#HELPS -1 DIKU~ . Original game idea, concept, and design: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Developed at: DIKU -- The Department of Computer Science at the University of Copenhagen. ~ -1 PLATINUM GOLD SILVER MONEY~ Midgaard's economy is based on platinum, gold and silver coinage (and the lowly copper, which you as an adventurer are far too proud to carry). Platinum coins are worth 100 gold coins. Gold coins are worth 100 silver coins. Gems can be bought to alleviate weight problems from the Midgaard jeweller, he charges a mere 10% more than they are worth. ~ -1 DEPOSIT WITHDRAW BANK BANKS~ Usage: deposit <amount> Deposit platinum into your account. withdraw <amount> Withdraw platinum from your account. There are currently four banks within the realms, each of which keep thier own record of accounts, and thier own business hours. All banks require deposits and withdraws to be made in multiples of 50 platinum, with the exception of closing out an account that contains less than 50 coins. If you are pkilled, there is a chance that your killer could end up with a passbook in your name for one of your accounts. This gives that player the chance of successfully robbing your account. See 'help rob' for more info on passbooks and how to protect yourself. ~ -1 ROB PASSBOOK~ Syntax: rob <amount> Steal platinum from another's bank account. Normally passbooks do not exist in the game, but in the event of a pkill, there is a chance that the killer will be given a passbook for one of the bank accounts of his victim. A random percentage of the victims balance is encoded into the passbook, along with thier name and the name of the bank. But, the only information available to the killer is the name of thier victim, not an amount or bank name. Passbooks can not be given to other players, and are destroyed when dropped or when you are killed. They will also expire after two days. Passbooks MUST be used at the correct bank, (you have a 1 in 4 chance), and attempting to rob the account of more than the amount encoded into the passbook will cause a robbery to fail. Regardless of whether the robbery fails or not, a passbook may only be used once, and will not be returned by the banker. To use a passbook, hold it in your hand while in a bank, then use the rob command: rob <#> Your victim does not have to be in the game for a robbery to be successful, they will be notified the next time they enter the realms. If someone has a passbook to one of your accounts, you can invalidate the passbook by making a deposit or withdraw to that account, even if it's a zero amount. ~ 0 BRIEF COMPACT~ Brief and compact help set your display options for the game. Typing brief toggles on and off the showing of room descriptions when you move around (considerably reducing the text to be processed), and typing compact removes the extra blank line before your prompt. ~ 0 DAMAGE~ The following are the damage messages, and the max amount of hp damage for each message: 0 miss 4 scratch 8 graze 12 hit 16 injure 20 wound 24 maul 28 decimate 32 devastate 36 maim 40 MUTILATE 44 DISEMBOWEL 48 DISMEMBER 52 MASSACRE 56 MANGLE 60 DEMOLISH 75 DEVASTATE 100 OBLITERATE 125 ANNIHILATE 150 ERADICATE greater than 150 = UNSPEAKABLE ~ -1 DEAF~ The deaf toggle turns off incoming tells, helpfull if you are being bombarded by messages from other players. You can still use reply (see 'help reply') to reply to people who were telling you before you went deaf, although you cannot reply to a deaf person unless you or they are a diety (it's mostly useful for sending a quick "I'm being spammed so I went deaf" message to a person). ~ -1 AFK~ Typing AFK puts your character in a tell-saving mode as follows: any tell to you is stored in a special buffer, and can be seen later by typing recall. This is useful when you need to leave the mud for 5 or 10 minutes, but don't want to miss tells. AFK shows up in your prompt until it is turned off. Tells to link-dead players are stored in a similar fashion, and can also be seen by typing replay (unless, of course, the character logs off before reading them). ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display experience to level %p : Display your platinum held %g : Display your gold held %s : Display your silver held %a : Display your alignment %r : Display the room name you are in %e : Display the exits from the room in NESWDU style %S : Display the current stance you are in %c : Display a carriage return (useful for multi-line prompts) %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ -1 ALIGN ALIGNMENT~ Alignment is an expression of your attitudes on life and how you react to situations. There's good, neutral, and evil alignment. Your alignment is affected by the alignment of the foes you kill; kill an evil monster and your alignment shifts towards good, kill a good one, and you head towards the dark side of things. Alignment is expressed in numbers from 1000 (pure good) to -1000 (pure evil), with 0 being true neutral. Most creatures are neither wholly evil nor wholly good and have alignment scores between 500 and -500. You can check your alignment by typing SCORE. Spells such as DETECT GOOD, DETECT EVIL, and KNOW ALIGNMENT will show you the alignment of others. Alignment affects what equipment you may wear, weapons you may use, how creatures react to you, experience gained, and, in some cases, what exits you see. The Temple of Thoth houses recall for good and high-neutral aligned characters. The Temple of Belan is home to those of evil and low-neutral alignment. Equipment that is not suited to your alignment will be "zapped" off of you when you try to wear it. If you are of good alignment, on occasion, Thoth will protect you from harm in battle (usually from teleport spells), but Belan, being evil, leaves his followers to fend for themselves. Should you wish to change your alignment in some way other than fighting oppositely-aligned foes, you will pay dearly. Go to the church in Midgaard near Clan Road and either REPENT ALIGN or CURSE ALIGN at the appropriate priest for the alignment you wish to become. ~ -1 SUMMARY~ MOVEMENT GROUP north south east west up down follow group gtell split exits recall sleep wake rest stand OBJECTS INFORMATION / COMMUNICATION get put drop give sacrifice help credits commands areas wear wield hold report score time weather where who recite quaff zap brandish description password title lock unlock open close pick bug idea typo inventory equipment look compare gossip cgossip say shout tell yell eat drink fill emote pose list buy sell value note COMBAT OTHER kill flee kick rescue disarm ! save quit backstab cast wimpy mock practice train For more help, type 'help <topic>' for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST ~ -1 MEMBER~ Syntax: member <char> Invites or removes a member from your clan. member <accept|deny> Accept or Deny an invitation to join a clan. The first syntax of this command may only be used by the clan leader. You may not invite a player who is already in another clan. If you have been invited to join a clan, you may use the ACCEPT option to actually become a member of that clan. Use the DENY option if you do not wish to join the clan in question. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. Your corpse is left behind in the room where you were killed, together with all of your equipment. Any spells which were affecting you are canceled by death. Following and groups are not affected by death. You lose experience points for dying. The amount you lose is two-thirds of the way back to the beginning of your level. Corpses decay after time, and the objects inside corpses decay with them. Player corpses last *roughly* 30 hours of game time (15 minutes of real time). Only the player who died, or someone in the same group, can retrieve objects from a player's corpse. ~ 0 EXPERIENCE LEVEL XP~ Your character advances in power by gaining experience. You need a set amount of experience points for each level based on your creation points. You gain experience by: being part of a group that kills a monster You lose experience by: fleeing from combat recalling out of combat being the target of certain spells 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; how many of this monster have been killed lately; and some random variation. ~ 0 COLOUR COLOR ANSI~ Syntax: colour Toggles colour mode on/off colour list Lists the available colours and channels colour # Sets your default colour to # colour <channel> # Sets the channel colour to # Use the list option to view a list of all the channels you can set a color for, along with the color numbers to use for channels and the default color. Using a number as the only argument will set your default color to this number. (Default color is the color most text is displayed in) Using a channel name as the first argument and a number as the second argument will set this channels color to the number. for example: colour gossip 13 This will change the gossip channel color from the default bright blue to bright magenta. You may also talk in colour; the format is like this: the 'escape character' to specify a colour is the left handed brace '{{', following that you should use one of the following numbers, {x{{0 reset, returns to default {r{{1 red {m{{5 magenta {g{{2 green {c{{6 cyan {y{{3 yellow {w{{7 white {b{{4 blue {D{{8 grey{x For brighter colours, use the shifted numbers: {R!{G@{Y#{B${M%{C^{W&{x When using colour, it looks better if you finish the line with whatever colour it would normally be in, such as a gossip, the colour is magenta, so: {mLope gossips '{ghello,{r world{m'{x looks better than: {mLope gossips '{ghello,{r world'{x Colour is courtesy of Lope from Loping Through The MUD. Direct questions to ant@solace.mh.se or leave at note at Loping Through The MUD, current site lttm.westside.net port 23 or 9000 ~ 0 COLOURS COLORS~ The following colors are available to be set as either your default, or on a channel. 0 - Reset 9 - Bright Red 1 - Red 10 - Bright Green 2 - Green 11 - Yellow 3 - Brown 12 - Bright Blue 4 - Blue 13 - Bright Magenta 5 - Magenta 14 - Bright Cyan 6 - Cyan 15 - Bright White 7 - White 16 - Black 8 - Grey 17 - None The Reset(0) and None(17) options are different depending on how you are using them. If setting your default text color: Both 0 and 17 will turn off any default color, reverting back to your terminals default color. If setting a channel color: 0 will reset the color back to the games default. 17 will set the color to your default text color, or to your terminals default color if you have no default set. You may change the default color for the following channels: auction - The auction channel cgossip - The clan gossip channel (global) qgossip - The quest gossip channel clan - The clan talk channel (same clan only) gossip - The gossip channel grats - The grats channel gtell - The group tell channel immtalk - The immortal talk channel (imms only) music - The music channel ask - The question and answer channels quote - The quote channel say - The say channel shout - The shout and yell channels tell - The tell and reply channels wiz/levnet- The wiznet and levnet messages (imms, heros, and 2nd tier+ only) mobsay - Tells and says from mobiles room - The room titles condition - An opponents condition fight - Your fight actions opponent - Your opponents fight actions witness - Fights you are not participating in disarm - Messages about disarming See HELP SETTINGS for a list of default settings and your current settings. ~ 108 SET~ Syntax: set mob <mobile> <field> <value> set obj <object> <field> <value> set room <number> <field> <value> set skill <char> <name> <rating> set skill <char> all <rating> The set command is used to change the numerical values of the various data structures. Type set <class> without an argument to see a listing of options. Set skill all (pc's only) will set all the character's skills to the value given. Use string to change the strings on an object or mobile. (see also string, stat) ~ 0 SETTINGS~ channel default current ---------------------------------- {xauction {Gbright green {ATHIS {xcgossip {Rbright red {ETHIS {xclan {Mbright magenta {FTHIS {xqgossip {Cbright cyan {lTHIS {xgossip {Bbright blue {HTHIS {xgrats {ybrown {JTHIS {xgtell {ccyan {KTHIS {ximmtalk {Wbright white {LTHIS {xmusic {Cbright cyan {NTHIS {xask {Yyellow {PTHIS {xquote {ggreen {QTHIS {xsay {mmagenta {STHIS {xshout {rred {TTHIS {xtell {ccyan {UTHIS {xwiz/levnet {wwhite {VTHIS {xmobsay {mmagenta {aTHIS {xroom {Bbright blue {eTHIS {xcondition {Rbright red {fTHIS {xfight {Bbright blue {hTHIS {xopponent {ccyan {iTHIS {xwitness {xnone {kTHIS {xdisarm {Yyellow {jTHIS {x ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. ~ 0 FLAG FLAGS~ The following are the description flags for players and mobiles: {x[{yV{DH{cC{bT{wP{CI{rF{BL{RE{YG{WS{GQ{x] Where: {yV{x = Invisible {DH{x = Hiding {cC{x = Charmed {bT{x = Translucent (pass_door) {wP{x = Faerie Fire {CI{x = Ice Shield {rF{x = Fire Shield {BL{x = Shock Shield {RE{x = Evil {YG{x = Good {WS{x = Sanctuary {GQ{x = Quest The following are the description flags for equiptment: {x[{yV{RE{BB{MM{YG{WH{GQ{x] Where: {yV{x = Invisible {RE{x = Evil {BB{x = Blessed {MM{x = Magical {YG{x = Glowing {WH{x = Humming {GQ{x = Quest You may switch to the old format for flags (as used on other muds) at any time with the 'long' command. ~ 0 LONG~ The LONG command will affect the way you see special flags on other characters and equipment. With the long flag set, you will see the flags much as you do on other muds, most of them as (Aura)'s. Without the long flag (default), you will see any flags within a much shorter table. See 'HELP FLAGS' for the shorter tables. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 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 no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north Syntax: south Syntax: east Syntax: west Syntax: up Syntax: down Use these commands to walk in a particular direction. ~ 0 CAST~ Syntax: cast <spell> <target> Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. See also the help sections for individual spells. ~ 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). ~ 0 DROP GET GIVE PUT TAKE~ Syntax: drop <object> Syntax: drop <amount> coins Syntax: get <object> Syntax: get <object> <container> Syntax: give <object> <character> Syntax: give <amount> coins <character> Syntax: put <object> <container> DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 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 FINGER~ Syntax: finger <name> The finger command will tell you the last time a player logged off the system. The entered name must match the players name completely, and cannot be abbreviated. ~ 0 FLEE~ Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. ~ -1 DONATE CDONATE~ Syntax: donate <object> cdonate <object> The donate command will transfer an object from your inventory to the donation pit. If you are a clan member, the cdonate command will donate the object to your clans donation pit, otherwise, it will work the same as a normal donate. Some objects may not be donated, such as quest items, cursed items, and sub-issue gear. ~ 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'. ~ 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 aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 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. New characters do have have the ability to use GTELL, TELL, and REPLY except in a limited capacity until they reach level 10, or until a god intervenes on thier behalf. ~ -1 NOTE NOTES CHANGES NEWS PENALTY IDEA WEDDINGS UNREAD~ The notes on ROT replace the bulletin boards and mail systems found on many other mud. The following options are usable: reading notes: note list : show all notes (unread notes are marked with an N) note read : either by number, or read next to read unread notes note remove : removes a note that you wrote or are the target of note catchup : markes all notes as read writing new notes: note to : sets the to line (playername, clanname, immortal, or all) note subject : sets the subject for a new note note + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress note clear : erase a note in progress note show : shows the note you are working on note post : posts a new note. This MUST be done to post a note. When you log in, you will be informed if there are unread notes waiting. Type note read to scroll through them one at a time. Five other note directories exist, these are ideas, news, changes, weddings, and penalties (gods only). They are used the exact same way, for example idea read 5 will read idea #5. Posting to the news, changes, and weddings boards is restricted. A seperate note directory exists for posting mud addresses, see HELP MUD for the commands for posting to this base. The 'unread' command can be used to show your unread notes on all the note spools. ~ -1 MUD~ The mud addresses database is the only place you are authorized to post an ad for another mud. Only users above level 10 (in first tier) are authorized to post to this base, though all users may read the ads. Unlike the other note bases, private mail cannot be sent on this base, all users have access to read all ads posted. Also unlike other bases, the game will temporarily remove your character from the realms while you enter the necessary data, because of this, you may not post an ad while you are fighting or stunned. reading mud ads: mud list : show all mud ads (unread ads are marked with an N) mud read : either by number, or read next to read unread ads mud remove : removes an ad that you wrote mud catchup : markes all ads as read writing new mud ads: mud post : sends you into the interactive ad creation. The interactive ad creation will ask you for the following information: Mud Name, Mud Code Base, Mud Address, Mud Port, WWW Page A blank answer on any of the first four will abort the ad. Tildes are allowed in the WWW Page field, but will be removed from all other fields. ~ 101 SIGN~ The SIGN command will create a floating sign with your own text. The main use for this is for creating hint signs during a quest. sign make : starts a new sign. sign + <text> : adds a line to a sign in progress. sign - : remove a line from a sign in progress. sign clear : aborts the current sign. sign show : shows the sign you are working on. sign save : creates the new sign in the current room. (this MUST be done last) ~ 0 GOSSIP CGOSSIP QGOSSIP . - = SHOUT YELL~ Syntax: gossip <message> Syntax: cgossip <message> Syntax: qgossip <message> Syntax: shout <message> Syntax: yell <message> SHOUT sends a message to all awake players in the world. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. GOSSIP, CGOSSIP, and QGOSSIP are variants of SHOUT (without the delay). GOSSIP will send the message to everyone listening, CGOSSIP will send only to those who are clanned, and QGOSSIP will send only to those who are on a quest. '.' is a synonym for GOSSIP. '=' is a synonym for CGOSSIP. '-' is a synonym for QGOSSIP. YELL sends a message to all awake players within your area. Type a channel name by itself to turn it off. New characters do have have the ability to use any channel other than a restricted gossip until they reach level 10, or until a god intervenes on thier behalf. ~ 0 FORGET REMEMBER~ Syntax: forget <character> remember <character> Forgetting a player will block out all global messages from that player. Local messages (say, emote, etc..) will still be visible. Remember will remove a player from your forget list. Use either command without an argument for a list of players currently forgotten. ~ 0 EMOTE PMOTE 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 (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). POSE produces a random message depending on your class and level. ~ 102 AUTHORIZE~ Syntax: authorize <character> Authorize will remove the newbie status from a new player, giving them access to all of the global channels. ~ 102 SMOTE~ Syntax: smote <action> Smote works exactly like pmote, except you must place your name somewhere in the string, and it will show that string to everyone in the room. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Syntax: second <object> Four of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD and SECOND are for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 BUG TYPO~ Syntax: bug <message> Syntax: idea <message> Syntax: typo <message> These commands will take your message and record it into a file as feedback to the mud implementors. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 RUN~ Syntax: run <direction> This command allows you to run in a specified direction. The number of rooms you run through is randomly chosen, and based upon your level. You will stop when you've ran the chosen number of rooms, run out of exits in the direction you are running, meet an aggressive mobile, or run out of move points. Running requires 50% more move points over walking. You will not see any rooms except the room you stop in, but players in all rooms will see you run through if they are able. (You will lose the sneak affect when you run) ~ 0 AREAS COMMANDS REPORT SCORE TIME~ Syntax: areas Syntax: commands Syntax: report Syntax: score Syntax: time Syntax: weather AREAS shows you a list of areas in the game. COMMANDS shows you all the commands in the game. REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows much more detailed statistics to you only. Your ability scores are shown as true value(current value), so for example Str: 15(23) means you have a 15 strength from training, but a 23 strength from other factors (spells or items). 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. ~ -1 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <clan name> Syntax: who <class or race> <level-range> <clan name> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who pkill lists all pkillable players within your range. who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics who demise e m lists all elven mages in Demise (hi Alander!) Classes and races may be abbreviated. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. For any character in a pkill clan, it will also show thier pkill stats. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description + <string> Syntax: description - Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. You can delete lines by uses description -. ~ 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. ~ 0 TITLE TITLELOCK~ Syntax: title <string> titlelock 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. TITLELOCK will prevent the system from changing your title each time you advance a level. ~ 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. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 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. ~ 0 DRINK EAT FILL POUR~ Syntax: drink <object> Syntax: eat <object> Syntax: fill <object> Syntax: pour <object> out Syntax: pour <object> <object> Syntax: pour <object> <character> When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. POUR transfers a liquid to a container, or empties one. You can also pour from an object into something a character is holding. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to your god, who may reward you. The nature of the reward depends upon the type of object. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 BRANDISH QUAFF RECITE ZAP~ Syntax: brandish Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be succesful, see the help entries on the skills scrolls, staves, and wands for more information. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 FOLLOW GROUP~ Syntax: follow <character> Syntax: group Syntax: group <character> FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group. You may FOLLOW and GROUP only with characters who are within five levels of your own. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to your god for miraculous transportation from where you are back to the Temple of Midgaard. '/' is a synonym for RECALL. If you are a member of a clan that has it's own reincarnation room, your god will transport you there, unless you have been labeled a thief or killer. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs 1/4 of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> <platinum> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver the split (0 is acceptable), the second gold (optional), and the third platinum (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold split 5 0 10 --> split 5 silver, 10 platinum ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute, or to increase mana or hp by 10. You receive one session per level. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 110 CHLEVEL~ Syntax: chlevel <character> <level> CHLEVEL sets a character's level to the specified value. It is the only way to create new immortal characters within the game. CHLEVEL may also be used to demote characters. ~ 110 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. ~ 110 WEDPOST~ Syntax: wedpost <character> WEDPOST sets or removes the wedpost flag on a mortal player. This flag allows a mortal to post to the wedding announcement message list. ~ 109 ALLOW BAN PERMBAN~ Syntax: allow <site> ban <site> <newbies|all|permit> ban BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list, if the remover is of equal or higher level than the banner. A site may have all players, new players, or non-permitted players (set by editing the player file) banned, by changing the argument after the site. *s may be used to ban either by suffix (*.edu), prefix (labmac*), or content (*andrews*), but be careful not to accidently lock out too many sites with a wildcard. Bans do not save unless the permban command is used. ~ 109 REBOOT SHUTDOWN~ Syntax: reboot shutdown Reboot shuts down the server. When the normal 'startup' script is used to control the server, a delay of fifteen 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. ~ 108 WIZLOCK NEWLOCK~ Syntax: wizlock newlock Wizlock and newlock both block login attempts to ROT. Wizlock locks out all non-gods (i.e. level less than 101), except for link-dead players who are returning. Newlock only locks out new character generation, typically used for preventing a spammer from returning. Wizlocking should be avoided, and newlocking should be accompanied by mail or a note to the imps. A god must be at least Supreme level to wizlock the game. ~ 109 DENY WIPE~ Syntax: deny <name> wipe <name> DENY and WIPE lock a character out of a game permanently, rendering their character name unusable. They may only be removed by editing the pfile, for this reason freeze is usually preferred. If a player is DENY'd, they will be sent a message telling them so, then will be forced to quit. They will then receive a message telling them they are denyed access any time they try to connect. If a player is WIPE'd, they will receive no message, and will be immediatly disconnected. They will immediatly be disconnected any time they attempt to connect, with no explanation. ~ 107 DISCONNECT~ Syntax: disconnect <name> Disconnect breaks a player's link to the game, dumping them back to the telnet prompt. This is a non-lethal way of getting rid of spammers and annoying players. ~ 106 FREEZE~ Syntax: freeze <name> FREEZE <character> is a toggle which prevents a character from issuing any commands at all. It can be removed from within the game, so freezing a troublemaker is usually a better option than they deny command. ~ 109 DUPE~ Syntax: dupe <character> <name> DUPE will add or remove a dupe account name to a list kept on the players account. Anytime this player connects, all characters on their dupe list will be forced to quit (except immortals). This should be used only on those who flagrantly violate the rule against bringing in more than one character at a time and using one character to build a second. Entering a dupe that is already on the list will cause it to be removed. Using DUPE <character> without the second argument will list that characters current dupes. ~ 0 QUEST~ Syntax: quest Turns your quest flag on. quest <on|off> Imms only, turns global quest flag on/off. quest mob <mobile> Imms only, toggles the quest flag on mobiles. The quest flag identifies players participating in a quest. It also protects the player during a quest, by making them non-pkill. The quest flag can only be set when the global quest flag is on, and can not be turned off until you either quit and relog, or the quest has been completed. Upon the completion of the quest, the flag will be turned off automatically when the global quest flag is removed. The quest flag on mobiles is visible only to immortals. Any mobiles with this flag set are immune to gate, summon, and portal, and objects they carry cannot be detected with the locate spell. Though this flag can be set on mobiles without the global quest flag on, the above immunities are only active while the global flag is on. This flag is automatically removed from all mobiles when the global flag is turned off. When the global quest flag is on, a message will be displayed at the bottom of the 'who' list. ~ 102 MQUEST MPOINT~ Syntax: mquest <object> mpoint <object> MQUEST sets or removes the quest flag on any object. A mortal character may only carry ONE item with the quest flag set. MPOINT sets or removes the questpoint flag on any object. Any character who then uses this object will receive a quest point. The questpoint flag is automatically removed from an object by the system once the quest point has been given. ~ 103 FORCE~ Syntax: force <character> <command> Syntax: force all <command> FORCE forces one character to execute a command, except of course delete. Below level 107 (Deity) force can only be used on mobiles, and force all is unavailable. You also cannot 'force orc murder hugo', for example. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. ~ 102 SOCKETS~ Syntax: sockets sockets <name> SOCKETS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. The optional name argument shows the site of a player, or optional can be used to identify switched gods (i.e. socket orc shows the name of anyone switched into an orc). ~ 104 LOAD~ Syntax: load mob <vnum> load obj <vnum> <level> The load command is used to load new objects or mobiles (use clone to duplicate strung items and mobs). The vnums can be found with the vnum command, or by stat'ing an existing mob or object. Load puts objects in inventory if they can be carried, otherwise they are put in the room. Mobiles are always put into the same room as the god. Old format objects must be given a level argument to determine their power, new format objects have a preset level that cannot be changed without set. (see also clone, vnum, stat) ~ 104 STRING~ Syntax: string obj <field> <string> string mob <field> <string> The string command changes the various strings associated with an object or mobile. A full list of fields can be viewed by typing string obj or string mob. Sorry, multi-line strings are not yet supported. ~ 105 NOCHANNEL NOCLAN NOEMOTE NORESTORE NOSHOUT NOTELL NOTITLE~ Syntax: nochannel <character> noclan <character> noemote <character> norestore <character> noshout <character> notell <character> notitle <character> NOEMOTE, NOSHOUT, and NOTELL are used to muffle other characters, by preventing them from emoting, shouting, and telling, respectively. Characters who are noshout'ed or no'telled will also not receive those forms of communication. The NOCHANNEL command is similar, but more drastic. It prevents the victim from using any of the channels (gossip, cgossip, Q/A, music) on the game. Nochannels usually result from swearing or spamming on public channels. The NORESTORE command makes a player immune to the restore command. This is used to punish players who constantly ask for restores from immortals. The NOCLAN command makes a player unable to join pkill-type clans. This is used to punish players who are known to cause serious troubles with pkilling. The NOTITLE command makes a player unable to set their own title. This is used to punish players who use the title for swearing, threats, etc.... ~ 103 TWIT PARDON~ Syntax: twit <character> pardon <character> TWIT sets the Twit flag on a player. When set, the twit flag causes any mobiles in a LAW room (all of Midgaard) to attack the player, and the shopkeepers will not sell to the player. Also, any player may attack and kill a player with the twit flag, whether they can normally pkill or not. PARDON will remove the Twit flag if set. ~ 102 PURGE~ Syntax: purge 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, or objects or mobiles with a NOPURGE flag set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be purged if they are called directly by name. ~ 106 RESTORE~ Syntax: restore <character> restore room restore all Restore restores full hit points, mana points, and movement points to the target character. It also heals poison, plague, and blindness. Restore room (or restore with no argument) performs a restore on every player in the room, restore all does the same for all connected players. Restore all is only usable by creators and implementors. Restore should be used sparingly or not at all. ~ 107 SLAY~ Syntax: slay <character> Slay kills a character in cold blood, no saving throw. Best not to use this command on players if you enjoy being a god. ~ 104 TRANSFER TELEPORT~ Syntax: transfer <character> transfer all transfer <character> <location> transfer all <location> Transfer transfers the target character, or ALL player characters, to your current location (default) or to a specified location. Trans all should almost never be used, as 100 players popping into one room can have horrible effects on slow links. Teleport is a synonym for transfer. ~ 102 RECOVER~ Syntax: recover <character> Recover transfers the target character to their default recall point. You may only recover a character who is either cursed, or is stuck in a no-recall area. ~ 104 AT~ Syntax: at <location> <command> At executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. At works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 102 ECHO GECHO PECHO~ Syntax: echo <message> gecho <message> pecho <character> <message> These commands all perform similar functions. Echo sends the message to all characters in the same room as the user, with no indication of who sent it. Gecho does the same for all players connected to the game, and pecho sends the message to the player specified as the target. Any higher-level god will see a prompt in front of your message, informing him or her that it is an echo. ~ 102 GOTO~ Syntax: goto 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. Goto with no argument will take you to your default location if you have one set. (see GSET) If used in this manner, your pet will be transfered with you. 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. Some other rooms are barred to players below a certain god level. Implementors can use the violate command to get into private rooms. ~ 102 GSET~ Syntax: gset <vnum> Gset allows you to set the default location for the goto command to take you to. ~ 102 HOLYLIGHT INVIS WIZINVIS~ Syntax: holylight wiznvis <level> 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. Wizinvis takes a level argument, and will mke you invisible to all players of a lower level than your invisibility level. It defaults to the maximum (your level) if no argument is given. Wizi 110 characters are totally invisible. ~ 102 INCOGNITO GHOST~ Toggling your incognito status will hide your presence from people outside the room you are in, but leave you visible to those who are with you. Toggling your ghost status will do the exact opposite, making you invisible to anyone in the same room as you, but visible to those outside the room. While ghost is set, you will still appear visible to all characters in the game through the 'who' command. (depending on your wizinv level) Both take a level argument similar to wizinvis, people at that level or higher can see you regarless of location. These flags are mutually exclusive, turning on one will automatically turn the other off. ~ 102 MEMORY~ Syntax: memory Memory reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instyles currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. ~ 102 VNUM~ Syntax: vnum <name> vnum <obj or mob> <name> vnum skill <name> vnum area Vnum finds all objects and mobiles with a particular name, and prints out the results. Use vnum obj or vnum mob to limit the search. This vnum is very useful for loading. Vnum skill returns the skill number (for set) and the slot number (for making new zones) of a skill name. Vnum area lists all areas and their range of vnums. (see also load) ~ 102 STAT~ Syntax: stat <name> stat mob <name> stat obj <name> stat room <number> The stat command gives you detailed information on an object, mobile, or room within the game. Without a class argument, the command will return a object (if found), a mobile (if no object exists, but a mobile does), or a room (if a number is given). Stat room with no argument stats the room you are standing in. Stat can be used to find room vnums for goto. (see also goto, transfer) ~ 102 MWHERE~ Syntax: mwhere <name> Mwhere shows you the locations of all mobiles with a particular name. ~ 104 PEACE~ Syntax: peace Peace causes all characters in a room to stop fighting. It also strips the AGGRESSIVE bit from mobiles. ~ 102 POOFIN POOFOUT~ Syntax: poofin <message> Syntax: pooffout <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 poofin and poofout commands. These messages must include your name somewhere in the string. Poofin and poofout only show to characters who can see you. (see also goto) ~ 109 PROTECT~ Syntax: protect <character> Protect is used to protect a character from unwanted snooping. Removing protected status from a character WILL be seen by that character. ~ 105 LOG SNOOP~ Syntax: log <character> log all snoop <character> Log <character> causes all of a character's commands to be logged into the server's log file. Like Freeze, it is a permanent character toggle. Logs may only be used by creators and implementors, and should be accompanied by mail to the implementors. Certain commands (Password) are protected against log. Conversely, certain commands (especially immortal commands) are always logged. Log all logs all character commands. It is a server-wide toggle; it does not persist across reboots. Please do not use this unless you tell the imps. 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. Try to respect privacy. Snoop yourself to cancel all outstanding snoops. ~ 103 SWITCH RETURN~ Syntax: switch <character> 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). You also cannot switch into link-dead PCs. Return returns you to your original body. ~ 102 IMMTALK :~ Syntax: immtalk <message> immtalk Immtalk sends a message to all immortals. : is a synonym for immtalk. Using this command with no argument turns off the immortal channel (or turns it back on). ~ -1 WIZNET LEVNET~ Syntax: wiznet wiznet show wiznet status wiznet <field> Wiznet is sort of an immortal news service, to show important events to the wiznetted immortal. Wiznet by itself turns wiznet on and off, wiznet show lists all settable flags (they are not detailed here), wiznet status shows your current wiznet settings, and wiznet <field> toggles a field on and off. The events should be self-explanatory, if they are not, fiddle with them a while. More events are available at higher levels. Levnet is identical to wiznet, except it is available to all those of at least second tier, and only heroes in the first tier. Only newbie logons and level messages are displayed for levnet. ~ -1 WIZHELP~ Syntax: wizhelp Wizhelp provides a list of all the immortal commands. ~ 105 WIZSLAP~ Syntax: wizslap <character> Wizslap is a mild punishment used against an unruly character. This teleports the victim to a random room, and sets the weaken spell on them for a period of 5 game hours. ~ 108 RENAME~ Syntax: rename <character> <new name> Rename will allow you to change the name of a player. This should be used on characters whose name others find offensive, or names that the imms feel do not fit a particular theme the mud is trying to project. ~ -1 PACK~ Syntax: pack <character> Pack is used to equip a newbie with a survival pack. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 BLESS~ Syntax: cast bless <character> Syntax: cast bless <object> This spell improves the to-hit roll and saving throw versus spell of the target character by 1 for every 8 levels of the caster. It may also be cast on an object to temporarily bless it (blessed weapons, for example, are more effective against demonic beings). ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' 'MAGIC MISSILE' 'SHOCKING GRASP'~ Syntax: cast 'acid blast' <victim> Syntax: cast 'burning hands' <victim> Syntax: cast 'colour spray' <victim> Syntax: cast 'fireball' <victim> Syntax: cast 'lightning bolt' <victim> Syntax: cast 'magic missile' <victim> Syntax: cast 'shocking grasp' <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from your god. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage. ~ 103 'CHANGE SEX'~ Syntax: cast 'change sex' <victim> This spell changes the sex of the victim (temporarily). ~ 0 'CHARM PERSON'~ Syntax: cast 'charm person' <victim> This spell, if successful, causes the victim to follow you and to take orders from you. Use ORDER to order your charmed followers. You are responsible for the actions of your followers. Conversely, other people who attack your followers will be penalized as if they attacked you. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 'CONTINUAL LIGHT'~ Syntax: cast 'continual light' Syntax: cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 0 CURSE~ Syntax: cast 'curse' <character> This spell reduces the character's to-hit roll and save versus spells. It also renders the character unclean in the eyes of the gods and unable to RECALL. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of Thoth on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 'DISPEL MAGIC' CANCELLATION~ Syntax: cast 'dispel magic' <character> cast 'cancellation' <characte> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague. ~ 0 EARTHQUAKE~ Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! ~ 0 EMPOWER~ Syntax: cast empower <spell> This spell magically binds another spell to either a scroll, or a potion, depending on the type of spell being bound. This spell can be quite costly in terms of mana, since not only does it use mana for this spell, but also for the spell being bound. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' <weapon> This spell magically enchants a weapon, increasing its to-hit and to-dam bonuses by one or two points. Multiple enchants may be cast, but as the weapon grows more and more powerful, it is more likely to be drained or destroyed by the magic. Also, every successful enchant increases the level of the weapon by one...and there is no turning back. ~ -1 'ENCHANT ARMOR'~ The enchant armor spell imbues armor with powerful protective magics. It is not nearly as reliable as enchant weapon, being far more prone to destructive effects. Each succesful enchant increases the plus of the armor by 1 or 2 points, and raises its level by one. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBILITY~ Syntax: cast 'invisibility' <character> Syntax: cast 'invisibility' <object> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> Syntax: cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 RESURRECT~ Syntax: cast resurrect This spell will resurrect the first corpse in the room it finds, turning it into a zombie. Zombies are considered pets, and cannot be created if you already have a pet. ~ 0 ANIMATE~ Syntax: cast animate <object> This spell will reanimate dead body parts from your inventory into charmed mobiles. These are not considered pets, so there is no limit to the number of body parts you can animate. ~ 0 CONJURE~ Syntax: cast conjure This spell will conjure up a powerful pet demon. As pets, a demon cannot be conjured if you already have a pet. The conjure spell requires a special source of power to be used, similar to the portal and nexus spells, though not the same source. ~ 0 VOODOO~ Syntax: cast voodoo voodoo <pin|trip|throw> The voodoo spell will turn a sliced-off body part of a PC character into a voodoo doll. Hold the body part in your hand when casting. The voodoo command can be used to inflict pain, trip, or throw another player accross the room (or sometimes out of the room). Hold the voodoo doll in your hand when using the command. Voodoo dolls in your name can be destroyed with the help of the priests in the church, but at a hefty price. After the successful use of a voodoo doll, your victim will be immune to the effects of another use for 1 tick. {RWARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING{x Having a voodoo doll in your inventory makes you vulnerable to {RPKILL{x by the victim of the curse, with {RNO{x restrictions of level, tier, or clan affiliation. Because of this, you cannot give a voodoo doll to another person, or use the transport spell on a doll, they must pick it up of thier own free will. If you pick up your own voodoo doll, it will soon vanish. ~ 0 SANCTUARY~ Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> Syntax: cast 'remove curse' <object> This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' <victim> Syntax: cast 'fire breath' <victim> Syntax: cast 'frost breath' <victim> Syntax: cast 'gas breath' Syntax: cast 'lightning breath' <victim> These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. ~ 0 $~ #$