this once per hero, so if you want to create a second player in the
next tier, you must either create a new 1st tier character, or reroll
your hero and level back to hero.
Syntax: advance <new character name>
A new pfile will be created with the name you choose, and with your
current password, you may then quit and log into that character to
start creating it.
You must choose a new name for your next tier character. This name is
subject to the same rules imposed upon your original character. An imm
may require it changed if they feel it does does fit the theme or
restrictions of this mud.
~
0 TIER~
There are currently fourteen classes in ROT, split into three tiers.
1st tier classes:
{Mmage cleric thief warrior ranger druid vampire{x
2nd tier classes:
{Rwizard priest mercenary gladiator strider sage lich{x
3rd tier:
Third tier is a multi-class tier, comprised of a primary class
chosen from the 2nd tier choices, and a secondary class chosen
from the 1st tier choices.
The second tier classes are notably stronger than the first tier
classes, but you cannot create a character in these classes until
you reach the hero level in a first tier class. (see 'help advance')
You DO NOT have to choose the second tier class that is in the same
slot as the first tier class, ie: a mage does not have to become
a wizard, you are given the option of choosing any of the classes.
Because of the strength difference between the tiers, player killing
and player stealing is level-offset between the tiers.
For third tier, you may not choose the equivelant 1st tier class
to your chosen 2nd tier class. You will recieve all skills and spells
from both classes. The cost of these skills/spells depend on the
skill/spell: Thos you recieve only from either your primary class
({Rin red{x) or from your secondary class ({Bin blue{x) will cost the
same as they do in thier respective tiers. Those that you recieve
from both classes ({Gin green{x) will cost the lesser of the two.
The level you attain these skills/spells follows the same rules
as above.
The strength of a skill/spell is also dependent upon which class
you recieved it from. Those you recieve only from your primary group
will be at normal strength. Those recieved only from your secondary
class will be slightly weaker than normal. Those recieved from both
classes will be slightly stronger than normal, due to the extra
training it is assumed you had.
~
0 HEALER~
The healer decided to grab a quick buck, and now charges for his heals. Some
services are still free to players of level 30 or below, however. To see
a full listing of the healer's services, type 'heal' at his residence. To
receive healing, bring plenty of money, and type 'heal <spell>'.
~
-1 GAIN~
The gain command is used to learn new skills, once the proper trainer has
been found. (Check New Thalos) The following options can be used with gain:
gain list: list all groups and skills that can be learned
gain points: lower your creation points by 1 (costs two sessions)
gain <name>: add a skill or skill group, at the listed cost
gain convert: turns 6 practices into one training session
gain study: turns 1 training session into 6 practices
gain quest: turns 3 quest points into one training session
Gain uses training sessions, not practices. (see 'help train')
Gained skills and groups do NOT increase your experience per level or total
number of creation points.
~
-1 RESTRING~
Syntax: restring obj <string>
The restring command is used to change the name of an object in your
inventory. Only specific trainers have the ability to restring an object
for you (Check New Thalos), and charge you 8 quest points per item.
Restringing an object will only change the short name of the object, not
the long description or keywords associated with that object, so you will
still have to use the original keywords to use a restrung object.
For example:
Object to be restrung is 'an imperial sword',
> restring sword a battle axe
This will now show up as 'a battle axe' in your inventory, and will use
this string in actions: '<char> wields a battle axe' or '<char> gets a
battle axe'.
Because the keywords of the object are not changed, to wield or
manipulate this object, you will still need to use 'sword' or 'imperial',
ie: get sword wield sword
~
102 CLONE~
Syntax:
clone obj <object>
clone mob <mobile>
clone <name>
The clone command duplicates an object or mobile. The level of item or mobile
that may be cloned depends on your level. The target object or mob must be in
the same room as you, or in your posession. Strung and set information is
preserved by clone, as well as any spell effects and container contents or
mobile inventory, except for items which are too high for you to clone.
Strung extended descriptions on objects are not kept, however.
~
110 RANDCLAN~
Syntax: randclan
Randclan will move the entrances to all clan halls to new randomly selected
locations. This is automatically done by the system at boot, and once per
day thereafter, but can be called by an implementor to correct any problems
in the choice of locations from the last automatic run.
~
0 SKILLS SPELLS~
The skills and spells commands are used to display your character's list
of available skills (or spells, as the case may be). They are listed in
order of level, with mana cost (for spells) or percentage (for skills)
listed where applicable.
~
0 OUTFIT~
The outfit command, usable by levels 9 and below, equips your character with
a new set of sub issue gear (banner, weapon, helmet, shield, and vest),
courtesy of the Mayor's warehouses. Only empty equipment slots are affected.
~
0 AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTOSTORE AUTOPEEK~
ROT uses varies automatic actions, to ease the boredom of always splitting
gold and sacrificing corpses. The commands are as follows:
autolist : list all automatic actions
autoloot : take all equipment from dead mobiles
autogold : take all gold from dead mobiles
autosac : sacrifice dead monsters (if autoloot is on, only empty corpes)
autoexit : display room exits upon entering a room
autosplit : split up spoils from combat among your group members
autoassist: makes you help group members in combat
autostore : saves all tells during combat
autopeek : will show inventory during a look <char> (with the peek skill)
Typing a command sets the action , typing it again removes it.
~
-1 CLAN~
A Clan is a collection of players, united to follow and further
a common cause. Each clan has rules and regulations, to find out
more about clans and their 'beliefs' type "help <clan name>". Only
Clan members can kill or steal from other players. To join a Clan
you must be level 25 or above and level 70 or below. Second tier
players may join a clan starting at level 15. Speak to the Clan
Leader about joining. If you go Loner before level 70 you may
join a Clan later.
Joining a Clan is a dangerous step. Many adventurers live to
kill and torture others and chances are that your paths will cross.
Clans may now choose to allow pkill or not, members of clans that
choose not to have pkill will be unable to attack other players, or
be attacked by others.
Existing Clans may buy special rooms and mobiles by acquiring
cubic zirconiums as payment. To see room prices, type
"help prices". New Clans may be formed by petitioning the immortals.
Please remember that their word is final on all matters not covered by
this help.
A list of current clans can be obtained with: clan list
~
-1 PRICES PRICE~
New Clan Hall Rooms cost 20 cubic zirconiums.
Boosting the mana and healing gains for a room costs 30 cubic zirconiums.
Making a Healer costs 200 cubic zirconiums.
Extra Mobiles cost 40 cubic zirconiums apiece.
Only cubic zirconiums bought from the jeweler in Midgaard may be used as
payment.
See 'help rooms' for information on ordering extra clan rooms/mobiles.
~
-1 COUNT~
The count command displays the number of people (that you can see) logged
into the mud. It also displays the highest number observed that day, if
it is higher.
~
-1 GATE~
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters receive a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as any player who has no summon set. Clan members
may not be gated to except by their fellow Clan members.
~
-1 AFFECTS AFFECT~
This command is used to show all the spells affecting your character. At
low levels, only the spell name will be displayed, at higher levels the
effects and duration of the spell will also be shown. Spell effects
are no longer shown on score (this can be changed by using 'show' command).
~
0 $~
#$