#HELPS 1 ! !! REPEAT DITTO LAST_COMMAND LAST_MESSAGE~ Syntax: ! Syntax: !! Typing ! by itself will repeat the last command you typed. Typing !! will send the last command to . Example: if your last command was: say I'll be back! Then typing "!! chat" will make you send: chat say I'll be back! (Of course your name will be in the chat) You can even tell a few people a the same message. (DO NOT SPAM TO EVERYONE) 'tell Shogar This works well!' '!! tell Beth' '!! tell Ntanel' It will still echo the whole line... Yakkov tells 'tell Shogar This works well!' To see all the channels available, type 'channels'. ~ 0 "REMOVE INVIS"~ Syntax: cast 'remove invis' This spell will make an invisible object in the character's inventory visible. This is an AGGRESSIVE spell when used on others. I.e, it will attack another player if you attempt to use it on them. ~ 1 A~ . MOVING THROUGHOUT GAME: --------------------------- The game divided into many rooms which are connected by various directionals to make up areas. When you are in a room, you can find the exits in the room by typing EXITS. Autoexit is a helpful command to initiate (type CONFIG +AUTOEXIT), because it will automatically show you what exits there are in the room. Be warned however, you will only see the obvious exits. You must pay attention to the room descriptions to see if there might be any doors or hidden passages in the room. Directional commands: (in parentheses you find the shorthand) NORTH (n) SOUTH (s) EAST (e) WEST (w) UP (u) DOWN (d) NORTHEAST (Ne) NORTHWEST (Nw) SOUTHEAST (Se) SOUTHWEST (Sw) Note: You will notice that in the prompt <20hp 10bp 20mv>, the 'mv' refers to your movement points. If your movement points were to run out, you will be unable to move between rooms due to exhaustion. If you type SLEEP or REST your movement points will slowly be replenished. You must type STAND or WAKE before walking again. ~ 110 AASSIGN~ Syntax: aassign .are Example: aassign edo.are AASSIGN temporarily assigns all rooms, objects, and mobiles in the area range to your pfile. This allows you to use rlist, olist, mlist, and reset list. This also means that typing savearea, reset area, or instazone will affect this area. To save changes permenantly, type "aassign none" and foldarea. &rWarning&w!! Do not have an area aassigned to yourself when getting personal vnums assigned to you. The personal vnums will overwrite the area file. In order to assign a proto area to yourself, you must either have that area bestowed to you by a Greater God or higher. In order to assign a nonproto area to yourself, you must either have that area bestowed to you by an Exalted+. Even if you have the area bestowed only Lesser+ can aassign themselves nonproto areas. ~ 101 ABIT QBIT BIT BITS SHOWABIT SHOWQBIT SETABIT SETQBIT MPASET MPQSET~ Syntax: To create a new abit or qbit, use the setabit and setqbit commands: setabit setqbit The range for numbers is from 0 to 32000, and is defined as MAX_xBITS just above the struct in mud.h. To raise or lower it, change the #define and recompile your mud. To see what bits exist, use the showabit and showqbit commands. showabit /* Show the abit at */ showqbit /* Show the qbit at */ showabit all /* List all abits */ showqbit all /* List all qbits */ To set abits or qbits on characters manually, or see which ones characters have them, use the abit and qbit commands: abit [number] qbit [number] Without an argument, they'll list the bits, with an argument, they'll toggle the bits on or off. Mob progs can use mpaset and mpqset to toggle bits on or off: mpaset mpqset Mob progs can also use the hasabit and hasqbit ifchecks to check the state of a bit on a character. Example: if hasabit($n) == 3100 say Welcome back, $n. else say You're new around here, aren't you, $n? mpaset $n 3100 endif They can also check for a bit being turned off. Example: if hasqbit($n) != 8546 say Haven't you completed your quest yet, $n? else say Congratulations, $n! You've completed the quest! endif ~ 1 ACCESSORIES~ Syntax: accessories Arguments: list <# of accessory> show <# of accessory> buy Accessories will buy miscilenious objects for your home, from a list. To see that list type accessories list, and from there you can show or buy any of the objects on the list. ~ 2 'ACCURSED FLAIL'~ A speciality of a Darkknight, they cast out infernal tendrils of purely black, negative energy, which crack, whip, snap, slash, and smash at the hapless victim. The more powerful a darkknight is, the more tendrils and stronger the tendrils get. This spell is very powerful dark magic, and is reserved for only the most powerful of Darkknights. Use wisely. ~ 1 'ACETUM PRIMUS'~ 'Acetum Primus,' is the third and most powerful of the known acid disciplines at the Mage's disposal. This incantation pulls forth the strongest caustic agents in the casting Mage's neighboring planes, and propels them in a tight cyclone-like blast towards the Mage's chosen victim. The cross-dimensional disturbance, the physical violence, and the bonescouring potency of the conjured compound all work together to effect an estimable estrapade. ~ 1 'ACID BLAST' 'BURNING HANDS' 'COLOUR SPRAY' FIREBALL 'LIGHTNING BOLT' These are all attack spells and should not be used against another player unless both you and the other player are listed under 'who deadly' and are within the legal pkill level range. 1) Syntax: cast fireball 2) Syntax: cast 'acid blast' 4) Syntax: cast 'colour spray' 5) Syntax: cast 'shocking grasp' 6) Syntax: cast 'burning hands' 7) Syntax: cast 'magic missile' Each of these spells inflict variable damage on the victim. The higher the caster's level, the more damage inflicted. The spells are listed by their inherent power from strongest to weakest, though differences in strength are in many cases minimal. ~ 0 'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'~ Syntax: cast 'acid breath' Syntax: cast 'fire breath' Syntax: cast 'frost breath' Syntax: cast 'gas breath' Syntax: cast 'lightning breath' These spells are for the use of dragons. Acid, fire, frost, and lightning damage one victim, whereas gas damages every PC in the room. Fire and frost can break objects, and acid can damage armor. High level mages may learn and cast these spells as well. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. Gas breath is an area attack, the other breath spells are not. ~ 101 ACTFLAGS MOBFLAGS~ &GMOBFLAG &W|&GDESCRIPTION&W &Y--------------&W|&Y--------------------------------------------------------&W sentinel Mobile always stays at its post. scavenger Mobile picks up items of value. aggressive Mobile attacks players. stayarea Mobile does not leave its home area. wimpy Mobile flees when low in hits. practice Players can "practice" at this mobile. immortal Mobile is immortal (not implemented). deadly Mobile has a deadly poison (not implemented). meta_aggr Mobile is VERY aggressive (not implemented). nowander Mobile doesn't wander unless attacked. mountable Mobile can be mounted. prototype Mobile is under construction. running Mobile is running (moves twice as fast) noassist Mobile won't assist other mobs in a fight. pacifist Mobile cannot be attacked. scholar Mobile can teach languages. secretive Mobile will not echo acts. MOBs actions are invisible. mobinvis Mobile is invisible to both pc's and non pc's. noattack Mobile won't use any physical attacks. autonomous Mobile won't switch tanks if hit by someone with higher style. pet Mobile can be used in creating a petshop. banker Mobile can be used to run a bank, see HELP BANK. bounty Mobile uses the bounty code. undertaker Mobile Grabs players corpse for player. noquest Mobile isn't included in quests. healer Mobile does spells for a cost. &Y--------------&W|&Y--------------------------------------------------------&W ~ 106 ACTIONDESC~ This file is kinda incomplete, if you have more actiondesc's to post, please tell someone. Action Descriptions (actiondesc) are for edible items. They make it look more realistic if you use them correctly. Action descriptions also work on drink containers. To add one: oset actiondesc An Example: oset turkey actiondesc %s eat$q $p. The known actiondesc's: %s = person (If it is you, you see You) $q = plural (If it is first person, it does not show. If second, it shows S) $p = item (This displays the item that is edible) ~ 1 ADRENALINE~ Syntax: adrenaline Syntax: adren Someone with this skill can control the flow of adrenline through their veins, allowing them a brief rush of strength and speed, but afterward they suffer from a period of weakness and exhaustion. ~ 110 ADVANCE~ Syntax: advance ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. ~ 103 ADVANCEDEXITS~ SMAUG supports having more than one exit in the same direction, as well as the special direction 'somewhere', represented by a '?'. If you already have an exit leading north, and would like another one, use a plus sign '+' in front of the direction: redit exit +n 3001 - Adds another exit north to room 3001 To modify an extra exit like this, or to remove it, you'll have to refer to it by number: redit exit #2 3002 - Change the second exit to go to room 3002 To know what number an exit is, do an "rstat". For someone to be able to use the second north exit, you have to set one of the extra flags (see EXFLAGS) like CAN_CLIMB. It is also usually a good idea to set the HIDDEN flag for any special exit so that it looks nicer with autoexits on. The AUTO flag makes it possible to go in a direction by simply typing the keyword for that exit: redit exit ? 3001 - Create a 'somewhere' exit to 3001 redit exflags ? auto hidden - Set the proper flags redit exname ? swim - Set the keyword "swim" If a player types 'swim' in the room, they will move to room 3001. ~ -1 ADVENTURE~ . In our efforts to give credit to everyone who deserves it, we almost forgot to give credit to one of the "grandfathers" of computer adventure games... David Platt, the author of the original "Adventure" (c)1979. Also credit to Ken Wellsch for porting the original Fortran-77 version to UNIX-C (over a period of about 3 years) (c)1984. ~ 0 AEX AXEXPORT AXIMPORT~ Syntax: axexport path/newfilename.aex Syntax: aximport path/newfilename.aex Syntax: aximport path/newfilename.aex newstartvnum AEX expects a directory called exchange in the smaug or "dist" directory or whatever directory your mudbase considers its home directory. It actually looks for "../exchange" from the current directory your mud has changed directories too when it runs. AEX will only import and export from this directory, or a directory in this directory. example: AXIMPORT dragonbane/darkhaven.aex In this case, the subdirectory is the name of mud other than yours. The reason for creating different directories is because you can put all the areas from that mud in its import subdirectory with a file called AXSUB.DAT The AXSUB.DAT file allows you to substitute types, spells, wearlocations, races, classes and a lot more. From what THAT mud has, to something YOUR mud has. For now just edit the AXSUB.DAT file with a text editor. Its pretty self explanatory, but just in case here is an example of one entry. #SPELLS 'bolt of lightning' 'lightning bolt' This would substitute the other mud's 'bolt of lightning' spell for your mud's 'lightning bolt' spell. AXEXPORT requires you to be in the mud and your character located within the area that you wish to export. AEX doesn't care what file name you export the area to, but for the sake of convention you should end the file with ".aex" instead of ".are". For example, if gallery.are starts at vnum 24800 then: goto 24800 axexport gallery.aex AXIMPORT has an optional 2nd argument which allows the starting vnum of an area to change on the loading of the area. AXIMPORT can be run from any room, your character's location does not affect it's usage. So typing aximport gallery.aex 30000 would load gallery.aex and the area's first roomvnum would start at 30000. AXIMPORT creates a log file that has messages in it about flags, races, classes , spells, etc. that it couldnt find on your mud. It also may have warnings about exit words ("n s e north ", etc) being found in room descriptions without corresponding exits. The log file will be created in the exchange directory that the imported area was loaded from and will be called areaname.log In the case of the gallery example above, the log file would be named gallery.aex.log ~ 110 AEXIT AENTRANCE~ Typing AEXIT at anytime will show the rooms, in the area you are in, that are connected to other areas. Typing AENTRANCE at anytime will show rooms in other areas that connect to the area you are presently in. ~ 0 AFFECTED 'AFFECTED BY'~ Syntax: affected (abbrevation: af) Syntax: affected by (abbreviation: af by) 'Affected' is a spells-at-a-glance function, which displays only the spells (and skill affects) your character is currently under. Each affect will be listed by name only for the sake of brevity (if you want to know what each is doing, use help or 'score'). Characters level 20 or above and deadly characters will also see the number of rounds remaining for each affect. Affects with a remaining lifespan of less than 25 rounds are displayed in white, and those in immediate danger of wearing off will flash. 'Affected by' displays a character's affects separate from its spell/skill affect list. This is useful for ensuring that affects given from equipment are actually functioning. For example, if you are wearing a visor with detect_invis but 'affected by' does not show you as having that affect, you are not detecting invisibility. 'Affected by' also displays your current susceptibilities, resistances and immunities if your character is level 20 or higher. ~ 107 AFFECTEDBY AFFECTED_BY~ The following are affect flags that can be used when osetting an item (with oset affect affected ). These flags can also be used when msetting a mobile (mset affected ). They may additionally be used to mset players if your level allows it. Blind Invisible Detect_evil Detect_invis Detect_magic Detect_hidden **Hold** Sanctuary Faerie_fire Infrared Curse **Flaming** Poison Protect Paralysis Sneak Hide Sleep Charm Flying Pass_door Floating Truesight Detect_traps Scrying Fireshield Shockshield Iceshield Aqua_breath Possess Haste Slow Note - Hold and Flaming are current not in use. See also: OSET AFFECTTYPES ~ 101 AFFECTTYPES APPLYTYPES WEARSPELLS WEAPONSPELLS REMOVESPELLS~ none strength dexterity intelligence wisdom constitution sex level age height weight mana hit move gold experience armor hitroll damroll save_para save_rod save_poison save_breath save_spell charisma resistant immune susceptible affected luck backstab pick track steal sneak hide detrap dodge peek scan gouge search mount disarm kick parry bash stun punch climb grip scribe brew Additionally (oset affect [ect]): weaponspell Will cast a spell on victim with every blow of a weapon wearspell Will cast a spell on wearer when object is worn removespell Will cast a spell on wearer when object is removed affected This adds an affected_by stat to an object. Will modifify a player's ability in a skill See AFFECTEDBY ~ 0 AFK AFW AWAY~ Syntax: afk (abbreviation for "away from keyboard") Syntax: afw (abbreviation for "away from window") Syntax: away (no abbreviation, it speaks for itself) Syntax: afk/afw/away The 'afk' command will place an [AFK] flag beside your name on the who list when activated, as well as informing those who send tells that you you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command. ~ 0 AID~ Syntax: aid This skill allows you to bring a stunned person back into consciousness. ~ 1 ALERTNESS~ Syntax: c alertness Alertness renders the target resistant to the sleep spell. ~ 0 ALIAS UNALIAS~ Syntax: alias Displays this syntax. alias Displays the specified alias. alias add Adds an alias. alias edit Changes an alias. alias remove Removes an alias. alias list Lists all aliases. The ALIAS command allows you to set shortcuts for commands or long strings of text. These can be quite useful for shortening routinely entered commands. Example: alias add heal cast heal samson This assigns the command 'cast heal samson' to the alias 'heal' so that typing in 'heal' will issue the full command. Alias has variables that can be used when the command requires an argument which might change. The variables are %0 %1 %2 %3 %4 %5 %6 %7 %8 %9 For Instance, you want to make an alias for note read. You would type: alias nr note read %0 And use it by typing: nr 2 You can now make an alias do multiple things by adding ; between commands: alias test test;cough This alias will use the test and cough socials. To remove an alias, type 'alias remove' followed by the shortcut you wish to remove. Typing ALIAS with no arguments will display a helpful syntax. Your aliases will save with your character upon leaving the game. You may have only 10 aliases, each with a maximum of 5 commands. Aliases can only override socials, not actual commands, just incase you want to make an alias which uses a name of a social. Originally created by Garil of Desolation of the Dragon II. Modified for SMAUG by Samson of Alsherok. Modified for ResortMUD by Scion Altera of Divine Rights. ~ 0 ALIGNMENT ALIGN ZAPPING~ Your alignment can range from +1000 to -1000. When you are +1000 this means that you are good aligned, when you are -1000 this means you are evil aligned, and when you are 0 aligned this means you are neutral. You can change your alignment by killing good or evil aligned mobs. This will raise or lower your alignment. The different alignments will allow you to wear different pieces of equipment. If you are good aligned and try to wear a piece of equipment which is antigood, you will be zapped, which means the piece of eq will fall to the ground. The same occurs when you are evil and you try to wear an antievil piece of eq, or if you are neutral and try to wear an antineutral piece of eq. You can also be zapped during battle if you are fighting a mob opposite of your align. You can find out what your alignment is by typing SCORE. ~ 108 ALLOW BAN~ ALLOW BAN WARN Syntax: allow site/race/class
Syntax: ban site/race/class
Syntax: ban show Syntax: warn BAN site will ban a site from playing the game. BAN race bans anyone with that race from playing the game. BAN class bans anyone with that class from playing the game. BAN site/race/class without any other arguemts will give you a list of currently banned sites/races/classes. Type can either be a level or one of the following keywords: all,newbie,mortal, warn. If you set it to a level everyone equal to that level and below will not be allowed on. Warn, sends a warning to the Warn: channel that someone if logging in from the site, with a certaing class or race. If you add the duration, the ban will expire in that many days. Sites can be banned with the * wildcard as well. Be carefull however as *.edu would ban everysite from .edu, or *foo* would ban anysite that had the string foo in it. BAN show, will print out the reason why that particular site/race or class was banned and by who. Number can be a class or race name, a site address or you can use # followed by the ban number. WARN will toggle the warn flag on a CURRENTLY banned site/class or race. ALLOW site/race/class
removes a site, class or race from the ban list. This also can be allowed by using # syntax. ~ 50 AMOTD~ The avatar message of the day is not currently in use, see these help files: NEWS, MOTD, NMOTD or just ask questions. ~ 2 'ANGELIC WRATH'~ The caster of this spell calls upon the powers that be for assistance in defeating their enemy. This spell uses alot of powerful energy to bring pain, and destruction upon it's victim. ~ 1 'ANIMATE DEAD~ Syntax: cast 'animate dead' After a mobile has been killed, the magic user has the ability to animate the corpse of the recently deceased mob. The mob will be animated with full hitpoints and will be under the caster's control for a short period of time. The undead can only exist in the living realm for a short period of time before returning to the underworld. ~ 0 ANSI~ Syntax: ansi The ansi command will either enable or disable ansi colour. Ansi colour will work provided your terminal has a compatible mode. ~ 102 ANSWERS~ Answers for Gates of the Arcana: How do you 1. Edit a room Description redit command 2. Edit a mob's damage dice mset mob hit/dam # 3. Edit the title (Short and long) of a mob mset mob short text / mset mob long text 4. Make a room so you cannot recall out of it redit flags norecall or/and nosupplicate 5. Edit Programs for mobs (Optional) mpmset mob edit # * MUD and Business hiring ads can be found on HELP HIRING. ~ 0 'ANTIMAGIC SHELL' ANTIMAGIC SHELL~ This spell makes you more resistant to all types (including beneficial types) of magic. ~ 0 'APPORT ARCANE'~ Syntax: cast 'apport arcane' The apport arcane spell allows a mage to teleport to a location he or she has spent the time to memorize carefully. By using the memorize command to memorize a location, the caster can then use apport arcane to return to that location instantaneously. Please note that "memory slot" in the syntax refers to the list given by the 'memorize list' command. SEE ALSO: MEMORIZE ~ 1 APPRAISE~ Syntax: appraise appraise all Appraise, when at a repairshop type mob, will tell you the condition of your equipment in question. The mob will tell you if it needs repair or not, and if so, how much it will cost. ~ 1 'AQUA BREATH' 'AQUA'~ Syntax: cast 'aqua breath' This spell allows you to breath in water areas and underwater. Certain water sectors will require the use of aqua breath to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop and/or you begin losing hps , you should either cast aqua breath immediately or leave the area. ~ 2 AQUEST~ Syntax: aquest [item] Variables: request, list, complete, buy, info, points && time When at the Questmaster, if you ask for a quest they will send you on a quest to kill mobs or retrieve items that they have chosen for you to get. ~ 113 'ARCANE ORB'~ By calling upon Ancient Arcane Magic a Mage may summon forth a glowing orb of Arcane energy thus providing him/her with light. It is said that some of the greater Arcane Magic wielders are capable of instilling magical properties into these orbs upon creating them. It has yet to be proven though. ~ 1 AREAS ALIST~ Syntax: areas Syntax: areas old Syntax: areas The 'areas' command displays an alphabetically sorted list of all areas within the game, together with the author and suggested level range of each area. The 'areas old' command displays an unsorted list of all areas (the old style), as well as the author and suggested level range of each area. You can specify a level range to see a list of all areas with suggested ranges which encompass the argument. This can be a little awkward as each area has a low and a high suggested range. Suffice to say that if an area's level range matches even one level of the range you request, it will be displayed. Special thanks to Fireblade for design and coding of this restyled function. The Realms of Despair will provide a copy of areas built by individuals to that individual and no one else. To receive a copy of an area for use on other muds, you must contact that individual. ~ 2 ARENA~ ResortMUD features a player killing arena that sheds the pesky rules usually involved with player killing. Immortals can start an arena match with the arena command. The syntax is as follows: arena start Immortals can prematurely end betting, or an entire match with: arena end Players use the 'arena join' command to enter the arena once a match has been started, and the 'arena wimpout' command to wimp out of an arena match. Betting is also available using the 'arena bet' command. The syntax is: arena bet Immortals can set how long the betting stage is in minutes using: arena bet time To see who is doing what in the arena, Immortals can use: arena who Immortals can be allowed to use the arena if the option is set in cset. To toggle this option, have an Implementor type cset imm_arena Prizes are awarded in the arena based on the entry fees collected. 500 coins are added to the total, and the last player in the arena wins all the money. Also see: HELP HISCORE ~ 0 ARIEL ARIELS~ Ariels are descendants of elves born with wings, giving them a beautiful, angelic appearance. They tend to be very gentle and charismatic, and very wise. Not as strong as true elves, ariels get along well with pixies, sprites, and other creatures of faerie kind. They find dealing with the darker races such as goblins and troglodytes deaming to them, and shun them whenever possible. ~ 1 ARMOR SHIELD FORCEFIELD 'STONE SKIN' BARKSKIN~ Syntax: c armor Syntax: c shield Syntax: c forcefield Syntax: c stone Syntax: c bark These spells will give protection to the target from physical attacks. ~ 101 ARMORCLASS~ . &gThere are two values used with armor class for object type Armor: &GValue0: Variable amount based on level of item at repop. Value1: Maximum repairable armor setting for the object. &gSetting Value0 has no effect. It will re-adjust itself on repop based on the repop level of the item. Setting Value1 below the expected repop value for Value0 will result in an item that cannot be repaired until Value0 drops below Value1's setting. The listing below gives you a rough approximation of the values returned for Value0 based on level: &GLevel Invoked Value0 Level Invoked Value0 Level Invoked Value0 ------------- ------ ------------- ------ ------------- ------ 1 1-3 10 3-5 20 6-8 30 8-10 40 11-13 50 13-15 &gThe amount that Value0 is set to determines the amount the player's A.C. will be adjusted. Different wear locations have a different multiplying affect: &G0 X Value0: Wield, Ears. 1 X Value0: Arms, Finger, Neck, Feet, Hands, Shield, Waist, Wrist, Hold, Eyes. 2 X Value0: Head, Legs, About. 3 X Value0: Body. &gSee also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, and OMENU. ~ 1 ARPA~ ARPA members have immediate access to: 600mb total / 20000 files access to multiple subdomains (mkhomepg -a) voting priviledges on new system features (vote) telnet, ssh, scp, ftp, ytalk, irc, snarf gcc, perl, php, python, ruby, et cetera (type 'software arpa' for a complete list of programs) access to join VHOST, DNS, VPM, DBA, TWEAK & MetaARPA membership levels You too can become a LIFETIME member of the ARPA group by sending a ONE TIME contribution of $36 (or more!) to SDF. NON-US Residents can join ARPA by sending the amount via International Money Order, cash (US/EURO) or by PAYPAL. Be sure to include your user id of 'marten' LAND INTERNET (donations of $5.00 or more) ------------------------------------------------------------------ | SDF Public Access UNIX | PAYPAL.COM: paypal@freeshell.org | | PO BOX 17355 | | | SEATTLE WA 98127 USA | (Be sure to include your user id) | ------------------------------------------------------------------ Acceptable funds: Cheques, Money Orders, US, CDN, EURO, UK, AUS, YUAN and YEN ~ 1 ARTIFACT ARTIFACTS ARTI~ Throughout your travels, you may encounter amazing items out of legend and story, far more powerful than your everyday equipment. These items are known as artifacts. Artifacts are characterized by the following: &z&Y-&z&G They are unique. There should only be one of any given artifact in the game at a time. &z&Y-&z&G When you log off, you will automatically drop any artifacts that you may be carrying. &z&Y-&z&G An artifact will save over reboots where it is left. However, this does not prevent a mob or player from finding it and taking it. &z&Y-&z&G Artifacts cannot be sold, auctioned, enchanted, or donated, and will not scrap during combat. &z&Y-&z&G Imms may not keep artifacts, so don't do it.&z&W ~ 101 ASET~ Syntax: aset Aset is used to set the following fields for an individual area: author - The name of the area's author name - The full "name" of an area... ie: {10 20} Somegod Some Area filename - The filename (ie: somearea.are) lo_room - The lowest room vnum hi_room - The highest room vnum lo_obj - The lowest obj vnum hi_obj - The highest obj vnum lo_mob - The lowest mob vnum hi_mob - The highest mob vnum low_economy - minumum amount of gold the area will start with at reboot max_economy - maximum amount of gold the area _can_ start with at reboot resetmsg - Message displayed throughout the area at reset resetfrq - Number of minutes between area resets flags - Area-wide flags: nopkill The area must be folded to make these changes permanent. See ASTAT, ECONOMY, FOLDAREA ~ 0 ASSASSIN ASSASSINS~ The most highly trained and well skilled of assassins is capable of slipping unseen into places, usually without even alerting the guards of his or her presence. If detected, they can often escape without a trace or dispatch the guards with their fighting skills. They can slip a knife into their victims back, or dose them with a deadly poison, for assassins are masters of poisons and secrecy. Unlike thieves, their primary objective is killing rather than stealing, for many hire them to do their dirty work, and such work tends to pay well. ~ 100 ASSASSINATE~ Syntax: assassinate This skill will instantly kill the victim, if successful. You can only assassinate someone you can sneek up on therefore, you can't assassinate people who are mounted, fighting, or hurt. ~ 59 ASTAT~ Syntax: astat (area stats for the area you are in) Syntax: astat (area stats for specified area) Astat displays the vital stats of an area, including the following: Name: title of the area Filename: filename of the area Prototype: If the area is prototype or under construction, will be 'yes' Max_players: max # of players in the area as of last reboot IllegalPks: number of illegal pkills in the area since last reboot Gold looted: total amount of gold looted from the area since last reboot Area Economy: current pool of gold for the area (not including player gold) Mdeaths: number of players mobs killed in the area since last reboot Mkills: number of mobs killed in the area since last reboot Pdeaths/Pkills: number of players killed by players in area since reboot Author: name of the area's author Number Players: current number of players in the area Area flags: area-wide flags (such as nopkill) Low/hi_room: first/last room vnum of the area Low/hi_obj first/last object vnum of the area Low/hi_mob first/last mob vnum of the area Soft range: level range recommended for the area Hard range: level range enforced for area (outside range cannot enter) Resetmsg: current reset message for the area at repop Reset frequency: frequency with which the area resets See ASET ~ 1 'ASTRAL WALK' 'FARSIGHT' 'TRANSPORT' 'PORTAL' 'HELICAL FLOW'~ Syntax: cast 'astral walk' Syntax: cast 'farsight' Syntax: cast 'portal' Syntax: cast 'transport' Syntax: cast 'helical flow' These spells allow the very shape of space and time to be warped at the caster's bidding: 'Astral walk' instantaneously moves the caster to the victim's location. 'Farsight' allows you to see the room in which the victim stands. 'Transport' sends an object in the caster's inventory to the victim. 'Portal' forms a temporary tunnel through space to the victim. A portal will not succeed if a portal already exists in either the caster's or the victim's location. If you able to scry, you can look into a portal with 'look portal' and 'enter portal' to go into it. 'Helical Flow' morphs an Augurer into a coil of colour which instantly travels to the victim's location. These spells may fail if either the victim or the caster is in a location which blocks their use, such as no-recall areas, no-summon areas, etc. ~ 102 AT~ Syntax: at AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile or player, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 100 ATOBJ ATMOB~ Syntax: atmob atobj These commands allow you to locate certain mobs or objects. ~ 2 ATTACKER ATTACKERFLAG ATTACKERFLAGS~ &PAttacker &Wflags are automatically given by the mud code to players who engage in illegal attacks upon other players. These attacks can initiated by using MURDER, casting an attack spell, or ordering followers to attack a player. Deadlies attacking Deadlies do not receive Attacker Flags. These flags are only given out in situations that involve Peaceful players, i.e. Deadlies attacking Peacefuls, (or vice versa), or Peacefuls attacking Peacefuls. You will be tagged with an &PAttacker &Wflag if: 1. You attempt to MURDER another player, or they attempt to MURDER you. (See &CHelp Murder &Wand &GLaws Pkill &Wfor more info on attacking other players). 2. You order charmed mobiles or pets to attack a player, or you are attacked by another players mobiles. (See &CHelp Charm &Wor &CHelp Pets &Wfor more info)> 3. You are a &RDeadly &Wplayer and attacked a fellow Clanmember. &WDarkhaven Guards, shopkeepers and special function mobs now respond differently to illegal flags. You may find yourself barred from making purchases, placed before Judge Kendra for a hearing, or sentenced to jail. Should you acquire an &PAttacker &Wor any other illegal activity flag, see Judge Kendra in Townhall. Her Honour is located one west of the Main Lobby (See &CHelp Townhall &Wfor info). ~ 101 ATTACKS~ bite claws tail sting punch kick trip bash stun gouge backstab feed drain firebreath frostbreath acidbreath lightnbreath gasbreath poison nastypoison gaze blindness causeserious earthquake causecritical curse flamestrike harm fireball colorspray weaken See MSET and DEFENSES (Some are not implemented). ~ 1 ATTRIBUTES~ Syntax: attributes This is the oldscore for SMAUG. It reveals the basics in a less graphical form of output. ~ 1 AUC AUCTION~ .Syntax: auction (abbreviations: a , auc) Syntax: auction Syntax: auction bid The auction command is used for performing auctions. Simply typing auction will display the current item being auctioned, if there is one. If nothing is being auctioned, auction will begin an auction. If no starting value is specified, it begins at 0 gold. Auction bid will place a bet for the item. Special thanks to Erwin Andreasen for writing this function. (Ported to SMAUG from a publicly available source.) At the present, if the mud crashes in mid auction, you will lose both your bidded money and the item. This will at some point be fixed. You are able to see auction almost from the point of character creation, however, you cannot USE auction unless you're level FIVE or higher. To remove the auction channel from your screen, type CHANNEL -AUCTION. SEE also "help AUCTION2" for more on auction commands &Y* Auctions will not be stopped for overbidding or misbidding*&w ~ 1 AUCTION2~ Auction will also work with the following arguments: au bid 20k - bids 20000 coins au bid 20k500 - bids 20500 coins (20,000 + 500) au bid 20k5003 - bids 20500 coins, too (only checks first 3 chars after "k") au bid 1m - bids 1 million coins On an existing bid of 10000: au bid +10 - adds 10%, making the bet 11000. au bid + - adds 25% (the default if no number given), bet is 12500. au bid x - multiplies by 2, making the bet 20000. au bid x5 - multiplies by 5, making the bet 50000. It is illegal to auction clan, order, or guild items. Exception: Old clan equipment that was converted to be worn by both peaceful and deadly players. Also see: 'HELP AUCTION' for more information. ~ 0 AUGURER AUGURERS~ The Augurer is very strong-minded in its nature, both physically and magically. It is very confident of its actions in combat, and this confidence shows in its physical appearance. The Augurer is of a medium height, with a defined bone structure which shows both intelligence and assurance. Its appearance is wizened, but at times the Augurer may look frail due to exhaustion. Though it is of a medium size, its physical strength is not. The Augurer relies on both brain and brawn to overcome its challengers. When it is confronted, its wisdom decides what course of action it should take, and wisdom is its prime stat. While in combat, the Augurer is capable of utilizing both spells and skills to their greatest potential. However, because of the Augurer's size, it tires of magic easily. To overcome this mental exhaustion, the Augurer is a strong believer in the use of mana for rejuvination of its magical powers, and uses a lot of it. In its spare time, the Augurer enjoys the local lore, both the teaching and learning of it, as well as musical and theatrical pursuits. The Augurer is a very independent person, and spends much of its spare time in meditation, reflecting upon the days activities. ~ 100 AUTHORIZE~ Syntax: authorize This command allows a player to be granted access to the game, but only if authorization is active. ~ 101 AVATOR~ Syntax: Avator (level) This command allows an Immortal to become mortal at any level to test areas or so they can set themselves as deadly and pkill an annoying mortal fairly, but be warned you can also be killed while at a mortal level. NOTE: Immortals can be punished for abusing this command and using immortal abilities to harm or kill a mortal. To return to your original level, simply type: Avator (true level #). ~ 50 AVHELP~ Syntax: avhelp For avatars of level 50 and over, this is just a taste of what you get on your way to immortality. When you hit level 100, there is even more with the wizhelp command. Also see HELP WIZHELP at level 100. ~ 51 AVTALK~ Syntax: avtalk This allows you to use the avtalk (level 50+) channel. ~ 2 AWAKEN~ At very high level, a Darkknight learns how to tap into their internal source of death-magic. It unlocks their inner potential, and releases their bottled up anger inside. Letting it flow and course through them, the Darkknight becomes near-superhuman in stature, on a powerful, raging adrenaline rush that increases their agility, strength, and endurance. This is a very powerful skill, and unlocks great power within. ~ 1 B~ . COMMANDS FOR VARIOUS ACTIONS -------------------------------- *LOOK (l) - can used by itself to look at the room you stand in - you can look at objects: LOOK - you can look at mobs and players: LOOK *SLEEP (sl) - sleeping will replenish your hitpoints, mana, and movement *REST (r) - will replenish your hp, mana, and mv, but slower than sleep - you can still communicate when resting but not while sleeping *WAKE (wa)/ STAND (st) - will return you to the standing position *SIT - your character will sit down *OPEN/CLOSE - will open/close a door or container *LOCK/UNLOCK - will lock/unlock a door or container *PICK - will pick lock on door or container *INVENTORY (in) - will show you all the objects you are carrying *EQUIPMENT (eq) - will show you all the equipment you are wearing ~ 1 BACKFIRE~ Magical items (pills, potions, staffs, wands) which cast offensive spells have a chance of backfiring if the character using them is much lower in level than the spell level on the item. For example, a level 15 character trying to invoke a wand with level 50 fireball may injure themselves when the spell backfires. ~ 0 BACKSTAB BS KILL MURDER MURDE~ Syntax: backstab Syntax: disarm Syntax: kick Syntax: kill Syntax: murder KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. MURDER is used to kill other player characters. There are restrictions on murdering low level players, and there are penalties for using MURDER. ~ 1 BACKUP RETRIEVE~ Syntax: backup This makes a backup of your pfile which later can be retrieved by a staff member of this MUD incase you lose some of your data in an accident, be it a crash or general bug. Syntax: retrieve This will update a pfile of its most recent backup. It requires an immortal to restore the file. ~ 2 BALANCE WITHDRAW DEPOSIT TRANSFER BANK~ Syntax: balance Syntax: deposit Syntax: withdraw Syntax: transfer The banking commands allow you to manage your funds more effeciently. Funds deposited in banks are safe from thieves, and are saved even if you die, so storing some cash in the bank is a wise precaution. To DEPOSIT, simply find a bank, and deposit any amount of gold you wish. To WITHDRAW, simply go to the bank and withdraw what you need. To see how much you have, type BALANCE, it will show you how much you have on hand, and how much is in the bank. To TRANSFER money from your account to another player, the other player must also be online. Simply transfer however much you want to that player, provided you have it available in your account. Code for banks courtesy of Minas Ravenblood of The Apocalypse Theatre. ~ 2 'BALL LIGHTNING'~ A very powerful druid spell, this elemental magic, when performed correctly, blasts an enormous, intense orb of electricity, much like a lightning bolt compacted into a sphere, aimed at a hapless victim. There is not much one can do to withstand this incredible attack. ~ 101 BALZHUR VAPORIZE~ Syntax: balzhur This is an instant demotion of a character to level 2, with the simultaneous destruction of all its belongings, and a mud-wide echo accompanying its execution. ~ 101 BAMFIN POOFIN BAMFOUT POOFOUT~ &BSyntax: Bamfin Syntax: Poofin Syntax: Bamfout Syntax: Poofout &c Immortals can change their arrival and departure messages by typing either Bamfin or Poofin, replacing their name, and a message for their arrival or Bamfout or Poofout, replacing their name, and a message for their departure. You may now put your name anywhere you want in your bamfs by using $n as your name. You must use $n at least once per bamf. &C Ex: bamfin Colors swirl as $n materializes. Ex: bamfout $n disappears in a myriad of shifting colors. ~ 1 BANDAGE~ Bandage stops you from bleeding. Bleeding, however, has been removed making bandage obsolete. ~ 2 BANNER~ ^z&R UU UU CCCCCCCC MMMM MMMM MMMM MMMM UU UU CCC CCC MM MMMM MM MM MMMM MM UU UU CC MM MM MM MM MM MM UUU UUU CCC CCC MM MM MM MM UUUUUUUU CCCCCCCC MM MM MM MM &C NN NN EEEEEE TTTTTT WW WW OOOO RRRRRR KK KK HH HH QQQQ NNNN NN EE TT WW WW OO OO RR RR KK KK HH HH QQ QQ O NN NNNN EEEE TT WW WW WW OO OO RR RR KKKKKK HHHHHHH QQ QQ NN NNN EE TT WW WW WW OO OO RRRRRR KK KK HH HH QQ \ Q O NN NN EEEEEE TT WW WW OOOO RR RR KK KK HH HH QQQ\ &B \ RRRRRR EEEEEE SSSSSS OOOO RRRRRR TTTTTT MMM MMM UU UU DDDDD RR RR EE SS OO OO RR RR TT MM M MM UU UU DD DD RR RR EEEE SSSSSS OO OO RR RR TT MM M MM UU UU DD DD RRRRRR EE SS OO OO RRRRRR TT MM MM UU UU DD DD RR RR EEEEEE SSSSSS OOOO RR RR TT MM MM UUUUU DDDDD ^x&G ~ -1 BANNER~ . &B |----------------------------------|----------------------------------| |&C MOVEMENT&B |&C GROUP &B| |&Cnorth east south west northeast up&B|&C follow group gtell ; split &B| |&Cnorthwest southeast southwest down&B|----------------------------------| |&Csomewhere open close lock unlock &B|&C INFORMATION &B| |&Cleave enter climb fly float look &B|&Cdeath CR reimb rules damage areas &B| |&Cwhere scan scry sleep wake stand &B|&Ccommands experience score title &B| |&Crest sit&B |------------------------|&Cweather channels description story&B| |---------|&C CONFIG OPTIONS &B|&Cwho report tick password typo note&B| |&Cautoloot autogold autoexit autosac&B|&Cwizlist MOTD news bug weapons mail&B| |&Cnice flee norecall ansi blank rip &B|&Ctime slist report languages spells&B| |&Cnointro prompt telnetga shovedrag &B|&Cskills idea&B |---------------------| |&Ccombine&B |------------------------|------------|&C COMBAT &B| |---------|&C OBJECTS &B|&Ckill flee wimpy rescue aid murder &B| |&Cget put drop give sacrifice recite&B|&Ccast&B |----------------------------| |&Csay tell chat question answer yell&B|-----|&C COMMUNICATION &B| |&Cwield wear remove inventory list &B|&Csocial quest clan ordertalk newbie&B| |&Cappraise buy sell compare examine &B|&Cavatar counciltalk quildtalk shout&B| |&Chold quaff zap brandish equipment &B|&Csay tell chat question answer yell&B| |&Cempty fill eat drink pick value &B|&Cauction&B |------------------------| |----------------------------------|----------| &CAlso see help on: !, SAVE, QUIT, PAGELENGTH, PRACTICE. To use the help menu, just type "help ". To see help on individual areas, you can now type "help ". If you are new to the Realms, type HELP NEW to see a special help series. ~ 101 BANNERS~ {q~ 58 BARENUM BARESIZE~ Syntax: mset barenum mset baresize These mob fields control the mobs ability to fight without weapons. Barenum is the low end of the damage done and baresize is the multiplier. For example: barenum 10 and baresize 5 would have the effect of allowing the mob to hit barehanded for 10-50 damage. * This field also affects experience gained. Experience is calculated as follows: ^level 3*5 + max_hit +barenum *baresize +damroll * 50 +hitroll *ch -> level *10 ~ 0 BASH~ Syntax: bash Bash can only be used once a fight has started. It will inflict damage and temporarily daze both yourself and your opponent for approximately two rounds during which you cannot heal, flee or perform other extraneous combat actions (i.e. you will be able to dodge/parry/attack but nothing else). These same consequences are inflicted on your opponent if it is a player character, otherwise the skill only inflicts damage. Note that bash has a drastically reduced chance of hitting if the basher is not one of the primary combatants (i.e. is not tanking). ~ 1 'BASIC SHIELD'~ Syntax: c basic This spell protects the target from chemical attacks. ~ 0 BATTLEMAGE BATTLEMAGES~ The Battlemage is not really a mage, but in fact a Warrior who has minimal training in the magical arts. They have a variety of spells and skills which help them survive in many situations, and are often able to get out of a bad situation. Their magical abilities aren't great, but the spells they do have are rather useful. ~ 1 BEAR BEARHUG~ Syntax: BEARHUG, BEARHUG This skill starts a fight with a new opponent by delivering a bone-crunching bearhug. ~ 1 BEEP~ Syntax: beep beep Beep is a basic alarm which pings another player who has a speaker which can pick up the signal. You can simply just beep them or send a message when you beep them. If they are away, you will get a message saying so. ~ 1 'BENEDICTION'~ Syntax: cast benediction The spell BENEDICTION lays upon the members of the casters group a strong, but short-lived Protection of The High Gods. ~ 1 'BENEFIC AURA'~ Syntax: c 'benefic aura' The Paladin may infuse itself with a general protection from evil with this ancient cantrip. As with most of the major Paladin spells, it requires the utilization of the Paladin symbol. ~ 101 BESTOW BESTOWMENTS~ Syntax: bestow command [command] [command] etc bestow list bestow none Bestow is used to give a command to a player that the player would not normally have. Bestow victim command will give the command to the person, bestow victim list will show all commands corrently bestowed on the person, and bestow victim none will remove all bestowments. ~ 101 BESTOWAREA~ Syntax: bestowarea .are This command allows members of the Area Council to bestow area names to immortals so that they can engage in group building. Once an AC member bestows a proto area on a player, that player can use the aassign command to assign themselves that proto area in order to help the owner of the proto area. Examples: bestowarea joe bob.are allows joe to work on bob's proto area bestowarea joe lists all of joe's bestowed areas bestowarea joe list ditto bestowarea joe none removes all of joe's bestowed areas ~ 101 BESTOWEDAREAS~ Jade - demora.are phaeton.are Demora - Jade.are Phaeton - jade.are, mokshonian.are Grishnakh - moonbeam.are, demora.are Looks like all imms will be bestowed demora.are so they can make their rooms in the museum - Gorog. ~ 1 'BETHSAIDEAN TOUCH' BETHSAIDEAN TOUCH~ Syntax: c 'bethsaidean touch' With the use of a the Paladin's holy symbol, one may endeavor to lift the blindness of the afflicted. ~ 1 BETWEEN~ Syntax: between Dragons have the unique ability to jump into a state of nothingness known as 'between', through which they may, with a brief delay, travel across space and time to their destination. However, making the jump to between is very straining on the dragon, and requires much energy to pull off, and the dragon should beware of jumping into dangerous areas because of the state of delay after coming out of between. ~ 1 BITE~ .Syntax: bite mob Syntax: bite player This skill allows you to bite your target during combat. ~ 1 'BLACK FIST'~ The spell 'Black Fist' calls from the Ethereal Plane a disembodied clenched fist to pummel the calling Mage's opponents in combat. The fist may be called once per combat round. ~ 1 'BLACK HAND'~ The spell 'Black Hand' calls from the Ethereal Plane a disembodied hand to pummel the calling Mage's opponents in combat. The hand may be called once per combat round. ~ 1 'BLACK LIGHTNING'~ The spell 'Black Lightning' calls from the Ethereal Plane a highly organized spike of the Ethereal analogue to electricity. This spike orients itself on the calling Mage's main opponent in combat, onto whom it unleashes its awesome destructive power. The Black Lightning may be called once per combat round. ~ 0 BLAZEBANE~ Syntax: cast 'blazebane' Syntax: cast 'blazebane' This spell makes the victim more susceptible to fire and heat. It should only be cast on mobs. Casting this spell on a player will be considered an attack. ~ 0 BLAZEWARD~ This spell makes you more resistant to fire and heat. It can only be cast upon yourself. ~ 0 BLESS~ Syntax: cast bless This spell improves the to-hit roll and saving throw versus spell of the target character by +1 each. ~ 1 BLIND GOUGE BLINDNESS~ BLINDNESS: syntax: cast blindness This spell renders the target character blind. GOUGE: syntax: gouge This attack can only be used in combat, and will strike at the eyes of your opponent, causing damage and temporary blindness. General: Certain spells and attacks can render a player blind for anywhere from a few rounds (gouge) to several hundred rounds (the blind spell). If you are blinded, you will see only your name on the 'who' list, and will be unable to see either your inventory or your location. You may either wait out the effect of the blindness, request assistance over channels, or make your way to a healer such as Kyan in Darkhaven, who will eventually remove your blindness. ~ 1 BLINDED~ Certain spells and attacks can render a player blind for anywhere from a few rounds (gouge) to several hundred rounds (the blind spell). If you are blinded, you will see only your name on the 'who' list, and will be unable to see either your inventory or your location. You may either wait out the effect of the blindness, request assistance over channels, or make your way to a healer such as Sonoria in Darkhaven, who will eventually remove your blindness. See also GOUGE, BLIND ~ 1 BLINK BLINKING~ Some people find blinking text very annoying. In order to turn off blinking text in zMUD, go to 'colors', then to 'ansi' then for blink select 'disable' ~ 1 BLIZZARD~ Syntax : c 'blizzard' Using the wind and snow, one can attack one's enemies. Blizzard is an area spell. ~ 1 BLOOD~ Syntax: Mana all Blood all Mana Blood SHOWS MANA REQUERIMENTS TO CAST A SPELL. You can type 'mana all' (or 'blood all') and you will see a list of all the you can cast (if you have the minim level required and if you have practiced it) followed by the amount of mana you need to cast it. If you have set ANSI to ON, the spells that you can cast (because you have the enough mana) will be yellow coloured, and the one you cannot will be red. Also it is possible to type: mana , and it shows you the mana required to this specific spell to be cast. ~ 1 BLOODLET~ Syntax: bloodlet A vampire which is itself sated on blood may open his own veins to drain a small amount of the vitae for the consumption of a more needy comrade through the use of bloodlet. The pool spilled last only a very brief time, however, as already-consumed blood loses its value quickly once exposed again to air. ~ 1 BLUR~ Syntax: c blur This spell will cause the caster's outline to appear blurry and indistinct, making it harder to hit them for a time. This spell cannot be cast on others. ~ 101 BOARDS~ Syntax: boards This command displays statistics on all boards in the game. Example: immortal.brd Vnum: 1200 Read: 50 Post: 51 Rmv: 55 Max: 100 Posts: 0 Type: 0 The first column lists the board's filename (immortal.brd) Vnum - object vnum to which the board is attached (the object vnum must be present to read the board, allowing a board to be placed in one or many places by simply placing that object where needed) Read - minimum level required to read that board Post - minumum level required to post to that board Remove - minumum level required to remove notes not addressed to 'All' Max - maximum number of posts the board is set to hold Posts - the current number of posts on the board Type - not currently used See BSTAT, BSET &c -----[ Board Rooms ]-----[ Immortal's Reference]----- Ntanel / UCMM Board = 980 Coder's Board = 1272 Build / Code Board = 1214 / 1217 Main Board = 21000 / 1205 Immortal General bd = 1200 Admin Secure = 1210 ~ 101 BODYBAG~ Syntax: &Wbodybag bodybag will show the status of the corpse. &w BODYBAG gets all of corpses and puts them in your inventory to do with as you wish. If you find yourself getting the wrong corpse, post a bug report immediately! See also TIMER ~ 1 BOT BOTS BOTTING~ Bots, the running of a character using triggers while there is no one attending it, is not illegal in itself. However, bots are held to the same rules as playing characters. See Laws regarding "staking" and other applicable laws. The character is accountable for any act the bot commits. ~ 1 BOUNTY UNBOUNTY~ Syntax: bounty Syntax: bounty all Syntax: bounty collect Syntax: bounty check Syntax: bounty check Syntax: bounty buy (See &RWARNING&W) Bounty sets a bounty worth gold on a players head to be collected by whomever kills that player. It may only be set on the head of a pkiller. Bounty all sets a bounty worth all of the gold you have on the head of that player. Bounty collect is to collect on bounties that you have claimed from the heads of other players. Bounty check is to check the value of a players bounty. Bounty check is the only command that can be used when not in the presence of a bounty officer. This tells you the value of any bounty on your head as well as how much bounty you have claimed, and are owed, if any. &RWARNING ------- &WPeaceful players may set a bounty on pkillers but doing so makes you eligible to have a bounty on your own head. And peaceful players with bounties on their heads are considered pkillers. &W(&RPeaceful players must have a bounty on their head to be pkilled, it is not enough to just be eligible. Any illegal kills will be dealt with accordingly by the Justice Council&W) Peacefuls can buy back this eligiblility for 100,000,000 coins. &R------- Immortal Command: Syntax: unbounty This removes a bounty from a player. ~ 1 'BP'~ This is an abbreviation for blood points. Vampires begin with 10 bp at creation and gain 1/1 bp for each subsequent level. ~ 0 BRANDISH QUAFF ZAP APPLY RECITE~ Syntax: brandish (to invoke a staff) Syntax: quaff (to quaff potions) quaff (quaff directly from container) Syntax: recite (to recite a scroll) Syntax: zap (to use a wand on a target) Syntax: apply (to rub a salve on your skin) BRANDISH invokes a magical staff. QUAFF quaffs a potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the is optional, depending on the nature of the scroll. ZAP fires a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must be holding a wand or a staff before using BRANDISH or ZAP. APPLY rubs some of a magical salve on your skin. All of these commands use up their objects: Potions and scrolls have a single charge. Wands, staves, and salves have multiple charges. When a magical object has no more charges, it will be consumed. Use the spell 'identify' to see the remaining charges. See EAT, BACKFIRE, RECHARGE ~ 1 BRENGAARD~ Map of Brengaard (10) +======+===KEDRI=ROAD===+========+==============+ (X) Brengaard Square | | | | | (1) Healer | G G | | (2) Amourer E E E N A (3) Weaponsmith N M=====Alley======A=Alley==E====Alley=====M (4) Potions E E R H A (5) Blacksmith A D I I N (6) General Store H E S R J (7) Food | T (1)==| | I (8) West Gate | | | | | (9) East Gate (8)+=====TIJALI==ROAD==+==[X]=======+==============+(9) (10) North Gate | | | | | | (11) South Gate | M S R R R (6)A(2) T O O O (7)R(3) R A A A==+=Alley=====K(4) E D D D | E(5) E=Alley==+====Alley=====| | +== T T | | | | | | | | | | | | +===TELANIS====+==ROAD==+========+==============+ (11) ~ 1 'BRINGAROUND BALLAD'~ Syntax : c 'bringaround ballad' Using the power of song, you can revive and heal yourself and others. After all, music soothes the savage beast. ~ 1 BROACH~ Syntax: broach This skill causes the vampire to attempt to bypass a locked or barred door or other obstruction. ~ 2 BROOD~ This skill will allow a player to deeply focus on things to come. A result from this deep inflection, is a burst of mana gathered straight from the source. Brood depends on the amount of intelligence, wisdom and the level of the player. Higher amounts will result in a higher gain of mana. ~ 101 BSET~ Syntax: bset Example: bset immortal.brd vnum 1200 BSET is used to set fields governing an individual board's operation. Filename - filename to store the board's information (should be set first) Vnum - object vnum assigned to the board (see 'help boards') Read - the mininum level required to read the board Post - the minimum level required to post to the board Remove - the minumum level required to remove notes from the board NOTE: notes addressed to 'all' can be removed by anyone Maxpost - maximum number of posts the board can hold Filename - filename to store the board's information Type - not currently used Board groups: (example: bset druid.brd read_group guild of druids) read_group - group that may read that board, regardless of level post_group - group that may post to that board, regardless of level extra_readers - characters who may read the board regardless of their level extra_removers- characters who may remove notes from this board regardless of their level or membership in a reader_group See BOARDS ~ 101 BSTAT~ Syntax: bstat BSTAT is used to display the fields of an individual board. (see 'help bset' for an explanation of each field) See BSET ~ 0 BUY LIST SELL VALUE~ Syntax: buy Syntax: buy <# of object> Syntax: list Syntax: list Syntax: sell Syntax: value BUY buys an object from a shop keeper. BUY <# of object> will allow you to buy up to twenty of a normal store item at once. LIST lists the objects the shop keeper will sell you. LIST lists just the objects with that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 1 C~ . COMMANDS TO USE WITH OBJECTS ---------------------------------- *GET - GET will get an item from a container - GET will get an object from the ground *PUT - PUT will put an item in a container *DROP - will drop the object from your inventory to the ground *GIVE - you will give the object to that player *SACRIFIC (sac) - the object disappears and you are given a coin *RECITE (rec) - the spell corresponding to the scroll will activate *QUAFF (qua) - the spell corresponding to the potion will activate *BRANDISH (br) - causes the staff's spell to activate (must hold staff) *ZAP - zaps a wand at a target (must hold wand) *EAT/DRINK - you can eat or drink different foods and drinks *FILL/EMPTY - fills/empties the container with water ~ 0 'CALL LIGHTNING'~ Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from God. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 1 CANCELATION~ .Syntax: cast cancel This spell will remove all affects from about your person. This includes such affects as flight, curse, blindness, bless, haste, haste, etc. It is normally used so that one can re-cast all their support spells freshly. ~ 1 CAPS CAPITALS ALLCAPS 'ALL CAPS'~ In help files, words in ALL CAPS usually denote that there is another help file you can access by that name. When used on channels, ALL CAPS means that you are shouting, and is generally considered a rude thing to do. If you want to shout, use the SHOUT or YELL channel. Thank you. ~ 0 CAST~ Syntax: cast 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 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. ~ 2 CASTLEPRICES~ . &RMob &GObject &PRoom &Y------------------------------------------------------------------------- &RMerchant: &GWeapon: &PVault: &R500 Glory &G2500 Glory &P600 Glory &R150,000G &G125,000G &P90,000G &RTeacher: &GArmor: &PRespawn: &R350 Glory &G2000 Glory &P550 Glory &R75,000G &G100,000G &P85,000G &RBanker: &GPotion: &PTreasury (Req'd for Banker): &R350 Glory &G1800 Glory &P500 Glory &R70,000G &G90,000G &P80,000G &RHealer: &GSalve: &PRecall Point: &R300 Glory &G1500 Glory &P400 Glory &R65,000G &G75,000G &P75,000G &RGuard: &GStave/Wand: &PPortal Room: &R300 Glory &G1300 Glory &P350 Glory &R60,000G &G70,000G &P70,000G &PAddt'l Portals: &P300 Glory &P50,000G ~ 2 CASTLES~ Your player may purchase a castle if it is level 100. Castles begin at 7 rooms and additional rooms can be purchased for an additional fee. &YCosts: 100,000,000 Gold 50,000 Glory Must be level 100 -------------------- Additional Rooms: 250,000 Gold 1500 Glory &wPlayer has the option of selecting where they want their castle, as long as an immortal of proper rank deems it alright. Players will receive a key as well as a guard, and additional mobs and objects can be purchased. See file 'castleprices' for a detailed breakdown on mobs/objects. Enjoy your Manor! ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ Syntax: cast 'cause light' Syntax: cast 'cause serious' Syntax: cast 'cause critical' Syntax: cast harm These spells inflict damage on the victim. The higher-level spells do more damage. ~ 1 'CAUSTIC FOUNT'~ The second discipline of acid mastery, 'Caustic Fount' causes a fountain of acid to levitate about the casting Mage's victim, bathing him in a malodorous and painful concoction. The combination of magical and physical attack gives this spell appreciable effect in combat versus a wide variety of physical types. ~ 110 CEDIT~ Syntax: cedit save Syntax: cedit create [code] Syntax: cedit delete Syntax: cedit show Syntax: cedit [field] Field being one of: level position log code Cedit create is used to create the entry and name for a new command. Cedit delete is used to delete a command. Cedit code is used to assign a defined section of code to a command. Cedit show displays current statistics on a command. Cedit level sets the minimum level for usage of a command. Cedit position sets the min_pos for execution of the command. Cedit log determines the manner in which the command will be logged. Use 'cedit save' to save changes permanently. See RESTRICT ~ 2 'CELESTIAL STING'~ This is the most powerful spell an angel knows, and it afflicts the victim with bright white hot welts and burns all over their bodies, which come from invisible forces that prod and poke at him from beyond this dimension. This is a very powerful spell that only the highest Angels have access to. ~ 0 CENTAUR CENTAURS~ Half-man and half-horse, these creatures of the plains and forests are an ancient and wise race is strong and hardy yet deep and thoughtful. They are well suited to magic, and their faith makes them strong as clerics as well. However, centaur arches are legendary, as well as the great centaur warriors of the hills. They tend not to get along well with the baser races as minotaurs and goblins. ~ 101 CHAIN COMMAND~ A MUD Model Chain of Command or CoC [Owner] : [Head of Operations] .-------------:--------------:---------------------------. : : : : [Head Coder] : [Head of Public Relations] [Head Builder] : : : : [Coders] : [Head of Newbie Council] [Builders] : .------------:------------. : : [Overseer of Clubs] [All Other Councils] : [Advisor to Clubs] ~ 1 'CHANGE SEX'~ Syntax: cast 'change sex' This spell changes the sex of the victim (temporarily). ~ 0 CHARACTER FEATURES~ This is a quick help on the options you get during player creation to make your character seem more realistic. EYE COLOR FLESH TONES BODY BUILD --------- ----------- ---------- Aqua Brown Bone Blood Red Pale Thin Blue Red Medium Brown White Large Green Yellow Buff Hayzel Silver HAIR COLOR HAIR LENGTH BODY LENGTH ---------- ----------- ----------- Blonde Bald Midget Brown Crew-Cut Short Brunette Short Medium Grey Medium Tall Silver Long Towering Strawberry Waist White Also see: CREATION for race requirements. ~ 1 'CHARGED BEACON'~ Syntax: c 'charged beacon' Charged beacon renders the victim susceptible to electricity attacks. ~ 1 CHARISMA CHA~ Charisma (CHA in your 'score') represents your characters physical beauty and charm. It primarily affects: - a character's practice rate with a language scholar - prices charged to a character by shopkeepers No class receives charisma as a prime attribute. ~ 1 'CHARM' 'CHARM PERSON'~ The charm spell, if successful, will place the victim (only mobs, attempts to charm other player-characters may incur the wrath of the gods) under your control for the duration of the spell. While under your control the creature is your servant, and may assist you in combat and other more minor duties. Use the 'order' command to give them orders. Be warned, you are responsible for the actions of your charmed beast. If it should go awry and take the life of another player-character, you will be charged as a murderer and will be hunted by several creatures around the Realms. Aggressive mobs will lose their aggressiveness while charmed, but will immediately return to their violent ways when the spell wears off. For this reason, charmed aggressive mobs should not be taken into any area lower from the one from which they came, and should *never* be taken into Darkhaven or the Academy. Those found doing so will pay dearly. As a matter of etiquette, charmed mobs should not be attacked. You can tell a mob is charmed if it is wandering "in a dazed, zombie-like state." Be aware when taking your charmed mobs around other characters that any area attack such as call lightning, gas breath or earthquake will hit your creature and cause it to engage in combat. SEE ALSO: Help dismiss ~ 0 CHAT CHANNEL CHANNELS COMM COMMUNICATION LISTEN~ Syntax: channels Syntax: listen or listen all Typing "listen all" or "listen " will turn the channel(s) on/off. To use emotes in a channel: chat ,is tired This would print: [Chat] is tired. To use a social: chat @hello andy Would print something like: [Chat] You tell him how truly glad you are that he is here. Typing a channel name like CHAT by itself will give you a 20-message history. See Also: TELL, NOTE ~ -1 CHEATING~ . &GCheating is a very serious offense and subjects _all_ characters involved to a slay, purge (loss of all equipment), freeze, balzhur (destruction of all equipment and public demotion to level 2), deny or even a site ban. What is considered cheating? - exploiting (intentionally using) a bug to gain equipment or gold - intentionally causing the system to crash - intentionally duplicating equipment or gold - knowingly accepting illegal equipment (see above) from others - attempting to duplicate equipment or gold -- * even if not successful * - using or making profit from equipment that was accidentally duplicated - using gold that was accidentally duplicated Cheating hurts the game, and every player in the game. Protect yourself and report any bugs you find, and inform the Immortals if you have strong cause to believe someone is engaged in any of the above. If you find you have accidentally duplicated an item, turn the item over _immediately_ to an Immortal. ~ 100 CHECKLINKS~ Syntax: checklinks Sorry, only Ntanel can run this command. (To prevent abuse) Please contact him if you need to check a linked list. ~ 101 CHECKVNUMS~ Syntax: checkvnums Used to check the specified range of vnums to ensure they are not already assigned to another immortal or are otherwise being used. Arguments - room, mob, object Examples: checkvnums room 9000 9099 checkvnums object 9000 9099 checkvnums mob 9000 9099 If no vnum within the specified range is either assigned as part of someone's prototype area, and no vnum within the specified range is a part of a live (non-prototype) area, there will be no result from this command and the vnums are safe to assign. If any vnum in the specified range is already allocated, the area file to which it is allocated will be displayed. See RASSIGN, MASSIGN, OASSIGN, VNUMS, ZONES, NEWZONES ~ 0 'CHILL TOUCH'~ Syntax: c 'chill touch' This spell inflicts damage on the victim, and reduces their strength by one point for a short period of time. ~ 2 CHOMP~ A skill for werewolves, they rush up to their opponent and deliver a very vicious, gnawing chomp on their skin. It is said that this can cause severe bleeding, poison, and bad infection. Beware the chomp of a werewolf. ~ 1 'CIRCLE'~ Syntax: circle A skill unique to thieves, and which can only be used while in combat. It inflicts damage comparable to backstab, and requires the thief to be wielding a piercing weapon. To sucessfully circle you must be the first to attack in the battle, or be grouped with whoever was. ~ 10 CLAIM~ Syntax: claim This claims the room you are currently in for your kingdom. If a player from another kingdom claims this land, it will no longer be yours, so it wouldn't be wise to claim many rooms in a highly travelled area, else you may not have a kingdom for very long. ~ 1 CLAIRVOYANCE~ Clairvoyance allows you to see the room in which the victim stands, just as farsight. See also: help FARSIGHT ~ 1 CLAN CLANS~ Clans are the organizations available to mortals in this realm. A character may only be a member of one clan, but may be in a clan and a council. Different rules govern each clan. To see a list of the clans available to you, type CLANS. If you wish to join a clan, speak to the leader of the clan or the Overseer of Clubs if there is no leader that can be contacted. To join a clan, you must be level 10. To apply for leadership of a clan, you must be at least level 20. Clan leaders that do not log on in two weeks will be replaced if someone asks for the position. Anyone who joins a clan will automaticly become deadly. * To see info on deities for clans, see HELP DEITIES. Also see these help files: CLUBS, GUILDS, ORDERS and PKILL. ~ 0 CLANTALK CTALK~ Syntax: clantalk Provided that you are in a clan, clantalk will send the message to all current members, as well as the deity. ~ 1 CLASS CLASSES~ The current classes within the Realms available to you are: &c0) Mage 1) Cleric 2) Thief 3) Warrior 4) Vampire 5) Druid 6) Ranger 7) Augurer 8) Paladin 9) Dragon 10) Demon 11) Werewolf 12) Illusionist 13) Necromancer 14) Assassin 15) Warlock 16) Battlemage 17) Knight 18) DarkKnight 19) Harper 20) Monk 21) Rogue &c22) Angel 23) Psionicist&W To get more information on each class, type "help ". ~ 1 CLEANSE~ Syntax: cleanse This command will remove all affects on a player or mob. ~ 115 CLEANSE LEVEL 1~ ~ 0 CLEAR~ Syntax: clear This command clears the screen. See PAGELENGTH. ~ 116 CLEARAREA~ Syntax: cleararea This code takes an existing builder's area range and purges all the data in it. It then resets the area with their starting and ending vnums for rooms, mobs, and objects and then saves the purged area file back to disk. It is basically a modified Vassign that calls the close_area function in Smaug. Try not to use this accidently, the consequences could hurt. ~ 0 CLERIC CLERICS~ A cleric is a mighty healer and protector of the weak. Led with a mission to heal and teach, Clerics have many varied and sundry healing spells at their command. While clerics possess some combat spells and magic to affect one's chances in battle, their main goal is self preservation. They accelerate in wisdom and knowledge as they gain in level and experience. The wisdom of the cleric in the ways of magic and the art of healing, make them a desirable asset for any group. Prime Attribute: wisdom ~ 101 CLIMATE~ Syntax climate This command allows you to view or modify the climate settings for an area. There are settings for temperature, precipitation, and wind. In addition, you may specify neighboring areas who will affect changes in the current areas weather. Therefore there are four fields to choose from. Each field has a different range of values available. Field name: Values: temp cold, cool, normal, warm, hot precip arid, dry, normal, damp, wet wind still, calm, normal, breezy, windy neighbor Specifying an area name with neighbor which is already on the list will remove it. Using climate without any arguments will display the area's current setting. Note that this command always refers to the area which you are currently in. ~ 1 'CLIMB'~ Syntax: climb This skill enables you to climb into and out of rooms that require it. ~ 1 CLOVER~ Syntax: clover This skill is unique to leprechauns. It allows you to produce a four-leaf clover, increasing the luck of a person and blessing them with the ability to hit more frequently ~ 2 CLUBS CLUB~ Clubs are what Clans, Guilds and Orders are. In the dictionary Clubs are groups of people in a common cause or union. This is the exact reason why you join one of three organizations. You believe in what they do and so you joined. Overseer or Clubs - This person is responsable for making and enforcing the MUDs rules pertaining to club operations. Advisor to Clubs - This person assists the Overseer with duties. Also refer to these help files: CLANS, GUILDS, ORDERS and DEITIES. Also see these help files: GTALK, OTALK, CTALK, MAKE, INDUCT and OUTCAST. * Multiplayers are not to be in leadership of more then 1 order ever. You can have characters in more then 1 order however you just can not lead more then 1. Multiplayers are not to be in more then 1 clan ever. So if you are in a clan, leader or not, your other characters can not be in other clans. No exceptions! ~ 101 CMDTABLE~ Syntax: cmdtable Lists all of the commands in the game, and how many times they have been used since the last startup. ~ 101 CMENU~ Syntax: cmenu Invokes an online menu to ease entering 'cset' arguments. May not be fully functional at this time. ~ 1 'CODE COUNCIL'~ The Code Council is solely responsible for development and implementation of all new coding. ~ 101 COINDUCT COOUTCAST COIN COOUT~ COINDUCT COOUTCAST COIN COOUT Syntax: coinduct Syntax: cooutcast Coinduct inducts an player into a council. Cooutcast removes a player from a council. &W This command should only be used if it is your council unless authorized. ~ 51 COLOR COLOUR~ . The following 16 colors are supported in the commands echo, recho, mpecho, mpechoat and mpechoaround. _whi White _yel Yellow _blu Blue _dbl Dark Blue _lbl Light Blue _cya Cyan (sort of turquoise) _gre Green _dgr Dark Green _cha Charcoal (grey) _dch Dark Charcoal (dark grey) _pur Purple _red Red _ora Orange _bro Brown _pin Pink _bla Black Note that the indicator is the first three letters of the color itself so that it is easy to remember. If the indicator is preceded by an asterisk, the message will blink. You only need to enter as much of the color indicator as needed to uniquely identify it. recho _red This is an example of recho in red. recho *red This is an example of recho in blinking red. mpe _yel This is an example of mpecho in yellow. mpechoat $n _blu This is an example of mpechoat in blue. mea $n _blu This is an example of mpechoat in blue. mpechoaround $n _bro This is an example of mpechoaround in brown. mer $n _bro This is an example of mpechoaround in brown. mpe _r This is an example of mpecho in red. ~ 0 COMBAT~ You may choose a fight by finding a mob, and using LOOK, CONSIDER, and IDENTIFY to gauge the difficulty of the opponent. You can LOOK to get a look at its equipment and description, this will often help indicate how hard a fight might be. You can CONSIDER for a one on one comparison of the mobs hitpoints and level to your own. You may also CAST IDENTIFY to get more detailed information about the mob. You may start a fight by using KILL, MURDER, or many spells and skills available to players. The easiest way to start a fight is to KILL . Currently, you may also MURDER , but this causes the mob to yell out. You may find yourself in trouble during a fight, and wish to leave, this can be done by using FLEE or RECALL. You can flee a fight by typing FLEE. You may recall from a fight with the spell 'word of recall' or by reciting a recall scroll. You may also set it up to flee automatically once you go below a certain number of hitpoints by using WIMPY. To use your wimpy, type WIMPY or WIMPY . Leaving a fight with wimpy, flee, and recall WILL cost you a loss of experience, with recall causing the greatest loss. See Also: CONSIDER, STANDARD ~ 1 COMMANDS SOCIALS~ Syntax: commands Syntax: socials COMMANDS shows all the non-social commands available to you. SOCIALS shows all the social commands available to you. ~ 101 COMMENT~ Syntax: comment write Syntax: comment subject Syntax: comment post Syntax: comment list Syntax: comment read # Comment write puts you into a buffer, and the commands work just like writing a note. You may only read and post comments on players currently online. Comments should be used for all disciplinary actions and warnings, on anyone who makes frequent demands of or troubles for immortals in general even if the player is not doing something specifically illegal, repeated problems, after _all_ reimbursements, and any other information you feel would be important to another Immortal when dealing with the player in the future. If you have a disciplinary action and the player quits before you are able to post a comment, please place a copy of the comment on the board located in hell, room vnum 6. ~ 1 COMMON DWARVEN ELVISH OGRE ORCISH TROLLESE~ These are languages of the realms. Both mobs and players can learn more then one language. The languages listed here are those which are not listed with a race. Common is the most used, the rest are orientated with mainly mobs in race restricted areas where mobs may only speak and understand the language. ~ 100 COMPRESS~ Syntax: compress This compresses the MUD. It is not recommended to be used regularly. It causes lag to all connected while compressing. ~ 1 CONCUSSION BLOW~ By focusing all of your power into one attack at one critical point on the opponents head, one can deal massive physical damage to the opponent as well as causing brain damage and hampering their ability to think clearly. Repeated strikes on the same area have a cumulative effect which can be devastating ~ 0 CONNECT~ Syntax: connect Lets you have an item in pieces and that once the two pieces are found can be connected to create the whole item. Immortals refer to HELP PIECE. ~ 0 CONSECRATE~ Using a Symbol of Faith to their God a Cleric can Consecrate the ground upon which they stand blessing it in their favor. Enemies standing on this holy ground will be racked with pain as their flesh smolders. ~ 0 CONSIDER~ Syntax: consider CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. The first line of the output from CONSIDER tells you their approximate level relative to your own. The second line of output details the mobs hitpoints relative to yours. ~ 101 CONSTATES~ State | Description ----------------------------------------------------------- 0 | Player is playing. 1 | Player is prompted for his or her name. 2 | Player is prompted for his or her password. 3 | Player is prompted to confirm his or her name. 4 | Player is prompted to select a password. 5 | Player is prompted to confirm the password. 6 | Player is prompted to select his or her sex. 7 | Player is prompted to select a class. 8 | Player is reading the message of the day. 9 | Player is prompted to select a race. 10 : Player is in the main menu, also maybe constate 5 or 6, HELP MAINMENU. 11 | Player is in the line editor. 12 | Player is prompted to select RIP, ANSI or NONE. 13 | Player is viewing the title screen. 14 | Player is prompted to PRESS ENTER. 15 | Player is waiting for authorization (1). 16 | Player is waiting for authorization (2). 17 | Player is waiting for authorization (3). 18 | Player has been authorized. To disconnect someone not yet in the MUD, see HELP FORCECLOSE. ~ 1 CONSTITUTION CON~ Constitution (CON in your 'score') represents your character's physical stamina. Among other things, it affects: - the number of hitpoints a character receives each time it levels - the number of hitpoints recovered or regenerated at each tick if resting or sleeping - the number of additional moves a character receives at level - improvement or worsening of a character's mental state, thus affecting general endurance No class receives constitution as a prime attribute. ~ 0 'CONTAINERS' 'CONTAINER'~ Containers are almost a necessity in the game. They are used to carry items, food, and drinks. They help you to sort things, by using two or more types of containers at once. Corpses use many of the same commands as regular containers. EXAM or LOOK IN allows you to see what it contains. GET allows you to take one item from a container. GET ALL allows you to take everything from a container at once. GET ALL. allows you to take all of a particular item type PUT puts an item inside a container. PUT ALL will put as much of your inventory in the container as possible, until the container is full. PUT ALL. will put as much of one type of item into the container as possible, until the container is full. See Also: INVENTORY, OBJECTS ~ 101 CONTAINER_FLAGS~ Container flag values: Closeable = 1 Pickproof = 2 Closed = 4 Locked = 8 ~ 1 CONTINUAL LIGHT~ .Syntax: cast 'continual light' This spell creates a magical ball of light that you can hold to see in the dark. This ball is fragile and might break during combat. ~ 10 CONTRIBUTE~ Syntax: contribute This will contribute an amount of gold to your kingdom's treasury. Keep in mind that your King and Queen can monitor how much you have contributed, thus knowing whether or not you are a good citizen. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' Syntax: cast 'control weather' Syntax: cast 'control weather' This spell allows you to change either the temperature, amount of precipitation, or amount of wind. Note that these changes do not take effect until the next tick. ~ 106 CONVALUES~ The containers are set by typing: Oset (vnum) Value1 (variable number) Number Effect 1 open 2 closed and locked 3 open pickproof 4 closed 5 closed 7 closed, unlocked, and pickproof 8 closed and locked 13 closed and locked 15 closed, locked, and pickproof Also see: OSET and OBJECTTYPES ~ 1 COOK~ Syntax: cook This allows you to cook your food. For some eating raw food can be fatal, just like in the real world. ~ 1 COOL BREEZE~ Syntax: cast 'cool breeze' This spells calls upon a breeze that cools your skin, thus making you resistant to all fire attacks. ~ 111 COPYOVER WARMBOOT~ Syntax: Copyover Syntax: Warmboot These commands copy the new MUD code and other such changes into the MUD without the need to shutdown or reboot. They will keep everyone online with a brief delay and a message. Immortals with log will see some spam. Also see HELP REBOOT ~ -1 COPYRIGHT~ . SMAUG (c)1995, 1996, 1997, 1998 D.S.D. Software. ~ 1 CORPSE~ Corpses last approximately 15 minutes after the time of death. Corpse decay will happen even while you are linkdead or after you quit. When a corpse decays, it will leave the items on the ground. ~ 0 COUNCIL COUNCIL2~ Councils are groups of people who help or run certain aspects of this MUD. Immortals can be in two councils at the same time, but mortals can only be in one at a time. For more information on councils, read the helpfile pertaining to its name. Also see: COUNCILTALK ~ 0 COUNCILS~ Syntax: councils Displays a list of councils currently active, and their leaders. A mortal can not be in more then one council due to channel issues. Basicly we would crash alot. ~ 100 COUNCILTALK COUNCILTALK2 CT2 CT~ Syntax: counciltalk or council Syntax: counciltalk2 or ct2 These are channels for people in councils. They can only be seen and used if you are set into a council. Immortals can be in two councils at once, but mortals can only be in one. Also see: COUNCILS ~ 1 'COVER OF DARKNESS'~ Syntax: c cover This spell is used by darker spellcasters to bring a protective cover of darkness upon them, cutting all damage given to them in half. However, a side affect of this spell is that it blinds the caster with the very thing that protects him. Because of the nature of this spell, it will not work if the caster is carrying a light of any sort. ~ 1 'CR' 'CORPSE RETRIEVAL' 'CORPSE'~ Before asking an immortal for a corpse retrieval, you &r-must-:&w &r -&w Attempt to get your corpse yourself, &rand -&w Use invis and hidden, this will get you past a lot of mobiles,&r and -&w Seek mortal assistance to retrieve your corpse.&r -&g If all else fails, wait at least 20 minutes after death to ask for an Immortal corpse retrieval.&w ** "I need to leave now!" is not grounds for an early Immortal CR. ** Corpses last approximately 40 - 60 minutes after the time of death. ** Corpse decay will happen even while you are linkdead or after you quit. ** Characters listed under 'who deadly' are not eligible for Immortal CR. ** Corpses _will_ save over crashes and reboots, but will continue to decay once the Realms comes back online. Log back on quickly to get corpse. The cost for CRs is usually one item from your corpse. An Immortal may choose to charge MORE or LESS. &gAn Immortal corpse retrieval is not a right, but a privilege.&w Pestering or being demanding is cause for the Immortal to deny your request. An Immortal may refuse to do any CR at their discretion. You may not barter which items an Immortal can take from your corpse as the charge, the Immortal's decision is final. ~ 1 CRASH~ Crashes are unforeseen interruptions in the game that cause everyone to be disconnected. If you type time and look at the system start up time, you can determine if the game has just rebooted or if it was a problem with only your character. 99.9% of the time corpses will save over a crash. The game will start back up with your character at the last place you saved or the game saved you. See &WHELP REIMBURSEMENT &w and &WHELP SAVE &w ~ 1 'CREATE FIRE' 'CREATE FOOD' 'CREATE SPRING' 'CREATE SYMBOL' 'CREATE WATER' 'CREATE POP'~ Syntax: cast 'create fire' Syntax: cast 'create food' Syntax: cast 'create spring' Syntax: cast 'create symbol' Syntax: cast 'create water' Syntax: cast 'create pop' Syntax: cast 'continual light' These spells call upon the elements to bring matter into existance. | &z&CCreate Fire&z&W: needed for cooking and brewing potions. | &z&CCreate Food&z&W: conjures an edible object. | &z&CCreate Spring&z&W: a fountain with fresh water to drink from. | &z&CCreate Symbol&z&W: a holy symbol needed for some spells. | &z&CCreate Water&z&W: fills up a container with water. | &z&CCreate Pop&z&W: produces a carbonated beverage. | &z&CContinual Light&z&W: a light you can hold, permanent. ~ 0 CREATION~ Character Editing in Player Creation ------------------------------------ Options - Hair length/color HL/HC Eye color EC Body build/height BB/BH Skin color SC [ Races ] [ Options that can be used ] (Automatic Settings) Human ...... All Dwarf ...... HL, HC, EC, SC (short - [BH] and hardy [BB]) Elf ........ HL, HC, EC, SC (tall - [BH] and thin [BB]) Halfling ... HL, HC, EC, SC, BB (short - [BH]) Pixie ...... HL, HC, EC, SC (short - [BH] and thin [BB]) Half-Elf ... HL, HC, EC, SC, BB (average - [BH]) Half-Ogre .. HL, HC, EC, SC, BB (tall - [BH]) Half-Orc ... HL, HC, EC, SC (tall - [BH] and hardy [BB]) Half-Troll.. HL, HC, EC, SC, BB (average - [BH]) Gith........ HL, HC, EC, SC, BB (tall - [BH]) Sea-elf..... EC, SC, BB, BH (no hair) Drow........ HL, HC, EC, SC (average - [BB] and [BH]) Lizardmen... EC, BB, BH (no hair and green [SC]) Gnome....... All Minotaur.... HL, HC, EC, SC (tall - [BH] and hardy [BB]) Sprite...... HL, HC, EC, SC (short - [BH] and thin [BB]) Leprechaun.. HL, HC, EC, SC (short - [BH] and average [BB]) Kender...... HL, HC, EC, SC (short - [BH] and thin [BB]) Ariel....... HL, HC, EC, SC (average - [BH] and thin [BB]) Centaur..... HL, HC, EC, SC (tall - [BH] and hardy [BB]) Slith....... EC, BB, BH (no hair and green [SC]) Mrrshan..... HL, HC, EC, SC (average - [BH] and thin [BB]) Wraith...... BH (no hair, red eyes - [EC], pale [SC] and thin [BB]) Harpy....... HL, HC, EC, SC, BH (thin - [BB]) Goblin...... HL, HC, EC, SC (short - [BH] and average - [BB]) Kobold...... All Nymph....... HL, HC, EC, SC (short - [BH] and thin [BB]) Troglodyte.. All Gargoyle.... HL, HC, EC, BB, BH (grey skin - [SC]) Satyr....... HL, HC, EC, SC (short - [BH] and hardy [BB]) Dragons..... BB, BH, EC (no hair and skin color is color of race - [SC]) ............ Red, Black, Green, Blue, White, Gold, Silver, Bronze and Copper Vampire..... HL, HC, BL, BB (pale [SC] and red / blood [EC]) Also see: FEATURES for what is available for all features. ~ -1 CREDITS~ /**************************************************************************** * M A N Y S P E C I A L T H A N K S T O : * * ================================================ * * * * SMAUG by Thoric (Derek Snider) with Altrag, Blodkai, Haus, Narn, * * Scryn, Swordbearer, Tricops, Gorog, Rennard, Grishnakh, Fireblade and * * Nivek. * * * * Some code based on CircleMUD 3.0, Created by Jeremy Elson, Alex Fletcher * * and George Greer, as well as Ack!MUD by Stephen Zepp. * * * * Some code used with permission from AFKMud by Samson@Alsherok. * * * * Thanks to these people for help with past ResortMUD Code: Tagith, * * Shogar, Scion, Stoker, Magus, Cyrodian, Snowbird, Callinon, Arlen, * * Louie, Trax, Jobo, Keolah, Callidyrr, Prophecy, Wesley, Lothariel, * * Froboz, Starlick, Darryl, Barret, Krule, Dace, HyperEye and Rtd. * * * * Thanks to these people for help with ResortMUD 6.0: Garinan, Badastaz, * * Josh, Digifuzz, Senir, Kratas, Thoric, Nivek, Altrag, Arlorn, Justice, * * Samson and Yakkov. * * * * For information on Diku and Merc creators, see HELP CREDITS2. - Ntanel * **************************************************************************** * Copyright (C) 1996 - 2006 Haslage Net Electronics: MudWorld * * of Lorain, Ohio - ALL RIGHTS RESERVED * * The text and pictures of this publication, or any part thereof, may not * * be reproduced or transmitted in any form or by any means, electronic or * * mechanical, includes photocopying, recording, storage in a information * * retrieval system, or otherwise, without the prior written or e-mail * * consent from the publisher. * **************************************************************************** * GREETING must mention ResortMUD programmers and the help file named * * CREDITS must remain completely intact as listed in the SMAUG license. * ****************************************************************************/ ~ -1 CREDITS2~ . /**************************************************************************** * M A N Y S P E C I A L T H A N K S T O : * * ================================================ * * * * Dennis M. Ritchie and Ken Thompson for their creation and development * * of C and UNIX; also Bell Laboratories, AT&&T, MIT, and the Univ. of * * Berkeley California for their development and contributions to UNIX * * and C libraries; and thanks also to The Free Software Foundation for * * their GCC compiler, C library and development tools. * * * * J.R.R. Tolkien for his huge contribution to the fantasy world and great * * many inspirations; and of course TSR Hobbies Inc. for their many * * continuing contributions to the world of gaming, including Dungeons && * * Dragons (tm), AD&&D (tm) and Forgotten Realms (tm); also Steve Jackson * * and Ian Livingstone for their Fighting Fantasy (tm) games and books. * * * * The DIKU Mud team for their contributions to the Internet world of * * MUDS and the MERC Mud team for their work and development towards * * DikuMud. DikuMUD by Hans Staerfeldt, Tom Madsen, Katja Nyboe, Michael * * Seifert and Sebastian Hammer. * * * * MERC 2.1 by Hatchet, Furey and Kahn. * * * * - Ntanel * ****************************************************************************/ ~ 2 CROW~ A darkknight is able to send out a crow to scour the land for objects and report back as to where they are. ~ 113 CSET CONTROLS~ Cset is used to set the system's 'control panel' settings. Syntax: cset Fields: save - saves the control panel settings mudname - sets the mud's name upon various displays pfiles - enables or diables automatic purging newbie_purge <# days> - decides how often to purge idle pfiles level 1 - 5 regular_purge <# days> - decides how often to purge idle pfiles level 6 - 100 read_all - level to read all mail read_free - level to read mail for free write_free - level to write mail for free (no items necessary) take_all - level to take all mail staff - level to see/use staff channel think - level to see/use think channel log - level to see log channel build - level to see build channel proto_modify - level to modify prototype objects mset_player - level to allow mset to operate on a player club_overseer - name of the Overseer of Guilds, Clans and Orders. club_advisor - name of the Advisor to Guilds, Clans and Orders. ban_site_level - level able to ban sites ban_class_level - level able to ban classes ban_race_level - level able to ban races dodge_mod - divide dodge chance (% learned) by this (default 2) parry_mod - same as above, for parry (default 2) tumble_mod - same as above, for tumble (default 4) forcepc - level to force pc's override_private - level to override private/solitary rooms bash_pvp - bash modifier player versus player bash_nontank - modifier if basher is not tanking the victim gouge_pvp - gouge modifier player versus player gouge_nontank - gouge modifier if gouger is not tanking the victim stun - sets normal (mob vs. player / player vs. mob) stun modifier stun_pvp - as above, for player vs. player dam_pvp - percentage adjustment for player vs. player fighting dam_pvm - as above, for player vs. mob dam_mvp - as above, for mob vs. player dam_mvm - as above, for mob vs. mob get_notake - level to pick up notake flagged items savefrequency - minutes between each automatic save Also see: CSET2 ~ 113 CSET2 CONTROLS2~ Cset is used to set the system's 'control panel' settings. Syntax: cset Fields: save - saves the control panel settings bestow_dif - max lvl dif between bestowed cmd level and char lvl checkimmhost - imm host checking on or off morph_opt - enable or disable the ability to morph petsave - enable or disable if pets save at player exit saveflag - flags/actions on which to save a pfile (drop, give, get, receive, auction, zap, death, auction, auto, password) ident_retries - times the mud takes to identify a connection doubleexp on/off - toggles if kills are worth 1x or 2x the experience authorize - enabled or disables player authorization neverempty 0/1 - toggles if players will become hungry or thirsty imm_arena - allows immortals to join in on an arena match webserver on/off - activates/deactivates the webserver webport - sets the port for the webserver webcounter - toggles the log that shows the counter when websvr is used homepage - sets the mud's homepage upon various displays Also see: CSET ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' This spell cures blindness in one so unfortunate. ~ 1 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ . 1) Syntax: cast heal 2) Syntax: cast 'cure critical' 3) Syntax: cast 'cure serious' 4) Syntax: cast 'cure light' These spells heal damage suffered by the target character. The higher-level spells heal more damage. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' This spell cures poison in one so unfortunate. ~ 0 CURSE~ Syntax: cast 'curse' This spell reduces the character's to-hit roll by 1 and save versus spells by 1. It also renders the character unclean in the eyes of God and unable to RECALL. ~ 1 D~ . WEARING AND SELLING EQUIPMENT ------------------------------- *WEAR - you will wear that piece of equipment *WIELD - you will wield that weapon *HOLD - you will hold that object in your hands *REMOVE (rem) - the object is remove and placed in inventory *REPAIR (repa) - the blacksmith will repair your damaged item *APPRAISE - the blacksmith will tell the cost to repair the item *LIST - when in a store, the items for sale will be listed *BUY - you will purchase the item for the given price *SELL - you will sell the item to the store and receive money *VALUE - the storekeeper will say how much they will pay for item ~ 0 DAMAGE~ When one character attacks another, the severity of the damage is shown in the verb used in the damage message. Damage messages vary depending on weapon type, or what is inflicting the damage. Escalating damage is indicated by the use of _ _ around the messages, regardless of weapon type. Messages in all caps indicate even higher degrees of damage, while those surrounded by * * indicate the highest levels. The message shown will reflect the actual damage you are inflicting on (or receiving from) your opponent, and not a specific fixed amount. ~ 101 DAMPLUS~ . For those unsure of what damplus is, it is part of the damage equasion for a mob... ie: 10d6 + 10 (the +10 is the damplus) This "damplus" is always added, whether or not the mob is barehanded or wielding a weapon. This is basically the mob's damroll. ~ 1 DAMROLL~ Represents the amount of damage you inflict upon an opponent. The higher the number, the better. ~ 101 DAMTYPES ACTTYPES CLASSTYPES POWERTYPES~ DAMAGE ACTION CLASS POWER SAVES none none none none none fire create lunar minor poison_death cold destroy solar greater wands electricity resist travel major para_petri energy suscept summon breath acid divinate life spell_staff poison obscure death drain change illusion ~ 2 'DARK ARMOR'~ This powerful enchantment grants a Darkknight an unholy, ethereal armor that glows and plates over their existing armor. This gives not only an AC bonus, but also yields protection as well, making it very useful. ~ 2 'DARK VISION'~ The spell dark vision awakens the Darkknights inherent deathly powers, yielding superior vision to that of any mere mortal. They can see any hidden, invisible, or somehow otherly hidden things as if they are in plain obvious sight. It functions like the spell true sight. ~ 2 DARKRAGE~ A very powerful skill available to only the most powerfull of Darkknights. Through very powerful rage and hatred, they are able to channel dark energy through every fiber of their being, filling them with a darkly powerful lust for carnage. ~ 1 DARKSIGHT~ A skill available to darkknights in which they use their dark powers in order to enhance their vision. This skill will enable the Darkknight to see things that are invisible, as well as to discern things that are magic. See also: help darkvision ~ 1 DARKVISION~ Darkknights have what is called Darkvision. It is not a skill perse that one would find on the skill list, but rather, every Darkknight's eyesight is enhanced by their malicious, hate-filled powers from beyond the infernal realms. As such they always 'see red', as the expression goes, they live in a hate-filled lust for blood, and the powers they inherit from this enhances their sight. As such, a Darkknights sight performs much like a Bird of Prey, where they can zoom in from very far distances, they can see clearly for miles, and they can spot and lock in on targets with extreme precision. Also they are able, when they close their eyes, to 'project' their vision elsewhere, using the spell Target Eye, to literally hone in on a target from almost anywhere else in the realm. Also they are able to rapidly view the world, scanning from target to target with instant analyzation. This, combined with the rapid ability to zoom long distances, and with everything being an anger-induced shade of red, a Darkknights vision is something to be marvelled. ~ 0 DEATH~ When your character dies, you are reincarnated at the Altar to Thoric in Darkhaven (or your clan's temple). Your corpse is left behind where you were killed, together with all of your equipment. Your gold stays with you (the gods want you to have your gold). Any spells which were affecting you are canceled by death, and you lose experience points as well. Following/groups are not affected by death. Corpses decay after time. When this happens the items inside a corpse are left on the ground for any player or mob to come along and take them. Player corpses will last approximately 30 minutes real time before decaying. Only the player who died or someone in their group can retrieve objects from a player's corpse. The only exceptions are for deadly characters, who can loot each other's corpses at will. If you have chosen a deity and have gained enough favor, you may be able to supplicate to your god for your corpse. Also see 'help supplicate', 'help deities', 'help favor' for more information on deities. ~ 1 DEATHTRAP DT~ A "death trap" refers to the scenario where one steps into a room and is immediately awakened from death with no equipment or corpse. A corpse recovery is not an option in this case as there is no corpse to retrieve. There are also pseudo death traps that may appear to be a dt, but leave a corpse or transfer a corpse to another area. This is not a true dt. It is often advisable to look before one leaps and heed room descriptions. DT's do not warrant a reimbursement, they are a part of the game. Gold, glory and favor are not affected by a death trap. ~ 101 DEBUG DEBUGGING BUGS THORIC CODING SOURCE CODE DEVELOPMENT~ . @%#$%&&*!@#!?!?! .-------------=======[ Debugging / Coding Credits ]=======-------------. | | | Most of the extensive debugging and coding of Realms of Despair | | was done by Thoric in what little spare time he could set aside. | | | | Other credits go out to Haus for debugging work on the online | | building, and also to Strahd, Caine and all the gods who reported | | nasty bugs and crash causes. | | | | Nivek has been a crucial part of getting version 1.4 out as | | bug free possible. | | | `----------------------------------------------------------------------' ~ 10 DECLARE~ Syntax: Declare Field being one of: Ally - Declare a clan/kingdom an Ally Enemy - Declare a clan/kingdom an Enemy Neutral - Declare a clan/kingdom Neutral ~ 101 DEFENSES~ parry dodge heal curelight cureserious curecritical dispelmagic dispelevil sanctuary fireshield shockshield shield bless stoneskin teleport monsum1 monsum2 monsum3 monsum4 disarm See MSET and ATTACKS (Some are not implemented). ~ 0 DEITY DEITIES GOD GODS RELIGION~ Syntax: deities Syntax: deities The deities command displays all the deities of the world. Using an argument will display the target deity's description. SEE ALSO: supplicate, favor, devote. The deities of this realm are fictional Ancients of the realm who once were mortals, but their great and mighty acts in life earned them godhood and immortality. Not every deity was once mortal, very few were born gods. Deities are created/maintained by Vanir, with some additions from Joe. The area after the clan's name is reserved for a deity. Deities for clans are usually picked by the clan leader at the time as a means of worship. * To see info on club related materials, see HELP CLUBS. ~ 101 DEITYFIELD2 DEITYFIELDS2~ Flee, flee_npcrace, flee_npcfoe: favor adjustment made when fleeing Kill, kill_npcrace, kill_npcfoe: favor adjustment made when you kill something Kill_magic: favor adjustment for each offensive spell cast Sac: favor adjustment for sacrificing a corpse Bury_corpse/dig_corpse: Favor adjustments for burying/digging up corpses. Aid_spell: favor adjustment for helping someone with a spell Aid: favor adjustment for aiding someone physically (aid, rescue) Steal: favor adjustment for theft Backstab: favor adjustment for circling and backstabbing Die, die_npcrace, die_npcfoe: favor adjustment for dying spell_aid: favor adjustment for having a help spell cast upon you. ~ 101 DEITYFIELDS DEITYFIELD~ Alignment: Deities alignment. Followers lose favor for all actions when 650 or more out of alignment. Worshippers: # of followers. Npcrace: A mob race protected by the deity. The _npcrace fields only apply to this race. Npcfoe: A mob race detested by the deity. The _npcfoe fields only apply to this race. Race: A race the deity is restricted to. Class: A class the deity is restricted to. Sex: A sex the deity only accepts. Element: Resistance deity bestows on followers. Suscept: Susceptible deity bestows on followers. Affected: Spell deity bestows on followers. Object: vnum of deity object Avatar: vnum of deity avatar Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for these for a particular deity. SEE HELP DEITYFIELDS2 ~ 100 DELAY~ Syntax: delay This will delay a player in battle a certain number of rounds. ~ 2 DELETE SUICIDE~ Syntax: suicide This command with password with delete your character and same us some memory usage as well. Use it sparingly and if you abuse it, you will be punished. ~ 0 DEMON DEMONS~ Spawned from the pits of hell, these unholy creatures come in many forms, with many different abilities. Some it is said are no stronger than the average mortal, while others have great powers capable of battling dragons. Some demons such as incubi and succubi have the ability to charm creatures to do their bidding, while others are able to possess the bodies of mortals. Many demons have hooves, claws, or wings, and a few of the greatest of demon lords it is said are capable of causing death at the merest pointing of the finger and the speaking of the word 'Die.' ~ 0 DEMONSKIN~ This spell makes you less susceptible to slashing attacks. ~ 108 DENY DISCONNECT FREEZE~ Syntax: deny Syntax: disconnect Syntax: freeze DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and can only be undone offline by someone with access to the player files directory. DISCONNECT immediately disconnects that character. FREEZE is a toggle which prevents a character from issuing any commands at all. ~ 101 DESC~ This is the famous blue room, long regarded as one of the finest in its hospitality. A wall painting illustrates the history of The Symposium in great detail. It is here that anyone needing to speak with the Leader of the Symposium is welcome to relax. The council's secretary is often seen here, buried beneath piles of parchments in an unending effort to perform all of her duties for this very busy group. The chamberlain, who works here on a volunteer basis, is often distracted. Enjoy your visit, and please feel free to contact any Symposium member for help if the Symposium head is unavailable. To see further information regarding the Symposium, type: help symposium To see available members, type: who 'the symposium' ~ 0 DESCRIPTION BIO~ Syntax: description bio The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you). The BIO command puts you into an editor to edit your personal bio: what people see when they check WHOIS on you. An Immortal can request you change your description or bio if it contains inappropriate material. Do not use profanity, racial slurs, sexual comments, other players names (without their permission), or off-color remarks. Refusal to change your bio, description, or title on Immortal request is grounds for loss of character privileges. ~ 101 DESTRO DESTROY~ Syntax: destroy This command immediately deletes the pfile of the victim, and will simultaneously force the character offline if they are connected. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 1 'DETECT INVIS' 'DETECT HIDDEN' 'WIZARD EYE' 'CAT EYES'~ Syntax: c 'detect invis' Syntax: c 'detect hidden' These spells will allow the caster to see invisible and hidden creatures respectively. Syntax: c wizard Syntax: c cat These spells work much like detect invis and detect hidden, except that they will affect the caster's group. Wizard eye allows you to see invisible creatures, and cat eyes hidden creatures as well as see in the dark. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the character to detect the presence of magic in objects, and is also necessary to detect the magical affects of others for the successful use of the 'dispel magic' spell. See also DISPEL MAGIC ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' This spell detects the presence of poison in food or drink. ~ 0 'DETECT TRAPS'~ Syntax: cast 'detect traps' This spell makes one magically aware of dangerous traps for a period of time. ~ 0 DETRAP~ Syntax: detrap This skill allows one to disarm a trapped object. Use it with care. ~ 1 'DEVILS MIGHT'~ Syntax: c devil This skill imbues the target with demonic power, increasing their strength and agility for a time. ~ 0 DEVOTE~ Syntax: 'devote ' 'devote none' Devote allows you to devote yourself to a deity. If you leave your deity for another, your favor is set to -2500 and you are blinded for a period of time. Devote is available to level 3 characters and higher. Note: You must 'devote none' first before devoting to a new deity. SEE ALSO: supplicate, deities, favor. To see specific information about a deity, type 'deities [deityname]' ~ 1 DEXTERITY DEX~ Dexterity (DEX in your 'score') represents your character's agility, and it affects (among other things): - the maximum number of items you can carry at once in your inventory; with each additional point of dex you can carry additional items. - each additional point of dexterity also lowers (improves) your natural armor class. - the number of new moves you receive each time you level, as well as the number of moves you regenerate at each tick (when resting to refresh or regain movement points). - success chances with bash and stun, and helps determine whether a thief will be able to poison a weapon. Dexterity is also very important for quaffing potions in combat. High dex will allow you to quaff without dropping many potions during the heat of battle, while a poor dexterity will cause you to accidentally drop many of the valuable vials. Dexterity is the prime attribute of thieves and vampires. ~ 101 DIAGNOSE~ Syntax: diagnose of 20 Diagnose of n - object frequency of top "n" objects. The above example will return the 20 most numerous object vnums in the game at that time. ~ 101 DICEFORMULAS~ To make the special SMAUG spells possible, special dice formula handling had to be coded in. (At least to make it nice). This dice formula code supports full BEDMAS expressions ( ) ^^ / * + -, plus extra mud related operators and variables: D dice L level H hit points M mana V movement S strength I intelligence W wisdom X dexterity C consitution A charisma U luck Y age See SMAUGSPELLS and SSET. ~ 1 DIG DIGGING BURY BURYING~ Syntax: dig Syntax: dig Syntax: bury You can dig and bury items through the use of the dig skill and bury command. Buried items are not visible to players, even through the use of spells such as locate object. To dig an item up, type dig with no arguments. Having a shovel raises your chance of success. If you dig in a direction, you will attempt to dig open an exit. To bury an item (or corpse), drop the item on the ground and bury . Depending on the size and weight of the object, you might need a shovel. * Note: Deadly players can bury/dig up each other's corpses. * ~ -1 DIKU~ . SMAUG was originally based on the Merc 2.1 code which was based on the orignal DIKUMud code created by: The Original DIKUMud Team: Katja Nyboe [Superwoman] (katz@freja.diku.dk) Tom Madsen [Stormbringer] (noop@freja.diku.dk) Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk) Michael Seifert [Papi] (seifert@freja.diku.dk) Sebastian Hammer [Quinn] (quinn@freja.diku.dk) Additional contributions from: Michael Curran - the player title collection and additional locations. Bill Wisner - for being the first to successfully port the game, uncovering several old bugs, uh, inconsistencies, in the process. And: Mads Haar and Stephan Dahl for additional locations. The Original DIKUMud was Developed at the Department of Computer Science at the University of Copenhagen. ~ 100 DISABLE~ Syntax: disable This disables a command on the MUD to prevent use by anyone. Once set, only people of the level and higher of the one who set the disabled command may undisable it. Disable is used for commands which have been found to possible crash the MUD. ~ 1 DISARM~ Syntax: disarm Disarm is an auxiliary fighting command to attempt to disarm your opponent. Several things affect your ability to disarm or resist a disarm attempt successfully, including your weapon and your stats compared to the weapon and stats of your opponent. You can only attempt to disarm your primary opponent, meaning you will be unable to try to disarm a second or third attacker until you have disposed of the first. ~ 1 DISCERN~ Syntax: discern This skill enables you to focus your senses in order to pick out those who are hidden in your surroundings. ~ 1 DISCLAIMER~ By continuing to play this MUD you are acknowledging that: (1) you are willing to abide by the decisions of the Immortals concerning all issues involved in the game, and (2) conversation and situations may arise during the course of play that may not be suitable for young children. By these acknowledgments you hereby save and except this MUD and it's Administrators from any and all liability that may arise during gameplay. ~ 1 DISCORD~ Syntax: cast discord This spell makes you sing a very sharp offkey note. The energy released by singing this note is directed at the victim to cause physical damage. ~ 1 DISMISS~ Syntax: dismiss The dismiss command will force your charmed mobile to follow itself and will negate the charm effect. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' This spell invokes the wrath of the gods upon an evil victim. If you do not specify a target, the spell's effect will strike you instead of a secondary target. ~ 0 'DISPEL MAGIC'~ Syntax: cast 'dispel magic' This spell dispels magical affects on the victim. It may be used as an offensive spell to remove an enemy's magical advantages, or as a benign spell to completely remove your own magical affects. If you are not a mage, you must be affected by the 'detect magic' to be able to use this spell. Though mages do not necessarily need to use it, being under the affects of 'detect magic' will reveal more information unavailable otherwise or to other classes. 'Dispel magic' can be used by players and mobiles alike against either players or mobiles. It cannot remove affects from equipment, your race or your deity; some other affects are immune to this spell as well. When a caster successfully casts 'dispel magic' on themself they will remove all of their dispellable magical affects. If a mage successfully dispels a victim, the number of affects stripped will depend on their success and intelligence. Otherwise a successful cast of 'dispel magic' on a victim will result in the removal of a single affect each time (victims will notice when and what affects are stripped). WARNING: this is an offensive spell, and its use on anyone other than yourself will be treated as an attack on your target. ~ 1 DISRUPTION~ With the spell 'Disruption,' the casting Mage causes his opponent to be enveloped in a weird energy field that momentarily alters the plane which the victim inhabits. The spell was an early attempt by the Dark Mage Thanatos to cause teleportation, but it was a failed attempt. Instead of teleporting it causes a horrendous nerve-wracking pain as the victim exits and reenters his current plane of existence. ~ 1 'DIVINE INTERVENTION'~ Syntax: cast divine This powerful spell will call upon the gods to intervene on a players behalf, protecting them from attacks and increasing their fighting ability for the time the spell is in effect. ~ 1 DIVINITY~ Syntax: c divinity This spell heals the target of 200 hitpoints of damage. ~ 1 DLICK DRAGONLICK~ Syntax: dlick This skill allows a dragon to lick a person's or their own wounds, allowing sanative saliva to enter the wound and allow it to heal more quickly. ~ 101 DMESG~ Syntax: dmesg Displays the contents of the boot log. If you have the ability, please fix any problems found in the boot log. ~ 0 DODGE~ Syntax: operates automatically Dodge is a skill which assists in the evasion of incoming attacks. If you are successful, your opponent's attack misses and you take will take no damage. Dodge is an automatic skill and requires no weapon. ~ 1 DOMINATE~ Syntax: dominate Dominate allows the vampire to bend his victim's will to his own. Dominate is functionally similar to charm, and the rules and matters of etiquette regarding its use are the same. See CHARM ~ 0 DONATE DONATIONS JUNK~ Syntax: donate This commands takes items from your inventory and sends them to a room where others can freely take of what you could not use. What is found in the donation room can not be sold to others, it is meant to be given away for free. If you want to make money, then auction or sell the item to a shop instead of donating it. Anyone caught selling items found in donations will be punished. Also refer to these help files: AUCTION and SELL Immortals refer to the guidelines in HELP DONATE2. The current donation room is located: sw, 2w, 4n, u, and w from the Darkhaven Square. Syntax: junk This simply allows a person to destroy an object in their inventory so it can no longer be used. It is great to get rid of poisons and other trash. * Junk and Donate takes the last object to be placed in your inventory with the name of the object you have chosen and junks/donates it. - Example: Donate Portal If you have 2 portals in your inventory, it will donate the one you received most recently. ~ 101 DONATE2~ Here is some things for you all to know about the donation room in 21193: This room is for mortals who need some help in equipment or consumption. This area is NOT for placing the newest powerful weapon in, and not for helping mortals to cheat the MUD. After all of those unpleasantries aside, here is some directions: To get items, you OINVOKE a certain way, or the items will not work. oin 0 IE: oin bread 0 This will OINVOKE a loaf of bread at level 0. Suitable for everyone. Either you can donate the object, or you can just drop them in room 1245. Here is an example: oin bread 0 donate bread Do not put more of five (5) of the same item in donations at the same time. It will make the room less cluttered and keep it even. ~ 1 DOORBASH~ Syntax: doorbash This skill can be used to effectively bash open doors. NOTE: Not all doors are affected by this skill. ~ 101 DOORDIRS~ Here is the order of the exits, and their corresponding values: --------------------- | Direction | Value | |-------------------- | NORTH | 0 | | EAST | 1 | | SOUTH | 2 | | WEST | 3 | | UP | 4 | | DOWN | 5 | | NORTHEAST | 6 | Exits 6 - 10 are relatively new, and may not be | NORTHWEST | 7 | fully supported by all of the code yet. | SOUTHEAST | 8 | | SOUTHWEST | 9 | | SOMEWHERE | 10 | --------------------- See REDIT, RSTAT and RESETCMDS. ~ -1 DRAGON~ There are 9 different races of dragons, currently. &z&C>>==--&wThe Evil Dragons&C--==<< &z&C>> &RRed&C........ fire and heat &z&C>> &zBlack&C...... acid and corrosion &z&C>> &GGreen&C...... poisonous gases &z&C>> &BBlue&C....... lightning and electricity &z&C>> &wWhite&C...... ice and cold &z&C>>==--&wThe Good Dragons&C--==<< &z&C>> &YGold&C....... heat and sun &z&C>> &WSilver&C..... paralysis &z&C>> &OBronze&C..... sandstorms and draining &z&C>> &OCopper&C..... acid and heat >>========================<< ~ 0 'DRAGON WIT' DRAGONWIT~ This spell increases your ability to reason for its duration. ~ 2 DRAGONBLOOD~ Ages ago, elf and dragon united, and formed a union which was stronger than both. They live in the form of dragon or elf or dwarf, but all share one thing in common, the blood of the dragons flows through their veins. Obtained in different ways, the Children of the Dragon's Blood have again united upon this world to fight for dominance. If you join the clan Dragonblood, you must already be deadly or will become deadly upon induction. If you wish to join, talk to a current leader, or Keolah the clan deity, about joining. ~ 0 DRAGONSKIN~ This spell makes you less susceptible to piercing weapons. ~ 2 DRAIN LIFE~ A very powerful skill reserved for the highest level demons, warlocks, and necromancers. Not only drains the very life essence of someone, but also heals the caster a portion of that which is drained. Casts lots of mana and takes more time to cast then most skills, but is very powerful. ~ 1 'DREAM'~ Syntax: cast 'dream' This spell enables you to cast a dream or message on a sleeping player. ~ -1 DROW DROWELVES~ Drow are the darker, more evil cousins of Elves. They were once part of the happy community of Elves which roam the forests today, but have long since moved under the ground, building vast subterranean cities and complex networks of caves. Drow have black skin and white hair, and are moderately weaker and have a more slight constitution than average humans. Still, like all Elves, they have a slightly higher dexterity than men. Members of this race specialize in spell casting, and have thus developed a very high intelligence. Being creatures of darkness the Drow tend to fight more proficiently in the darkness, and have innate infravision with which to discern objects and living things in the absence of light. Drow gain experience on a scale of normal rate * 1.08 ~ 1 DROWFIRE~ Syntax: drowfire This skill is unique to drow. With it, the drow may call a misty pink fire upon its victim, much like faerie fire, which makes the victim easier to hit as well as preventing him from recalling while affected by drowfire. ~ 0 DRUID DRUIDS~ The druid is a lover and protector of the natural land. Be it the forests full of centaurs and deer, the streams full of fish, or the bug-infested swamps, a druid always strives to protect and preserve nature. Wielding mighty spells from the gods themselves, druids strive hard at their work. Strong in wisdom, with a body trained to near perfection by their rugged lifestyle, a druid has many disciplines upon which to draw. From powerful spells of healing which can bring the near dead back to full vigor, to the ability to mystically create water and food, to the awesome power of nature which they command in battle via spells able to quake the land and split the sky, druids demonstrate that mastery of magic is not just a hobby, but a way of life for them. Able to face many warriors on almost even footing, and able to shield themselves nearly as well as some mages, druids are truly a gifted class. Prime Attribute: wisdom ~ 1 DUAL WIELD~ This skill allows you to wield two weapons simultaneously. The benefits can mean additional attacks per round and more damage overall. Once you practice this skill, you can wield two weapons. The skill improves automatically through use and allows you to perform the additional attacks more frequently. ~ 1 DUST~ Syntax: dust This skill is unique to pixies. It allows them to sprinkle pixie dust upon a person, causing them to be able to fly for a time. ~ 0 DWARF DWARVES DWARFS~ Dwarves are relatively short (in Human terms), stocky and powerfully-built creatures. Long-lived and extremely sturdy, they are known equally as well for their hardiness as for their cantankerous personalities. Their thick, stout frames lend them poor dexterity, but high strength and stamina. This race has produced some of the most reknowned fighters. Dwarves possess the inherent ability to see in the dark with infravision. Dwarves average from four foot five inches and five feet tall, with dusky complexions and thick, fur-covered torsos and limbs. Both men and women proudly wear and take pride in their beards. Dwarves gain experience on a scale of normal rate * 0.97. ~ 1 E~ . GROUPING WITH OTHER PLAYERS ----------------------------- If you are within 5 levels of another character, you have the ability to group with that player. You are not able to group a non-deadly and a deadly character however (see HELP DEADLY). When you are grouped with another player, you attack mobs together and share the experience for each kill. Group Commands: *FOLLOW - you will follow that player at which point they group you - to remove yourself from group type: FOLLOW *GROUP - you add that player to your group - typing GROUP alone will list the people in your group - to remove someone from group type: GROUP *GTELL - you tell the group a message *SPLIT - splits the gold among the group ~ 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! Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 0 EAT DRINK~ Syntax: drink (drink liquid from a drink container) Syntax: eat (eat food or a magical pill) eat (eat directly from a container) Drink instructs your character to drink from a fountain or a drink container to alleviate thirst. Eat instructs your character to eat an item of food or a magical pill (which function in a similar fashion as potions); pills do not fill stomach space. When you are hungry or thirsty (you will see messages at each tick that tell you if you are starving or dying of thirst, and can check your current state with either 'score' or 'oldscore'), you will not regain hitpoints, movement points or mana back as rapidly as if you were well fed and hydrated. If you stay hungry or thirsty too long and you are not an Avatar, your mental state will begin to suffer. Your combat skills will be affected, your coordination will suffer and you may begin to either hallucinate or become depressed. Eating, drinking and a little rest will solve this problem after a short period of time. See MENTALSTATES ~ 1 EATING DRINKING HUNGER THIRST~ Eating and drinking are very important... If you let yourself starve or dehydrate, your mental state will be affected, and you may have problems performing even the simplest of tasks. Typing 'score' will give you an indication of your current mental state. ('oldscore' will also show this information) Sitting, resting and sleeping will increasingly contribute to better your mental state (if done while not starving/dehydrating). Being hurt badly in battle ("That really did HURT", and "You wish that your wounds would stop BLEEDING so much!") as well as poisoning will also have a rapid negative affect on your mental state. ~ 101 ECHO RECHO~ Syntax: echo echo imm echo pc Syntax: recho ECHO sends a message to all players in the game, without any prefix indicating who sent it. If 'echo imm ' is used, only level 51+ characters will see the message. If 'echo pc ' is used, only player characters will see the message. Echos should always adhere to the guidelines laid out in the Realm of Order (vnum 1214). ECHO done in color should avoid the use of red and dark red unless it is a Urgent message containing important information related to the game. RECHO sends a message to all players in your room, without any prefix indicating who sent it. See also : COLOR 'IMM ECHO' ~ 101 ECONOMY~ Each area will initialize (on bootup of the mud) with a pool of gold based on the area's range and the wealth of each mob in that area. The shopkeepers and thieves will automatically deposit gold into the economy if they are carrying more than a certain amount (the higher the level of the shopkeeper, the greater they will carry before depositing). To allow mobprogs to be created to manipulate area economies, making them interactive and interdependent, there are two mpcommands: mpdeposit, and mpwithdraw (see related helpfiles). There is also an 'if economy' ifcheck. The aset command can also be used to adjust an area's economy by hand (example: aset low_economy , this will give the specified area a minimum economy at the level you set). Mobs will not repop with more gold than what they were originally created with, but if the area economy runs low they will begin to repop with less until the economy is replenished (as they all share the same gold pool). Use foldarea to make changes to an area's economy with aset permenent. See ASET, FOLDAREA ~ 1 EDITOR~ The SMAUG Editor is used when you're writing mail, notes, your bio, description or other long bodies of text. The commands in the editor are (these commands are shown with a space between the / and the command letter. Omit the space when using the commands in your notes): / ? Displays editor help. / l Lists the current contents of the note. / c Clears the current contents of the note. / d [line] Delete line. If no line number is given, the most recent line is deleted. / g Goto line. This is useful for inserting lines, deleting and fixing lines, etc. / i Insert line. Inserts a new blank line where specified. / r Global replace. '/g' to the line you want to start replacing at first, or no occurences will be found. / f Formats the text using word wrap. '/g' to the line where where you want to start. / a Abort editing. No changes you made are kept. / ! Execute mud command. '/! smile' sends the smile command, without exiting the editor. / s Save buffer, and exit the editor. ~ 1 ELBOW~ Syntax: elbow The elbow skill uses your elbow as a powerful weapon. ~ 0 'ELDRITCH SPHERE'~ This powerful spell increases your resistence to both magical and nonmagical attacks. ~ 2 ELECTROZAP~ Arguably one of the most powerful skills in the mentalists abilities, they focus a very intense, powerful shock of lasting electricity within the victims head, hemmeoraging and causing severe damage to their brains and heads. This is an incredible spell, and is known for its lasting effects on survivors, life long disabilities that never fade. ~ 1 ELEMENTAL~ Syntax: c 'elemental rage' victim With this spell, the casting druid will drain power out of the nature's elements. Once sufficient mana and power is gathered the druid will focus the damage directly against the opponnent. ~ 101 ELEVATE~ syntax: elevate (name) Elevate is for advancing neophytes to acolytes and acolytes to creator. ~ 0 ELF ELVES~ Tall, slender creatures with an affinity for the woods and nature, Elves are distant cousins to the Pixies and share the intelligence and dexterity of that winged race to a lesser degree. With a lighter frame than Humans, what they lack in strength and stamina is made up for with their superior agility - both in thought and movement. Elves are capable in all classes, though they function poorest in the role of pure fighter. Most Elves will prefer to stay close to nature, and many become druids. All Elves have the inherent ability to detect magic. The average Elf stands taller than most Humans, being well over six feet. Most have fair skin and long, straight hair, though there are individual Elves who chose a darker life reflected in their outward appearance. Elves gain experience on a scale of normal rate * 1.1. ~ 0 'ELVEN BEAUTY' ELVEN BEAUTY~ This spell makes you more charismatic for its duration. ~ 1 EMAIL~ If you are level 100 or higher and need to reach any of the staff, use the email addresses listed in IMMLIST. If you have any questions or concerns pertaining to the behavior of staff or guests, email Ntanel. If you have ideas, comments or questions pertaining to the MUD, email ucmm@inetsolve.com. If you do not want to email anyone, either post a note on the board in Darkhaven Square or mail a note via the Post Office or Global Boards. For adding email to your character like homepages, see HELP HOMEPAGE. ~ 1 EMOTE ,~ Syntax: emote Syntax: , This command will send a message to everyone in the room with your name attached, like this: You enter: &z&Cemote is bored.&z&W The room sees: &z&CKeolah is bored.&z&W ~ 1 EMPOWER~ Syntax: cast 'empower' This spell is the evil equivalent of vitalize. It will regenerate the caster's mana at great cost to movement. The main difference between vitalize and empower is: In order for empower to work you need an unholy insignia through which you channel the energy. ~ 0 EMPTY~ Syntax: empty Syntax: empty This command allows you to empty a container of its contents. Use 'empty ' to dump the contents to the ground. Use 'empty ' will empty the contents of the first container into the second container. ~ 1 ENCHANT ARMOR~ .Syntax: cast 'enchant armor' object This spell imbues an item permanently with some of the caster's power. It gives the item the same alignment as the caster and improves the caster's fighting ability. ~ 0 'ENCHANT WEAPON'~ Syntax: cast 'enchant weapon' This spell imbues a weapon with a magical enchantment, increasing its to-hit and to-dam bonuses. The weapon must be non-magical to start with, else the enchantment will not succeed. This spell also causes the weapon to be aligned with the alignment with the caster. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' This spell saps the experience points, mana, and movement points of its target. This is an attack spell and should not be used against other players. ~ 0 'ENHANCED DAMAGE'~ This skill increases the damage you inflict when attacking. Use of the skill is automatic once you have practiced it. ~ 0 ENTER LEAVE~ Syntax: enter Syntax: leave In rooms either 'somewhere' exits or exits responding only to keywords, you can simply type 'enter' or 'leave' to pass through that exit. The most common use of this is with portals cast by mages. To use the portal, simply type 'enter' on either side of it and you will pass through to the other side. ~ 1 'ETHEREAL FIST'~ 'Ethereal Fist' is an odylic enchantment in which the casting Mage conjures from the ether about himself a solid manifestation of a cubical volume of ether. As if this weren't great fun in and of itself, the final syllables of the spell cause the fist to repeatedly and mercilessly pound into a victim of the caster's choice. Fun to cast in a room by yourself, and always a hit at parties, 'Ethereal Fist' is a low-level Mage's best friend. ~ 1 'ETHEREAL FUNNEL'~ Syntax: c 'ethereal funnel' This spell will erect an ethereal funnel around its victim, channeling violent energy toward them and causing them to take more of an impact from energy-based attacks than usual. ~ 1 'ETHEREAL SHIELD'~ This spell decreases the amount of damage taken from energy attacks. ~ 10 EXCUSE~ Syntax: Excuse This functions much as outcast does, excusing a player will remove them from your kingdom. ~ 101 EXFLAGS~ The redit exflags [flag] ... command accepts the following flags: ISDOOR | There is a door in that direction CLOSED | The door is closed LOCKED | The door is locked SECRET | The door is a secret door PICKPROOF | Door is pickproof cast 'fly' | Must be able to fly to go that way CLIMB | Must be able to climb to go that way DIG | Passage is blocked and must be dug out NOPASSDOOR | Door is resistant to the passdoor spell HIDDEN | Door is not "obvious" -- doesn't appear with autoexits CAN_CLIMB | Can use the climb command to go this way CAN_ENTER | Can use the enter command to go this way CAN_LEAVE | Can use the leave command to go this way AUTO | Keyword can be typed to go this way SEARCHABLE | Searching in this direction can remove the SECRET flag BASHED | Denotes a door that has succesfully been bashed open BASHPROOF | Cannot bash the door NOMOB | Mobs may not pass through this exit WINDOW | Points to a destination, but does not allow direct access to it CAN_LOOK | Allows a person to view the destination room for a WINDOW exit PUSHTYPE | Players will be pushed or pulled by a type of force. PUSH | Players will be pushed or pulled with a degree of force. ~ 1 EXHAUSTION~ Syntax: cast exhaust This spell will completely drain its victim of all energy, leaving them barely conscious and have great difficulty in performing even simple actions such as dodge and parry. ~ 101 EXITFLAG EXITFLAGS~ ISDOOR | There is a door in that direction CLOSED | The door is closed LOCKED | The door is locked SECRET | The door is a secret door PICKPROOF | Door is pickproof FLY | Must be able to fly to go that way CLIMB | Must be able to climb to go that way DIG | Passage is blocked and must be dug out NOPASSDOOR | Door is resistant to the passdoor spell HIDDEN | Door is not "obvious" -- doesn't appear with autoexits CAN_CLIMB | Can use the climb command to go this way CAN_ENTER | Can use the enter command to go this way CAN_LEAVE | Can use the leave command to go this way AUTO | Keyword can be typed to go this way SEARCHABLE | Searching in this direction can remove the SECRET flag BASHED | Denotes a door that has succesfully been bashed open BASHPROOF | Cannot bash the door NOMOB | Mobs may not pass through this exit WINDOW | Points to a destination, but does not allow direct access to it CAN_LOOK | Allows a person to view the destination room for a WINDOW exit PUSHTYPE | Players will be pushed or pulled by a type of force. PUSH | Players will be pushed or pulled with a degree of force. ~ 101 EXITMAKING~ The 'redit exit' command is used to create, modify and remove exits in a room. Currently there can only be one exit in a certain direction. The syntax of the 'redit exit' command is as follows: redit exit [vnum] [exit-type] [key] [keyword(s)] direction: one of: n, s, e, w, u, d, ne, nw, se, sw or ? vnum : the room number in which the exit leads to. exit-type: a number detailing the exit -- has a door, open/closed/locked etc. key : a number corresponding to a key object which can unlock the door. keywords : keywords used to refer to the door, (or exit). If only 'redit exit ' is specified, the exit will be removed. The 'key' field is optional when specifying keywords. All other fields are required previous to the field desired. Examples: redit exit n 3001 - Creates an exit north to room 3001 redit exit n 3001 3 gate - Changes the exit north to have a closed "gate" redit exit n 3001 3 15 gate - Changes the gate to allow use of a key vnum 15 redit exit n - Removes the north exit See EXITTYPES for generating the exit-type value. ~ 0 EXITS~ Syntax: exits Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). ~ 101 EXITTYPES~ These are the currently valid exit-types: 0 - Plain exit 1 - Door exists (Required to be closed or locked) 2 - Door is Closed 4 - Door is Locked 8 - Door is Secret (Trying to go that way won't reveal door) 32 - Door is Pickproof (Door can't be picked by spell or skill) 64 - Need to be able to fly to go that way 128 - Need to be able to climb to go that way 1024 - Door is Passdoor proof NOTE: You must ADD the values together to generate an exit-type: 3 = a closed door 7 = a closed and locked door 11 = a closed secret door 15 = a closed, locked and secret door -- Use the 'redit exflags' command to change these flags, and to set the advanced exit flags, most of which are not shown above. See EXFLAGS and EXITMAKING. ~ 1 EXPURGATION~ Syntax: c expurgation This spell was granted by the Gods, when it was discovered that many of their devout Paladins were falling prey to poisons. This spell will cure the poison, but if the Paladin's state of mind has been affected..it will still require rest. ~ 0 'EXTRADIMENSIONAL PORTAL' 'EXTRADIMENSIONAL'~ The Great Wizard Thanatos, after creating his fabled WarMagicks, found himself snubbed and abused in and about The Realms for his researches. Much time would pass before mages and other classes alike would learn the true power of these spells. In the interim, disguised as an assassin, Thanatos became interested in a more minor problem: that of carrying off the loot he gained from all those he slew with Quantum Spike. Realising that such a formula would be easily grasped by his class, he thought to extend it freely. As a final touch to the spell, he thought he would spite those of other classes by inbuing into these containers a quality which made them unobtainable by the other classes. ~ 1 F~ . COMMANDS FOR COMBAT --------------------- *KILL - you begin to attack the mob (you need only type once) *FLEE - you attempt to flee from the fight *CAST - you cast the spell (see HELP for more info) *GLANCE - tells you how wounded the target is *CONSIDER (con) - gives you an idea on how tough the mobile is *LEVEL - shows you how many experience points you need till next level *WIMPY - if your hitpoints go under that number, you flee combat *CONFIG +/-FLEE - you do/don't flee when attacked *RESCUE - you replace a player in a fight *SHOVE - a deadly player is shoved in a given direction *DRAG - a sitting deadly player is moved that direction ~ 0 'FAERIE FIRE'~ Syntax: cast 'faerie fire' This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by two points. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 1 FATIGUE~ Syntax: c fatigue Fatigue renders the victim susceptible to the sleep spell. ~ 1 FAVOR SUPP SUPPLICATE~ Syntax: supp Supplicate begs your deity (if you have one) for aid. These are the things you may supplicate for and what they do. &z&Csupp corpse&z&W: Brings all of your corpses to you. You will have to wait 5 ticks after being killed before supplicating it. &z&Csupp recall&z&W: Returns you to your recall point. Supp recall bypasses curse and norecall rooms, but will not work in combat. &z&Csupp object&z&W: Creates a sigil of the deity, a light. &z&Csupp uplift&z&W: Heals you if you are dying. &z&Csupp avatar&z&W: Summons an avatar of the deity. Avatar may be dismissed by typing "dismiss " All supplications use FAVOR, which can be gained by doing things favorable to the deity, and lost by doing things the deity does not like. Usually the deity's description will tell what they like and do not like their followers to do. ~ 1 FAVOR_LEVELS~ The following lists the favor scale as listed on the 'score' sheet. The prompt variable for favor uses the same scale, but with fewer levels (thus is less accurate): Loved Cherished Honored Praised Favored Respected Liked Tolerated Ignored Shunned Disliked Dishonored Disowned Abandoned Despised Hated Damned See also: favor, deities, supplicate, devote ~ 116 FCLEAR~ Syntax: fclear fclear fclear This command is used to clear logs that are viewable with the FSHOW command. For a description of what these logs are, see the help index for FSHOW. See also: FSHOW. ~ 0 FEAR~ Syntax: c fear This spell can only be cast during a fight. When cast, it will invoke your opponent's deepest fears into their mind, causing them great panic. They will flee from battle if they can, and will fear you from then on. It will not work on all mobs, and even if the spell succeeds, the victim may still fail to flee (for instance if there are no exits in the room). You will also notice that you cannot cast this spell repeatedly; you must wait a while between invokations. ~ 1 FEEBLENESS~ Syntax: c feebleness Feebleness renders your victim susceptible to draining attacks. ~ 0 FEED~ Syntax: feed Vampires require copious amounts of blood to function properly, and often the small puddle remaining after a kill is insufficient to satiate the Hunger. Thus, the Vampire will often need to grapple with a victim in an attempt to feed from the living veins. To 'feed', the Vampire must be engaged in combat; simply type 'feed' while fighting. If the bite succeeds a small amount of damage will be done and a varying amount of blood will be drawn. ~ 1 'FESTERING WOUNDS'~ Syntax: c fest This skill lets the caster lash out with its claws and injure all mobs in the room, diseasing them. ~ 50 FIGHTCLUB~ . The rules of Fight Club: - - - - - - - - - - - - - - 1) The first rule of Fight Club is, you do not talk about Fight Club. 2) The second rule of Fight Club is, you DO NOT talk about Fight Club 3) If someone says stop, goes limp, taps out, the fight is over. 4) Two guys to a fight. 5) One fight at a time 6) No shirts, no shoes. 7) Fights will go on as long as they have to. 8) And the eight and final rule, if this is you first night at Fight club, you have to fight. ~ 0 FILL~ Syntax: fill Syntax: fill Syntax: fill FILL can be used with drink containers, regular containers or pipes. - to fill a drink container, go to a fountain and 'fill ' - to fill a container such as a backpack with items from the ground, type 'fill ' - to fill a pipe you must have both the pipe and the herb in your inventory, then type 'fill ' ~ 113 FILTER~ Syntax: filter This command filters words which should not be spoken publically for either racial, sexist or anti-social reasons. Those who happen to speak a word which is consider naughty will be given the message, "Shame on you!", indicating they have spoken a filter word. This function does not apply to private channels such as say, tell, group or clan/guild/order tells. ~ 1 FINDNOTE~ Syntax: findnote This command searches through all the notes that you have on you. It seaches through portals, within portals, within portals, etc. It will find the note and place it in your hands. The must be words taken from the subject of the note you are trying to find. ~ 1 FINISHING BLOW~ A pattern of complex moves ending with a floushiring (sometimes) mortal strike. The end result is a huge wound and broken bones or in rare cases, instant death. Can only be used by the most highly skilled of warriors, and has a high chance to miss if used by those not worthy of the technique. This attack has been known to greatly increase the size and severity of pre-existing wounds and also lowers the opponents willingness to fight and resistance to incoming attacks. ~ 1 FIRE SHOOT~ Syntax: fire target This command is for use with bows and arrows. You must have the weapon type missileweapons, a bow wielded and a quiver or arrows in your inventory. **This will damage another player and should be used with caution ** *** For smaug release.. use wooden bow and flint from newdark*** ~ 0 'FIRESHIELD'~ Syntax: cast 'fireshield' This spell will surround you with a shield of fire, that will return your enemies attacks with balls of fire! ~ 1 FIX~ See HELP REPAIR for how to fix equipment. ~ 0 FIXCHAR~ Syntax: fixchar Resets a character's saving throws and mentalstate. Should probably not be done while the character is equipped. ~ 101 FIXED~ Syntax: fixed fixed list This command records your message (250 chars or so max) to a permanent record file. All changes made to live areas, made with foldarea, etc. should have some kind of entry recorded here. Your name and the roomvnum in which you are standing at the time are automatically recorded when you use the command. If you post a note about the change, please make a fast entry pointing it out. (The board in 1215 is best for such notes.) Using 'fixed list' will display the contents of the current fix record. NOTE: This file supports color tokens, be careful with them. ~ 2 FLAG FLAGS~ &P(ATTACKER)&W, &P(KILLER) &Wand &P(THIEF) &Wflags are given to players who violate laws regarding Pkilling and/or Theft. Having one of these flags will cause Darkhaven mobs to treat you differently. You may be placed before Judge Kendra and be fined or thrown in jail until an immortal can impose a sentence upon you. For help on &P(ATTACKER) &Wor &P(KILLER) &Wflags, see &CHELP ATTACKER &Wor &CHELP KILLER&W. To find out what constitutes illegal theft, see &YLAWS STORES&W. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' This spell inflicts damage on the victim. ~ 1 FLASH~ Syntax: c flash This spell causes a bright flash of light in front of the victim's face, hurting them as well as blinding them briefly. ~ 0 FLEE RESCUE~ Syntax: flee Syntax: rescue Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. ~ 1 FLETCH~ Syntax c fletch flint This ranger specialty will transform a piece of flint into a usable arrow. The flint must be in the caster's inventory. ~ 1 FLIGHT~ Syntax : cast flight (will default the target to the be the caster) Syntax : cast flight player This spell will allow you to fly to places that you normally could not. It can also prevent you from being tripped in combat. ~ 1 FLOAT~ Syntax: cast 'float' This spell enables the target character to float. It is useful in saving mv (movement points), makes a character float slowly to the ground when falling from in the air, and allows you to move over water and through the air. Some water areas require the use of float to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps , you should cast float immediately. ~ 0 FLY~ Syntax: cast 'fly' This spell enables the target character to fly. It is useful in saving mv (movement points), preventing a character from falling when in the air, moving over water or through the air, and in preventing an opponent from tripping you. Some water areas require the use of fly to prevent damage from drowning. If you are in an area and your movement suddenly begins to drop, then you begin losing hps , you should cast fly immediately. ~ 1 FOCUS~ Syntax: focus This skill makes you focus deeply resulting in more intelligence. the downside to this skill is that you also loose strength while you use it. ~ 101 FOLDAREA~ Syntax: foldarea This command saves an area file, usually after modification. &rThis command must be used with extreme care. If you aren't exactly and intimately familiar with the changes being made or what the command does -- don't use it.&w *NOTE* Area files have backups that record the file as it was prior to foldarea. If you fold something and realize there's a mistake, and you've only folded it once -- don't do anything else. Post a note or find Blodkai. Do not fold changes into non-quest areas that are quest related. If you must do this, write a note or ensure it's changed back. Any time an area is folded, document it with the fixed command. (check 'help fixed') &Ythe argument 'old' can be added after all others to fold an area in the old (non-kingdoms) format. Example: foldarea old.&w See ASET, UNFOLDAREA and INSTALLAREA. ~ 0 FOLLOW GROUP~ Syntax: follow ; Syntax: group ; Syntax: group 'Follow ' starts you following another character. To stop following, type 'follow self'. If someone is following you who you do not wish to be following them, type 'follow ' as if you were going to follow them, which will make them stop. This is useful if a member of your group loses their link or goes afk. 'Group ' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If character is already a member of your group, using 'group ' will remove them from your party. Removing the character from the group does not stop them from following you, however. A character can also leave your group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. You may follow lower level characters or characters up to ten levels higher. You may group only characters within eight levels of your own. 'Group all' groups all eligible players following you in the room. 'Group disband' allows a leader to disband his group (members stop following and are ungrouped). ~ 101 FOR~ Syntax: for Syntax: for For allows an immortal to perform a command at or even on a large number of targets. The arguments include: gods, mortals, mobs, everywhere, and linkdead. You can also perform an action on the argument target. Example: "for mobs poke #", you will perform the 'poke' social on every mob in the game. Example: "for mortals glance", you will 'glance' in the room of every mortal in the game. ~ 2 FORAGE~ Forage is a skill which allows the player to search the surrounding area for food. It can come in handy when in a pinch. ~ 101 FORCE~ Syntax: force Syntax: force all FORCE forces one character or mob to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'. Force is restricted to mob use only until level 57. *Note.. NEVER force a mob to drop eq and give to a player..lest God smite thee down in your very tracks. ~ 104 FORCECLOSE~ Syntax: forceclose This command will force a certain descriptor to close. This is useful to disconnect connections that aren't really connected due to a poor TCP connection. It can also be used to forceclose a connection before a potential problem player can even get to the authorization state of connection. See USERS, CONSTATES and DISCONNECT. ~ 1 FOREBODEMENT~ This skill heightens a Darkknights awareness, and they are able to detect hidden creatures and objects as well as spot traps. ~ 101 FORMPASS~ Syntax: formpass Example: formpass temporary Joseph Used to help in changing a character's password if they have forgotten or misplaced their own. This command will return the encrypted form of the specified password for the specified character name. Password and character name are case sensitive, and the character name _must_ be capitalized. The resulting encrypted password must then be pasted into the character's pfile offline by someone with access to player files. ~ 2 FORTIFY~ Syntax: cast fortify With this spell the casting cleric can heal its entire group. ~ 0 FPROMPT FPROMPTS~ Syntax: prompt Syntax: fprompt Sets your prompt to a given string. The game automatically sets your prompt when your character is created, but you can use PROMPT to change your prompt to more to your liking. If you type 'default' as the string, your prompt will be set back to the game default. The fprompt sets your fighting prompt. This is the prompt that is displayed to you while you are fighting. It follows the same format as the normal prompt does. Your prompt can be any string of characters that you wish. You can also embed special characters and tokens into the string that you set. These special characters are linked with specific groups of tokens. These tokens will add specific sets of information to your prompt. The first special character is: % Tokens for % are: %h - current hitpoints %m - current mana (0 for vamp) %H - maximum hitpoints %M - maximum mana (0 for vamp) %b - current blood (0 for non-vamp) %v - current movement %B - maximum blood (0 for non-vamp) %V - maximum movement %g - gold held %x - current experience %a - your alignment %X - experience needed to next level %A - invisible/hide/sneak indicator %S - your current combat style %c - remaining hitpoints of enemy %C - remaining hitpoints of tank The other special characters are: && - Foreground color ^^ - Background color Examples (assuming current hit points of 43, mana of 23, and movement of 120): Prompt %h%m%v = 4323120 Prompt <%h|%m|%v>>> = <43|23|120>>> Prompt %h %m %v = 43 23 120 Please see HELP PCOLORS for a list of the color tokens. If you are immortal, there are separate prompt options for your use. See HELP IMMPROMPT. ~ 101 FQUIT~ Syntax: fquit FQUIT forces a level one player to quit. It is used in case you accidently authorize a bad name. Please be sure to send a tell to the player explaining why you are forcing them to quit before using FQUIT. ~ 1 FRENZY~ Syntax: frenzy With this skill, you enter into a frenzied state, during which you hit harder and more often, and can often get in extra attacks per round, but you will also be unable to flee. ~ 1 FSHOW~ Syntax: fshow fshow fshow FSHOW is used to view various logs kept by the mud. A short description of each of these logs is listed below. MOBLOG - Information recorded via the mplog command in a mud program. PLEVEL - Each time a player levels, it is recorded here. IDEAS - Ideas recorded by players via the 'ideas' command. BUGS - Bugs reported by players via the 'bugs' command. TYPOS - Typos reported by players via the 'typo' command. HELPS - Help entries that players tried to access that are non-existant. SYS_BUGS - Bugs that were caught by the mud, automatically recorded. LAST_BUGS- Same as sys_bugs, but shows logs for the previous boot. *The death option can only be used by immortals level 114 and up SEE ALSO: FCLEAR ~ 105 FTP~ &B _,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_ / \&w FTP for ResortMUD If you haven't noticed, Kilokahn's World O' Wonder is not accepting any more FTP's from ResortMUD. This is because KKWOW's space was full of cluttered junk from his page. If you need a FTP to send files to, UCMM's page has a new sub-directory called "uploads". If you wish to UPLOAD areas, zones, and anything related to ResortMUD this is the place. A few rules to follow: NO PORN ON THAT FTP NO WAREZ's NO other files UNRELATED to UCMM or ResortMUD without permission by Ntanel TELL Ntanel that the file is on UCMM Now since we have those rules done with, you can use ANY FTP utility that will work on GeoCities (since it is a GeoCities site). Send the RELATED files to: ftp://ftp.geocities.com LOGIN: resortmud PASSWORD: rmadmin When you are at the UCMM FTP area, click on the FILES subdirectory. Then you will see a subdirectory called UPLOADS, click that. Place the files in here. Make sure they are related to UCMM and ResortMUD only! NOTE: GeoCities can only accept ZIP files, so please ZIP everything. If you have any questions, feel free to ask me. There shouldn't be any problems with the FTP transfers (besides lag). You can E-Mail me, my name is on HELP IEMAIL. Happy FTP'ing. Yakkov Silverman Editing Implementor &B \._ http://www.geocities.com/TimesSquare/Arena/4066 _./ `-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-'&w ~ 101 FURNITURE~ To make a piece of furniture, ocreate an object. OSET the object's short and long description (If you need help in this area: HELP OCREATE, HELP OSET). To make the item a usable piece of furniture, set the 'item type' FURNITURE. Then after doing that, you have to set the values. The values are listed: Value0 is the number of players that may use the furniture at one time. Value1 doesn't matter, it's used by the code not the builder. Don't set it. Value2 is a flag stating what the furniture may be used for. Currently the choices are: stand_on stand_at stand_in rest_on rest_at rest_in sleep_on sleep_at sleep_in sit_on sit_at sit_in I want to make an office chair. An example would be: ocreate 50522 chair oset chair short an office chair oset chair long An office chair is here, ready to be sat on. oset chair type furniture oset chair value0 1 oset chair value2 sit_on (You can use more than 1 use in that chair. You just have to set each use.) oset chair value2 rest_in oset chair value2 sleep_in (A player can now 'sleep in, rest in and sit on' the chair.) or you can: oset chair value2 sit_on rest_on sleep_on (Multiple values work too) The chair is ready to be used, when you are finished with your area for the day make sure to save your progress. Ostat shows the furniture flags using english words. You must type to use the furniture. You can also use a preposition between the ACTION and FURNITURE. Such as 'on, at or in'. Optional use: You must stand to get 'off, out and away' from the object. Any affects that the furniture has, will be temporarily be given to the person using it. So if you sit in an invisible chair, you become invisible. If the player is sleeping on something, they get +5 added to whatever their normal regeneration (HP, MOVE and MANA) is. They get +2 if they are resting on something. See OCREATE and OSET ~ 1 G~ . COMMUNICATION COMMANDS ------------------------ *CHAT - everyone can hear this message *TELL - only that player will see your message *ASK/ANSWER - for asking and answering questions *EMOTE - this prints on the screen *QUEST - channel used for questing players *REPLY - sends a messages to the last person who sent you a tell *SAY - the message is only heard by the people in the room *SHOUT - message is only heard by people who are awake *YELL - message is only heard by people in the area *CLANTALK, ORDERTALK, AND GUILDTALK - channels for clans, guilds, and orders *CHAN +/- - you can turn a channel on and off **** Also see HELP LANGUAGES, NOTES, and MAIL **** ~ 1 'GALVANIC WHIP'~ The spell 'Galvanic Whip' allows the casting Mage to form in the air a highly charged rope of air that automatically lashes out at his opponents in combat. The Whip may be called once per combat round. ~ 0 GARGOYLE GARGOYLES~ Gargoyles were originally sculpted of stone to guard a variety of medieval cathedrals, but at night strong magicks worked on the gargoyles, letting them take to the skies as if they had always been truly living beings. But they always had to return to their perch and return to stone again at dawn, until the gargoyles found a great sorceror who enspelled their race and allowed them to fly in broad daylight. Gargoyles are alive, yet not entirely, having some remnant left of their stoney origins. ~ 1 GATE~ Syntax: cast gate This spell gates in a guardian vampire. Player characters don't have much use for it, but high demons, and guardian vampires themselves, like it a lot. ~ 2 GBOARD GBOARDS GNOTE~ Syntax: gboard gboard Global boards are a realm wide board system for this MUD and can be accessed from anywhere. Certain boards can only be viewed by certain level people. Same thing goes for writing on them. Syntax: gnote read gnote write These are self explanitory, just remember to be using the correct gboard by setting the board name/number first. Also see: HELP NOTE and HELP MAIL ~ 101 GHOST INCOGNITO ISCORE~ Syntax: ghost Syntax: incognito Syntax: iscore Iscore is a command for immortals only that show immortal stats in short form. Incognito makes an imm invisible to people at a lower level then invis on the wholist. Ghost makes an imm invisible to people at a lower level then invis in the same room. Also see: SCORE and WIZHELP ~ 0 GITH GITHYANKI GITHZERAI~ The Gith are a race descended from humans. Once long ago, they were a peaceful civilization of humans that were captured by mind flayers and tormented for centuries. Eventually, a savior named Gith led them to freedom, yet their bodies had been flayed by the mental powers of the illithids. The Gith found themselves, stronger, quicker, luckier and smarter than average humans, yet they had lost much of their faith, wisdom, stamina and charisma. They had yellowed skin and were very long of limb. Sunken eyes peered from yellowed sockets, now strangely capable of naturally detecting invisible things. The Gith race has split into three distinct groups recently. The good, the Githzerai, the selfish neutral, the Pirates of Gith, and the evil, the Githyanki. Gith gain experience on a scale of normal rate * 1.06. ~ 1 GLANCE~ syntax: glance syntax: glance Glance alone shows you only the contents of the room you are in, eliminating the description. Glance shows only the health condition, eliminating their description and equipment from your screen. Glance may be abbreviated as 'gl'. ~ 2 GLOOMSICKLE~ Exclusive to Darkknights, they fling out their arm and emit a VERY intense energy arc. It rips like a scythe through physical material that isnt strong enough to withstand it. As a Darkknight grows in prowess and in years, their gloomsickles become very strong, ripping through denser and denser material with ease, until eventually, everything from the densest stone to thin air gets sliced through by this energy sickle. It is rumored that there are some whose are so strong, that solid matter, the picture of reality itself, can be torn asunder by their superworldly intense electromagnetic sickles. This can be very devastating, if it were true it would create a vacuum void, a tear into the abyss, which could cause an unknown number of paradoxes, and possibly many negative chain reactions. Those with this much power must be exercising it wisely, for we are all still here to tell the tale... ~ 0 GLORY~ Glory is a measure of how valiant you are, and is accumulated by taking part in quests (mostly) and possibly in a few other ways in the near to distant future. It appears on your score screen as: Glory: 264(430) The number in parentheses is the total lifetime glory attained by your character, and the other number is your current glory. Glory can be "spent" to improve your items and weapons (among possible other things in the future) as according to the scale detailed in HELP GLORY RATES. Unlike Quest Points of old, Glory will not only go to the "winner" of the quest, but will be awarded on a basis of participation. For example, the big prize might not only go to the person who killed the monster, but also to the person who solved the riddle first, etc. Players who took part in the quest and helped a notable amount will also recieve lesser amounts of Glory. Glory cannot be traded or transferred between characters. This would be like Odysseus passing all the reknown for his deeds off onto someone else. &CSee also: &WGLORY RATES &PImmortals check also: &WQPSET ~ 0 'GLORY RATES~ All prices are for adding affects/stats to an item or weapon, excepting the "Character Alterations" which is a permanent altering of one's player file. -----------=[ Object Statistical and Material Alterations ]=----------- +5 Hitpoint 100 Glory | Glow/Hum Removal 100 Glory +5 Manapoint 100 Glory | Object weight to 1 200 Glory +5 Movement 100 Glory | +1 Stat 200 Glory -5 AC (lowers ac) 100 Glory | Affect 300 Glory +5 Hitroll 200 Glory | Rename (Name/Long/Short) 500 Glory +5 Damroll 200 Glory | Resistance 800 Glory ----------------------=[ Character Alterations ]=---------------------- 1 Practice 100 Glory | Sex Change 100 Glory Restore 100 Glory | 100% Spell or Skill 500 Glory Alignment Change 100 Glory | Deadly/PK Flag Removed 1000 Glory * You can only become peaceful again if under level 20. The rest of you will be stuck as deadly, remorts under level 20 are not eligable. - Asking for freebies is reason for punishment by an administrator and you can not exchange quest points for gold. You can only spend 1000 Glory per day. Immunities are not being sold or traded, so do not ask! Affects ------- Invis, Detect_Invis, Hide, Detect_Hidden, Detect_Magic, Detect_traps, Sneak Infravision, Fly, Float, Passdoor, Scry, Aquabreath Resistances ----------- Fire, Cold, Electricity, Energy, Blunt, Pierce, Slash, Acid, Poison, Drain Sleep, Charm, Hold, Non-Magic, Magic, Paralysis * Immortals will not reimburse looted or lost equipment or objects adjusted in any way for glory purposes or otherwise. Also see HELP GLORY. &Y* Glory for cash is no longer available, do not ask to trade cash for glory. Also see HELP GPRICES. ~ 101 GMOTD~ Guest Message of the Day &cIf you are reading this apon login or via menu, you are between levels 101 - 103 and most likely either one of the following: &CLevel 101 - Ambassador = An immortal from another MUD who is here as a laison of a non-UCMM MUD or the World IMC Network. &RLevel 102 - Inter-MUD = An Immortal fron another UCMM MUD who is here as a representitive of the UCMM Admin. Council. &rLevel 103 - Imm Family = An Immortal who is a family member or personal aquaintence of a staff member of ResortMUD. &WPlease also see the AMOTD, MOTD and recommended help files. ~ -1 GNOME GNOMES~ Gnomes are a quirky demi-human race. Though not the mightiest of races, they are well versed in their studies of knowledges, magics and religions. Additionally, due to their familiarity with such lore, they tend to be more resistant to magics. They can, though, suffer tremendously from physical attacks. Gnomes usually focus in the magical or clerical arts, though a few rogues have ventured into the arts of thieving (albeit often not very well.) Gnomes are a short, stocky race, similar to their dwarven cousins. Most often prefer an evening at home with a magical tome, a loaf of pipeweed bread and a cup of ale over venturing out to battle. Gnomes gain experience on a scale of normal rate * 1.2 ~ 0 GOBLIN GOBLINS~ A small and agile race spawned of evil, said to have been originated from elves captured by dark lords and twisted to serve their needs. Goblins do not tend to be friendly toward any but their own kind, even other creatures of darkness often. They feud with harpies, raid elven villages, and torment humans and dwarves just for the fun of it. They tend to be none too intelligent, but they are quick and slippery, and can often slip out of a bad situation. ~ 1 GOHOME~ .Syntax: gohome This command will send you to your home or appartment as long as you own one. ~ 0 GOLD~ Syntax: gold Displays the current total amount of gold you are carrying. See Also: WORTH ~ 101 GOTO~ Syntax: goto GOTO takes you to a location. The location may be specified as a vnum, or as the name of a mobile, player, or object. If the location is a vnum, and it does not already exist, and its within your room vnum range, it shall be created for you to edit further with redit. You may also "GOTO pk" to go to the site of the most recent illegal pkill. See also: REDIT. ~ 48 GOTO~ ~ 1 GOUGE~ syntax: gouge This attack can only be used in combat, and will strike at the eyes of your opponent, causing damage and temporary blindness. Note that gouge has a reduced chance of hitting if the gouger is not one of the primary combatants (i.e. is not tanking). See also BLIND, BLINDED ~ 0 GPRICES~ -=[ Gold ]=--=[ Quest Point Pricing ]=--=[ Glory ]=- 1,000,000 100 = Least that can be purchased 1,900,000 200 2,800,000 300 3,700,000 400 4,600,000 500 5,500,000 600 6,400,000 700 7,300,000 800 8,200,000 900 9,100,000 999 10,000,000 1000 = Most that can be purchased Currently Glory Points for cash is not available. ~ 1 GRASP 'GRASP SUSPIRIA'~ Syntax: grasp The suspiric grasp is the vampire's most lethal attack, allowing it to drain the life of its opponent in larger quantities than nearly any other skill or spell in the Realms. The more intelligent is the vampire, the more effectively it will perform this loathsome act. Be aware that the magical nature of this attack causes it to be affected by the victim's saves. ~ 1 GRATZ~ Syntax: gratz This is a channel which allows you to announce congradulatory messages to others. ~ 2 'GREATER ASPERITY'~ This spell allows angels to strike asperity upon their victim, causing them to contract painfully. ~ -1 GREETING~ &BDiku: Staerfeldt, Madsen, Nyboe, Seifert && Hammer. Merc: Hatchet, Furey && Kahn. SMAUG: Thoric, Blodkai, Nivek && Altrag. Circle: Elson, Fletcher && Greer. Ack!: Zepp. Resort: Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir, Kratas, Scion, Shogar, Tagith && Samson. AFKMud: Samson. &wEnter your name or `new' to create a character: ~ -1 GREETING2~ Diku: Staerfeldt, Madsen, Nyboe, Seifert & Hammer. Merc: Hatchet, Furey & Kahn. SMAUG: Thoric, Blodkai, Nivek & Altrag. Circle: Elson, Fletcher & Greer. Ack!: Zepp. Resort: Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir, Kratas, Scion, Shogar, Tagith & Samson. AFKMud: Samson. Enter your name or `new' to create a character: ~ 2 GREETS~ ..-------. .----------------------------------------------------------------. I U R L I I Welcome to I I I I I-. I P G I I Implementors Administration I I `-------' I I I I I I I I I I telnet:// I I I telnet:// I I I http:// I I `----------------------------------------------------------------' I `--------------------------------------------------------------' .--------------------. .-----------------------------. I VERSION I I We have IMC - RWHO I `--------------------' `-----------------------------' ----------------------------------------------------------------------------- Enter thy name or type "new" to create a character: ~ 1 GRIP~ This skill allows you to grip your weapons tightly during combat, making the chance of being disarmed less likely. This skill is used automatically and improves each time you prevent a disarm. ~ 1 GROUNDING~ Syntax: c grounding Grounding renders the victim resistant to electricity attacks. This spell may not be used on a target. ~ -1 'GROUP DISPLAY~ . &gFollowing Zed [hitpnts] [ magic ] [mvs] [mst] [race] [to lvl] [&G43- A Dru&g] Zed &w35/94 &C66/80 &G90 &Y-== &GElf &g Each line begin with the [&wLevel Alignment Class&g] for each char. Classes are displayed by their first three letters. Alignment reads: A... 750+ -A... 350 to 749 +N... 150 to 349 N...-149 to 149 -N...-349 to -150 +S...-749 to -350 S...-1000 to -750 &w[hitpnts]&g lists current hitpoints for each character: Current hitpoints under 40% of maximum will be displayed in yellow, while current hitpoints under 25% will be displayed in flashing red. &w[ magic ]&g lists current magic points (mana or blood) followed by maximum magic points for each character. Warrior mana is not displayed. &w[mst]&g tracks mentalstate. A normal or near-normal state, where the char is neither tired (negative mentalstate) or delirious (high), is represented by a === bar. As mentalstate lifts into delirium, sections are replaced with +, the greater the number of +'s the more delirious the char. As mentalstate sinks below into exhaustion, sections of the bar are replaced with -, the more -'s the greater the character's exhaustion. &w[mvs]&g lists current moves only &w[race]&g is the character's race. &w[to lvl] &gdisplays exp required to attain the next level (non-Avatars only) ~ 1 GROUP GROUPING~ Syntax: group , group all, group, group disband 'Group ' adds someone who is following you into your group, making them a group member. Group members share experience from kills, and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. If character is already a member of your group, 'group ' again to remove them from your party. Removing the character from the group does not stop them from following you, however. A character can also leave a group by using the 'follow self' command, in which case they will both leave your group and stop following you. 'Group' with no argument shows statistics for each character in your group. 'Group all' groups all eligible players following you in the room. 'Group disband' allows the leader to disband his group (members will stop following and are ungrouped). You may group only characters within eight levels of your own. See section 10 of your Adventurer's Guide for more information on groups and grouping. See also GROUP DISPLAY ~ 101 GRUB~ .Here is some reference data you will need in order to use GRUB. Sex Class Race Fields Clans Councils 0 Neutral 0 Mage 0 Human Name 1 Guild 1 CoE 1 Male 1 Cleric 1 Elf Sex 2 DS 2 MC 2 Female 2 Thief 2 Dwarf Class 3 MS 3 NC 3 Warrior 3 Halfling Race 4 RB 4 Pro 4 Vampire 4 Pixie Level 5 AR 5 PK 5 Druid 5 Vampire Room 6 Bru 6 QC 6 Ranger 6 Half Ogre Gold 7 Las 7 Neo 7 Augurer 7 Half Orc Clan 8 Nos 8 CC 8 Paladin 8 Half Troll Council 9 Tre 9 AC 9 Nephandi 9 Half Elf Site 10 Ven 10 TS 10 Gith Last 11 Inc 11 Drow Pkill 12 Sea-elf 13 Lizard 14 Gnome Pkill Here are some sample uses of GRUB: grub 20 pkill=y class=5 Display 20 Druid pkillers grub 20 level=2 last<=970120 Display 20 L2 players absent since 970120 grub 20 level>=20 level<=30 Display 20 players levels 20 thru 30 grub 0 level=2 Count the number of level 2 players grub 20 level>50 gold>100000 Display 20 imms with more than 100k gold grub 50 damroll>100 sex=2 Display 50 females with damroll>150 grub 0 class=5 damroll>150 Count the number of druids with damroll>100 grub 20 site<>123.456.789 Display 20 players from site 123.456.789 grub 10 class=0 race=2 Display 10 dwarven mages grub 1 name=Joe Display Joe's info grub 20 room=7070 class=0 Display 20 mages who logged off in 7070 grub 0 class!=2 class!=3 class!=4 Count the number of mana users You always need to specify the number of lines you want displayed. The reason for that is that we don't want to ask for a list and then get surprised to find that it's 15,000 lines long. You can get a count of the players that match your criteria by requesting zero lines. GRUB will tell you how many lines there are in the list no matter how many you ask to display. So if there are 15,000 players that meet your criteria and you ask for the first ten, GRUB will tell you there are 15,000 in total but will only show you the first ten. See also: HELP 'GRUB EXAMPLES' ~ 101 'GRUB EXAMPLES'~ Here are some examples illustrating common usages: Example: grub 20 or hitroll>150 damroll>150 gold>200000000 Suppose you want to search for "suspicious players". Suppose you want to see players who have more than 200 million gold or whose damroll exceeds 150 or whose hitroll exceeds 150 you can do that as follows: Normally GRUB lists players who satisfy all the conditions you specify. But it can also be used like this to list players who satisfy any one of the conditions. The operand "or" ensures GRUB will list players who satisfy any one of the conditions. If you had specified: grub 20 hitroll>150 damroll>150 gold>200000000 That would show you players whose hitroll exceeds 150 and whose damroll exceeds 150 and whose gold exceeds 200 million. It would be a much smaller list and you would miss many suspicous players. Example: grub 20 name>ska name=21000 room<=21499 Suppose someone complains that a player with a name like "Skathamaga" picked up some of their eq and promptly quit the game. The player isn't sure of the exact name of the thief but is sure it starts with "Ska". The thief quit the game somewhere in New Darkhaven (vnums 21000-21499). This example will show you players whose name starts with "Ska" and who last quit the mud somewhere in New Darkhaven. ~ 101 GRUB2~ Syntax: grub # field operator ## Where: &g# &GAny valid number. &g &GUsed with multiple expressions to denote that only one of them need be true. &gField &GName, Sex, Class, Race, Level, Room, Gold, Hitroll, Damroll, Site, Last, Pkill. &gOperator &GValid operators are: = != > < >= <= &g## &GNumeric except for Name and Pkill. For name it is a full or partial name. For Pkill it is a Y or N. &GLast is: &WExpressed as "YYMMDD". ie, 970122 is Jan. 22/97. &GSex is: &W0 Neutral 1 Male 2 Female &GClass is: &W0 Mage 1 Cleric 2 Thief 3 Warrior 4 Vampire 5 Druid 6 Ranger 7 Augurer &GRace is: &W0 Human 1 Elf 2 Dwarf 3 Halfling 4 Pixie 5 Vampire 6 Half Ogre 7 Half Orc 8 Half Troll 9 Half Elf 10 Gith&w &GYou can have more than one conditional expression in a Grub search. "And" is assumed unless "or" is placed before the arguements. ie: &W Grub 10 class=3 sex=2 (Gives back a list of 10 female warriors) Grub 10 or class=3 sex=2 (Gives back a list of 10 characters that are either female, or warriors). You must always specify how many lines the Grub will produce. This prevents your getting a list 15000+ lines long. &YSee also: &W'GRUB EXAMPLES', OGRUB ~ 1 GUIDE~ All players get a copy of The Adventurer's Guide to the Resort when they enter the game. Type LOOK BOOK to begin. To read the guide in depth, type help A, help B, help C, and so on, through I. The guide answers the most commonly asked questions and gives players a general grasp of the commands and rules of the game. Typing HOLD GUIDE will also provide additional benefits. The first section of the Guide deals with commonly asked questions. It's advised that you take the time to read this section first if you are new to our Resort. If you have problems understanding matters in the guide type: HELP NC See Also: START ~ 101 GWHERE GFIGHTING GLOBALS IMMWHERE~ Here are some global commands that are great on spoting Mortals at their best: Typing GWHERE will show where every player is at the time. Typing GFIGHTING will show any player conflicts happening. You can also use variables in the query, to get more specific results: gwhere This will show only a specific range of players. gwhere mob This will show a specific range of MOBs at that level. NOTE: Do NOT use a long range for MOBs. The best results if you go 1 or 2 levels above the low level. If you do a long range, it makes bugs. (IE: If your low level is 1, then make your high level 2 or 3; to avoid bugs) gfighting This will show only a specific range of player conflicts. gfighting mob This will show a specific range of MOB conflicts at the levels provided. NOTE: This is the same as GWHERE. Avoid a LONG RANGE of MOB conflicts. There should be no problems if you use these per the HELP file. ~ 1 H~ . COMMANDS FOR GENERAL INFORMATION ----------------------------------- *WIZLIST - shows a list of all the immortals *AREAS - lists of areas and their level ranges *COMMANDS - lists all the commands available *SCORE - will show the stats on your character *SOCIALS - lists the socials available to you *TIME - gives the mud time *WEATHER - tells you what the weather is like *WHO - shows all the people playing at the time *WHERE - lists the players in your area *CLANS, ORDERS, COUNCILS, and GUILDS - lists the names of different clans, orders, councils, and guilds ~ 0 HALF-ELF HALFELF HALFELVES~ These beautiful creatures are the result of the mixing of human and Elven blood. Though the resulting Half-Elf is not as intelligent as the pure- blooded Elf, nor as hardy as the full-blooded Human, this mix serves quite well in a variety of classes which require the standards of both mental and physical prowess. Their beautiful almond eyes enable them to discern objects in the darkness. Not as tall as the pure Elf, they range from five feet six inches to six feet five inches, with a heavier musculature than their ancestors. Half-Elves gain experience on a scale of normal rate * 1.04. ~ 0 HALF-OGRE HALFOGRE~ The Half-Ogre is a result of breeding during the dark days with humans, when pure-blooded Ogres were known for raping and looting Human villages. As a result of this, the Half-Ogre stands from six to nine feet tall in height and is known for its muscle-packed body that can weigh from three to four hundred pounds. Most are relatively hairless, their bodies are covered with small, boney growths, and their disproportionately long limbs gives them a somewhat simian appearance. This offspring of humans and Ogres has inherited great physical abilities: an apptitude for aggression from its Ogre lineage, inherent infravision to assist in traversing darkness, and though slightly smaller than pure-bred Ogres it nevertheless boasts an awesome strength. Being territorial, most Half-Ogres will readily engage in battle to establish superiority over any it encounters. All in all a race best suited for the role of pure fighter. Half-Ogres gain experience on a scale of normal rate * 0.92. ~ 0 HALF-ORC HALF-ORCS HALFORC HALFORCS~ A recent mingling of Orcish and Human blood arising as the darker races have encroached further upon the remaining settled areas, most members of this half-blooded race are distinctly more Orcish than Human in both appearance and behavior. Large and dull of wit, with short but broad bodies, their poor mental and physical dexterity is offset by an iron constitution. Though some have dabbled in the sorcerous arts due to their human influence, brute combat is is still the natural call which stirs in the soul of the Half-Orc. All Half-Orcs possess infravision. Though not as broad nor powerful as full-blood Orcs, Half-Orcs usually retain their wider bodies, longer, bowed limbs and heavier musculature. A ridged brow crowned by bushy eyebrows conceals small, squinting eyes; below a snout-like noses opens a maw filled with crooked fangs; dark skin emanating a rancid odor; their presence disgusts civilized races. Standing from five to seven feet tall and averaging two hundred pounds, an altogether fearsome race. Half-Orc's gain experience on a scale of normal rate * 0.94. ~ 0 HALF-TROLL HALFTROLL~ An intermingling (carried out in the darker lands of the Realms) of the blood of the Troll with that of Humans, the Half-troll is as deadly as it is hideous. Though considerably smaller than full-blood Trolls, the Half-troll often stands well over eight feet in height and carries over three hundred pounds on its heavily-muscled frame. Though naturally of low wisdom, the race was sorcerously imbued with a wicked intelligence and the ability to see naturally in the darkness. Half-trolls usually make poor pure magic users, and suffer from an unusually low dexterity. Yet their boundless energy and high intellect create one of the most cunning physical beasts of the Realms in experienced hands. Owing in part to the black blood which courses through their heavy veins, the heavily-scaled skin of the Half-troll ranges in color from a charcoal grey to a deep, blackish green. Half-trolls revel in the fright of their appearance, often wearing their hair in battle-braids and emblazoning themselves with brands and tattoos to accentuate the effect. Half-Trolls gain experience on a scale of normal rate * 0.90. ~ 0 HALFLING HALFLINGS~ Stout, round, open-minded and very elusive the Hobbit has a level of dexterity which is only equal to his wit. Many enjoy the thrill of reading a good book, or telling stories by the fire. Many halflings, because of this, tend to avoid adventuring, though some rare hobbits choose the path of the Bard, or storyteller, for their keen intellect serves them well. This intelligence, coupled by a surprising determination makes them a curious (though somewhat underpowered) ally. Halflings have compact bodies and thick, long limbs, and usually have very hairy feet. Eye color range from blue, brown, green, and any shade inbetween. Halflings gain experience on a scale of normal rate * 1.02. ~ 1 HALLUCINATION~ Syntax: cast hallu This spell will heighten the victim's mentalstate, causing them to see things and interfere with their actions. ~ 1 HAMSTRING~ By using his superior training and techniques one can strike at the major muscles of the leg, rendering their opponent slowed and greatly immobilized. The more you use this attack on an opponent, the stronger the effect becomes. ~ -1 HARASSMENT~ . &GHarassment is giving a person unwanted attention, whether you perceive it as negative or positive attention. If a person is made to be uncomfortable by your attention or comments, you are harassing that person. If a person asks you to desist in talking to them or performing socials on them, and you do not stop, you are harassing that person. If you act in an intimate manner to a character, without their permission, you are harassing that person. No form of harassment is tolerated in the Realms. We especially frown upon unwanted comments or actions with a sexual nature or explicit content. If you do not have an intimate relationship with the person, whether in real life or within the Realms, you should refrain from using suggestive actions and/or comments. If you are caught harassing another player in any way, you can be silenced, helled, frozen, denied, and/or site banned. Harassing another player is a serious violation of the rules and will not be permitted. If you choose to harass an immortal, you will simply be deleted. ~ 0 HARPER HARPERS~ Harpers revel in the magic of music, and are capable of singing songs that can produce effects comparable to those of any mage. They enjoy music even only for entertainment, but their true power is in their magical instruments only a select few among their races know how to make, which can allow any, harper or no, the power of harper songs. When they sing, their songs bring magic to those who hear. They need to be rather intelligent to memorize the correct notes, as well as needing a good amount of dexterity, for the actual playing of the music. ~ 0 HARPY HARPIES~ Harpies are part human and part bird, having the wings and talons of a vulture and the head and arms of a human. They are considered by many to be vile, evil, and filthy creatures who love nothing better than to watch a human die for a good laugh. They tend to live in flocks, and feed on carrion when they cannot get fresh meat. Most of the goodly races avoid them whenever possible. ~ 1 HASTE SLOW~ Syntax: c haste This spell allows the target to move at an accelerated pace, getting more hits in per round than usual. Syntax: c slow This spell causes the victim to move at a sluggish pace, getting half as many hits in per round as usual. ~ 1 HEADBUTT~ Syntax: headbutt Headbutt is a skill which can only be used once a fight has started, and can only be used against your primary opponent. If it successfully lands, it inflicts damage on your opponent. ~ 2 HEADERS~ UCMM MOTD HEADERS (1) _,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_ / M O T D \ \._ http:// _./ `-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-.,_,.-*-'-*-' (2) /-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-\ M O T D \-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-/ /-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-\ http:// \-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-/ (3) .---------------------------------------------------------------------------. M O T D `---------------------------------------------------------------------------' .---------------------------------------------------------------------------. http:// `---------------------------------------------------------------------------' ~ 1 HEALER~ syntax heal If you are sitting at a healer type heal and the healer will give you a list of spells that will be casted for a price. ~ 101 HEDIT~ Syntax: hedit [help topic] This command allows you to edit a help topic. If the specified help topic does not exist, it will be created for you. The default help page (summary) will be selected if you do not specify a page. NOTE - Always, when creating a new help entry, type Help prior to creating your entry. A pre-existing help file associated with that keyword may already exist. &Y Colors &wcan now be added to help files using the same command set that changes a player's prompt. &bMultiple &Ycolor &wcombinations can be set on a given line including ^bbackground^x colors. However there are a couple of quirks to take note of: &Y 1) At the very least, the first character of a help file cannot be either the symbol '&&' or the symbol '^^'. 2) Color changes have to be separated by at least one character. ie, '&&Y.^^r' will work, '&&Y^^r' will cause problems. 3) Color codes are imbedded within text and _do_ count in note buffers for line length. ie, watch out for . &w Colors should be used to &Yenhance &wthe help file, or specific parts of the help file. Tact and restraint should be used if considering the use of colors. See HSET, PCOLORS. ~ 105 HELL UNHELL~ Syntax: hell Syntax: unhell The hell command sends a character to hell for a given period of time. It automatically releases the character when their time has been served. Upon being helled, the character receives the message, "The immortals are not pleased with your actions. You shall remain in hell for