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- DISPLAY
- Usage : DISPLAY [0..1]
-
- Display allows you to change your term setup on the mud, allowing you to
- have an info-bar on the bottom of your screen. The info-bar contains
- your hit points, your mana, your movement points, your gold, and your
- experience points.
-
- Currently, display uses VT100 term setups. To turn display onto
- VT100, use the "1" option. To turn off the VT100 display, use the "0"
- option.
-
- See Also: RESIZE
- #
- RESIZE
- Usage : RESIZE [size]
-
- Resize allows you to change your screen size. The default is a 25 line
- screen, but not everyone uses 25 lines. Resize allows you to change
- your setup to your own screen size (allow for a total line count).
- RESIZE 25 would reset you to a normal display size.
-
- See Also: DISPLAY
- #
- DISGUISE
-
- Disguise is a skill that allows thieves to disguise themselves. What
- does this mean, I hear you cry. WEll. This won't do squat against pcs.
- BUT, those pesky mobs that hate you and fear you will forget who you are
- if you disguise yourself well. This is a learnable skill.
- #
- "GROUP GROUPING"
- Usage : GROUP [player]
-
- Some new changes to encourage grouping.
- 1) leader of a group gets 5% exp bonus per kill per pc in group
- 2) followers get 3% bonus (per pc)
- 3) all damage has been reduced by 25%. Both you and mobs will do less
-
- If you are a group member, then you will share experience points for
- killing monsters equally among the group. Experience points will only
- be shared among group members that are in the same location, at the
- time of the killing blow. Sharing is regardless of whether the group
- members have been participating in the fight.
-
- Group with no argument show a list of people with whom you are grouped.
-
- To make a group, a "leader" must be selected. All members of the group
- must then "follow" the leader using the follow command. The leader
- should NOT follow anyone at all! The leader can now toggle group
- membership for each player in the group, by using "group
- <player_name>". The leader should remember to include himself in the
- group.
-
- Example:
-
- Quifael and Redferne wishes to group with Dragon.
-
- Quifael : "follow dragon"
- Redferne: "follow dragon"
- (Dragon should be following no one but himself)
- Dragon : "group dragon"
- Dragon : "group redferne"
- Dragon : "group quifael"
-
- Later when Dragon get upset at Quifael (because he is sleeping all the
- time) he types : "Group Quifael" to kick Quifael out of the group.
-
- See Also: XP EXPERIENCE
- #
- "HOLY WORD"
- This spell is currently under repair.
- #
- "UNHOLY WORD"
- This spell is currently under repair.
- #
- "NEWBIE"
- These are a few things that should help you get past your first few levels.
-
- Most important:
- -People of the same race will assist each other in battles.
- This means that attacking a creature when others of it's kind
- are around is not very wise unless you can take them all on.
- -Be PATIENT, levels do not necessarily come overnight. Fast gains
- are usually risky and lead to death too often.
- -If in doubt about something, ask someone.
-
- Others:
- -Cityguards and Royal Guards do jump into battles. They will jump
- in on the side of the person with the higher alignment. All
- newbies have an alignment of zero.
- -There are rules concerning Player Killing. Read them, they are
- located above the Temple Altar.
- -Some skills you only need to invest one practice into, and then you can
- improve them with use. This especially applies to Monks and Thieves.
-
- Mages:
- -Learn Magic Missile, it helps.
-
- Clerics:
- -Avoid getting lower level version of spells if you think that you can
- get to a high enough level to use a more powerful version. For example
- practice cure serious instead of cure light if you can get by without
- cure light.
-
- Druids:
- -Learn Tree Travel at 10th, or else you won't be able to advance past
- that.
- -Learn Flame Blade, or else getting past 10th will be a real pain.
-
- Areas that you can go to at low levels:
-
- Chessboard (pawns are easy, rest are easier at a bit higher levels)
- from the western gate, go south a couple of times, and west
- Midgaard (Vampire bats are good exp, may need to be 2nd, though)
- unless you are a halfling, this is the city you start in.
- Zoo (Nursery has monsters in them.)
- straight south from the city dump
- White Plume (At least a 5th level group.)
- White Plume Mountain is westwards down the river from the Levee.
- Hallways (Varying levels)
- located inside the temple of midgaard
- Moria (North From Crossroads, at least 5th level group, hostile area.)
- Deadhame (In Graveyard, ask someone where that is :)
- Shire (Youths are good for 2-3+ levels, it is northwest from Midgaard)
- Beneath the
- Monks Guild (There is an area here, has useful potions, good for groups
- of 2-3+)
- the monks guild is east and north from the shire.
-
- If you have any comments about things you think you should see here, post
- them on the board, and we will see what we can do about adding them.
- #
- "MONK DAMAGE"
- This is a list of the bare hand damage a monk does at various levels. A monk
- must not be wielding a weapon.
-
- Level Damage Level Damage Level Damage Level Damage
- 1- 3 1d3 15-19 2d4 30-34 4d4 42-44 6d4
- 4- 5 1d4 20-21 3d3 35-36 4d5 45-49 6d5
- 6-11 1d6 22-26 3d4 37-41 5d4 50 8d4
- 12-14 2d3 27-29 4d3
-
- See also: MONK ATTACKS
- #
- "ARMOR CLASS"
- Armor Class is based on the AD&D idea that the lower ones AC is, the
- less often they get hit. Armor classes range from "barely armored"
- to "armored like a tank". In numeric terms, this is a rnage from 100
- to -100. If you are acquainted with AD&D, a 100 corresponds to a 10 AC,
- and a -100 corresponds to a -10 AC. Dexterity also affects how often
- you get hit, the higher your dexterity (up to 18) the lower your natural
- AC (your AC without any armor or spells on). For every point of
- dexterity above 15 (16+) your natural (100) AC is reduced by 10. This
- does not apply to monks.
- #
- "IDENTIFY"
- Purchasing a scroll of identify from Zifnab, or finding a scroll
- similarly empowered will enable you to see some of the more important
- statistics of an item. The scrolls may also be used on a monster or
- player (sometimes there is little difference) with much less of an
- effect.
- #
- "MONK ATTACKS"
- The formula used for the number of attacks that an unarmed monk will get per
- round will be: (level-1)/16 +1 --The fractional portion will provide the
- probability of getting an extra attack each round. (ie. if you were VERY
- lucky, a 2nd level monk could get 2 attacks every round, but probably won't)
-
- [a few samples: Level--#Att]
- 1--1.00 5--1.25 9--1.50 13--1.75 17--2.00 21--2.25 25--2.50
- 29--2.75 33--3.00 37--3.25 41--3.50 45--3.75 49--4.00
-
- See also: MONK DAMAGE
- #
- "ICE STORM"
-
- Usage : cast 'ice storm'
- Accumulative: -
- Duration : Instantaneous
- Level : Level 13 mage.
- Save : vs. spells for half.
-
- This spell causes the caster to summon an intense blast of cold which
- affects all non-grouped things in the room. This frigid blast does level d4
- points of damage, unless a saving throw was made or the victim is immune
- to cold.
-
- See also:
- #
- "SPELL FIND TRAPS"
-
- Usage : cast 'find traps'
- Accumulative: Yes
- Duration : (level of caster) hours
- Level : Level 15 druid.
- Save : None
-
- This spells improves a person's ability to find traps based on the caster's
- level.
-
- See also: FIND TRAPS
- #
- "SLEEP"
- Usage : cast 'sleep' <person>
- Accumulative: No
- Duration : 4 hours + one hour per level
-
- If failing saving throw versus spell, the person will fall asleep. A
- person who is affected by sleep can only be awakened if attacked.
-
- See Also: -
- #
- "PARALYZE"
-
- Usage : cast 'paralyze' <victim>
- Accumulative: -
- Duration : 4 + caster's level in hours.
- Level : Level 20 mage.
- Save : Save vs paralysis for negation
-
- Upon a successful casting of this spell, the caster robs the victim of
- the ability to move. This essentially stuns the victim, making them
- unable to flee, cast etc. It also increases the ammount of damage done
- to the victim when the victim is hit, and increases the chances of
- hitting said victim.
-
- See also: SNARE
- #
- "ENTANGLE"
-
- Usage : cast 'entangle' <victim>
- Accumulative: -
- Duration : Until the next hour
- Level : Level 16 druid.
- Save : Save vs spells for negation
-
- By means of this spell, the druis calls upon the forces of nature to
- cause trees, shrubs, vines, weeds and the like to suround the victim.
- This effectively paralyzes the victim (if the saving throw was failed).
- This spell lasts until the hour is out. This spell must be cast
- outdoors in a forest.
-
- See also: SNARE
- #
- "BARKSKIN"
-
- Usage : cast 'barkskin' <victim>
- Accumulative: No
- Duration : 24 hours
- Level : Level 3 druid.
- Save : None
-
- When this spell is cast upon a victim who is not allready affected by this
- spell, the victim's skin turns hard and barklike. This effectively reduces
- their armor class by 10 points. It also improves their saving throw by 1,
- excpet for saving throws vs. spells. A druid may cast this spell anywhere.
-
- See also: -
- #
- "HEROES FEAST"
-
- Usage : cast 'heroes feast'
- Accumulative: See below.
- Duration : See below.
- Level : Level 24 cleric.
- Save : None
-
- By means of this spell, the caster calls into being a magnificent feast
- which the caster's group is able to partake in. This feast slacks the
- thirst of those who eat it, as well as satiating them. It also
- restores one hitpoint returns movement to max.
-
- See also: -
- #
- "WEAKNESS"
- Usage : cast 'weakness' <victim>
- Accumulative: -
- Duration : Caster's Level in Hours / 2.
- Level : Level 6 Mage.
- Save : None
-
- This spell makes the victim weaker. It is weighted by the caster's
- level and the strength of the victim. The more strength a victim has,
- the more effective the spell, and the higher the level of the caster,
- the more effective the spell. Casting this spell generally iritates
- the victim.
-
- See also: CHILL TOUCH
- #
- "AC"
- See Armor Class.
- #
- "FAERIE FIRE"
-
- Usage : cast 'faerie fire' <victim>
- Accumulative: -
- Duration : Caster's Level in Hours
- Level : Level 4 Cleric, 5 Mage, 1 Druid
- Save : None
-
- When this spell is cast, the caster outlines the victim in in a pale
- glowing light. While the faerie fire does not itself inflict harm
- upon the victim, it increases the victim's armor class by 20 points,
- making the victim easier to hit.
-
- See also:
- #
- "WEB"
-
- Usage : cast 'web' <victim>
- Accumulative: -
- Duration : Caster's Level in Hours
- Level : Level 11 mage.
- Save : vs. paralysis for negation
-
- When this spell is cast, the caster encases the victim in a sticky
- webbing which effectively reduces a mobile's moves, sometimes to the
- point of exhaustion. This spell might make the victim mad, depending
- upon the size of the victim, if the spell was cast indoors or outdoors,
- etc. Some mobiles manage to attack you through their webs too.
-
- See also:
- #
- "CURE SERIOUS"
- Usage : cast 'cure serious' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 7 Cleric, 8 Druid, 45 Mage.
- Save : None.
-
- This spell cures the victim of 2d8 +2 hitpoints.
-
- See also:
- #
- "CAUSE SERIOUS"
- Usage : cast 'cure serious' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 7 Cleric, 8 Druid, 45 Mage.
- Save : None.
-
- This spell (if a successful hit is made) does 2d8 +2 points of damage to
- the victim. If you do not hit the victim, no damage is done. Either
- way, this spell generally annoys the victim.
-
- See also:
- #
- "MINOR CREATION"
-
- Usage : cast 'minor creation' <item>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 8 mage.
- Save : -
-
- By means of this spell the caster focuses his magical energies into the
- creation of a mundane object. This object can either be a sword,
- shield, raft, bag, barrel, or a loaf of bread.
-
- See also:
- #
- "MANA"
- This is the stuff that spells are powered by.
- #
- "ASTRAL WALK"
-
- Usage : cast 'astral walk' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 30 Cleric.
- Save : -
-
- By means of this spell, the caster is able to transport a victim to the
- astral plane. The victim may be the caster, or someone in the caster's
- group.
-
- See also: -
- #
- "CREATE LIGHT"
-
- Usage : cast 'create light'
- Accumulative: -
- Duration : (24 + level of caster) hours
- Level : Level 1 Mage, 2 Cleric, 3 Druid.
- Save : -
-
- Using this spell focuses the caster's mana into a bright ball of light.
- This light works as you would expect any light to work.
-
- See also: CONTINUAL LIGHT
- #
- "CONTINUAL LIGHT"
-
- Usage : cast 'continual light'
- Accumulative: -
- Duration : Forever.
- Level : Level 16 Druid, Cleric 26, Mage 10.
- Save : None.
-
- This spell is hopefully self explanitory. If not...
-
- See also: CONTINUAL LIGHT
- #
- "KNOW ALIGNMENT"
-
- Usage : cast 'know alignment' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 2 Druid, Cleric 4, Mage 7
- Save : None.
-
- By means of this spell, the caster is roughly able to determine the
- alignment of the victim.
-
- See also: DETECT EVIL
- #
- "WATER BREATH"
-
- Usage : cast 'water breath' <victim>
- Accumulative: -
- Duration : (caster's highest casting level +3) hours.
- Level : Level 6 Druid, Mage 10.
- Save : None.
-
- This spell anable the recepient to enter underwater rooms.
- #
- "FAERIE FOG"
-
- Usage : cast 'faerie fog'
- Accumulative: -
- Duration : Instantaneous
- Level : Level 10 Druid, Cleric 11, Mage 16
- Save : vs. spell to avoid affect
-
- The caster of this spell creates a large volume of purple smoke to spew forth
- from his or her fingertips. This smoke will reveal the presence of any
- invisible people in the room, provided they fail a saving throw vs. spells.
- It does not reveal hidden people.
-
- See also:
- #
- "CAUSE CRITICAL"
-
- Usage : cast 'cause critical' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 13 Druid, Cleric 10.
- Save : -
-
- Upon casting this spell, the caster sends wracking pain through the body
- of the victim. If the caster successfully touches (hits) the victim,
- the spell does 3d8+3 points of damage.
-
-
- See also: CAUSE SERIOUS and other spells like that :P
- #
- "DISPEL MAGIC"
-
- Usage : cast 'dispel magic' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 9 Druid, Cleric 10, Mage 9.
- Save : See below.
-
- This spell attempts to remove all spell affects from the victim. If the
- victim is lower level than the caster, the dispeling will always work.
- If the victim's level is equal or higher than the caster's level, then
- the victim gets a save vs. spells for each spell affect the victim has.
- If the victim fails the saving throw, the spell affect is removed. This
- spell is not hostile when cast on other Player Characters, but monsters
- will generally take offense at it.
-
- See also:
- #
-
- "PORTAL"
-
- Usage : cast 'portal' <target>
- Accumulative: -
- Duration : (Level of caster) / 5 Hours
- Level : Level 43 mage.
- Save : -
-
- The caster of this spell cals into being a gate that can instantly transport
- those who enter it elsewhere. The target is a creature that exists in the
- game already. The portal will deposit those who enter it, though the "enter"
- command, to the room where the target is located.
-
- See also:
- #
- "FLY"
-
- Usage : cast 'fly' <victim>
- Accumulative: -
- Duration : Highest casting level +3 hours
- Level : Level 12 mage, level 14 druid, level 22 cleric.
- Save : -
-
- This spell enables the victim to fly. This will prevent drifting on rivers
- and lessens movement loss through certain terrain types. It will also
- prevent you from falling to death in flying rooms.
-
- See also: GROUP FLY
- #
- "GROUP FLY"
-
- Usage : cast 'group fly'
- Accumulative: -
- Duration : Highest casting level +3 hours
- Level : Level 26 mage, level 22 druid.
- Save : -
-
- This spell operates the same as "FLY", except that is affects the caster's
- entire group. Especially good for lazy people :P
-
- See also: FLY
- #
- "MINOR TRACK"
-
- Usage : cast 'minor track' <victim>
- Accumulative: -
- Duration : Caster's level in hours.
- Level : Level 12 mage, level 7 druid.
- Save : -
-
- This spell enables the victim to track. Elves track better than most,
- devils, demons and immortals track the best of all. Minor track enables
- you to hunt a target (via the track command) up to (50* your max level)
- rooms away. You cannot track in the dark. Major track will extend this
- range.
-
- See also: MAJOR TRACK
- #
- "MAJOR TRACK"
-
- Usage : cast 'major track' <victim>
- Accumulative: -
- Duration : Caster's level *2 in hours.
- Level : Level 20 mage, level 17 druid.
- Save : -
-
- This spell operates the same way as "MINOR TRACK". It however has a range of
- (100 * your max level) rooms.
-
- See also: MINOR TRACK
- #
- "KNOCK"
-
- Usage : cast 'knock' <target>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 3 mage.
- Save : -
-
- This spell will open a locked container/door. For some reason, however, some
- things are not affected by the spell.
-
- See also: PICK
- #
- "FEAR"
-
- Usage : cast 'fear' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 8 mage.
- Save : vs. spells for negation.
-
- With this spell the caster can instill fear in the victim, provided the
- caster is not of a significantly lower level than the victim. This
- fear, if successful, will cause the victim to flee.
-
- See also:
- #
- "METEOR SWARM"
- Usage : cast 'meteor swarm' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 42 mage.
- Save : vs. spells for half damage
-
- This spell creates a swarm of meteors which the caster can direct at a victim.
- The meteors do (d12 * Level of caster) damage to the victim if the save is
- failed. People with infravision who are not affected by truesight and
- are in a dark room will be momentarily blinded.
-
-
- See also:
- #
- "COMMAND"
-
- Usage : cast 'command' <victim> <command>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 1 cleric.
- Save : for negation.
-
- The caster of this spell can attempt to order a victim to do a one word
- command (ie: sleep). The spell will fail if the victim saves successfully.
-
- See also:
-
- #
- "SPELL MOUNT"
-
- Usage : cast 'mount'
- Accumulative: -
- Duration : -
- Save : -
-
- This spell creates a mount for the caster. The kind of mount is dependent
- on the level of the caster and, after 30th level, it is dependent on the
- the alignment of the caster as well.
-
- See also:
- #
- "GUST OF WIND"
-
- Usage : cast 'gust of wind'
- Accumulative: -
- Duration : Instantaneous
- Level : Level 10 mage.
- Save : Save vs spells for negation.
-
- Upon casting this spell, the caster sends a gust of wind at all the non-grouped
- people in the room. If the things in the room fail their save, they are
- put into sitting position, as if they had been bashed.
-
- See also: -
- #
- "SILENCE"
-
- Usage : cast 'silence' <victim>
- Accumulative: No
- Duration : (level of caster) hours
- Level : Level 21 mage, level 23 cleric, level 25 druid.
- Save : Save vs spell for negation
-
- This spell, if it works, shuts the victim up. It prevents speech (sign
- language is still usable) and spellcasting. Very nasty thing to do to a
- spellcaster.
-
- See also: -
- #
- "SUNRAY"
-
- Usage : cast 'sunray' <victim>
- Accumulative: -
- Duration : Instantaneous (kinda)
- Level : Level 27 druid.
- Save : Save vs spell for negating blindness (read below)
-
- By means of this spell, the caster causes an intense beam of light to hit the
- victim. The intensity of the light is such that it might blind (as per spell)
- all the people in the room that are not grouped with the caster. If the
- victim is of the races VEGMAN or UNDEAD, the victim will be damaged. If the
- victim is UNDEAD, they take 6d8 points of damage, NO save. If the original
- victim is of type VEGMAN, they take 6d8 points of damage with a successfull
- save vs. spells cutting that in half. The ray is so intense that it also
- does damage to others in the room that are not immortal or part of the
- caster's group. For UNDEAD, this is 3d6, no save. For VEGMAN, it is 3d6,
- save for no damage.
-
- See also: BLINDNESS
- #
- "KNOW MONSTER"
-
- Usage : cast 'know monster' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 9 mage.
- Save : none
-
- If the victim is not a Player Character, this spell will give the caster
- information about the statistics of the mobile. What statistics are based
- on the level of the caster.
-
- Levels -> Information
-
- 1-5 -> Race of Victim
- 6-10 -> Approximate Level of Victim
- 11-15 -> Approxamite Experience Worth of Victim
- 16-20 -> Races or Classes the Victim Hates
- 21-25 -> Approximate Hit Points of Victim
- 26-30 -> Susceptebilities of Victim
- 31-35 -> Resistances of Victim
- 36-40 -> Immunities of Victim
- 41-45 -> Approxamite Number of Attacks of Victim
- 46-50 -> Approxamite Ammount of Damage per Attack of Victim
- 51 -> You Can't Cast this spell!
- 52+ -> Where the monster last ate lunch!
-
- The information gathered is cumulative.
-
- See also: -
- #
- "ANIMAL GROWTH"
-
- Usage : cast 'animal growth' <victim>
- Accumulative: -
- Duration : 2 * (level of caster)
- Level : Level 15 druid.
- Save : None
-
- This spell causes the victim, an animal, to grow to twice it's original size,
- effectively doing more damage, lowering the victim's saves, and giving it
- more hit points. This spell may not be cast on Player Characters, regardless
- of if you think they are an animal. It is also impossible to make a victim
- more powerful than you, so this spell will only work on those victims that
- are no more than half your level.
-
- See also: INSECT GROWTH
- #
- "INSECT GROWTH"
-
- Usage : cast 'insect growth' <victim>
- Accumulative: -
- Duration : 2 * (level of caster)
- Level : Level 13 druid.
- Save : None
-
- This spell causes the victim, an insect, to grow to twice it's original size.
- This enables the victim to do more damage, have better saving throws, more
- hit points etc. This spell may not be cast on Player Characters, nor on some-
- thing that is more than half your level.
-
- See also: ANIMAL GROWTH
- #
- "CREEPING DEATH"
-
- Usage : cast 'creeping doom' <direction>
- Accumulative: -
- Duration : Very Short
- Level : Level 45 druid.
- Save : None
-
- This spell causes swarms of angry insects to issue forth from the caster's
- mouth. These insect coalesce into a solid mass which advances in the dire-
- ction specified. This mass of insects then attacks whatever is in the room.
- It dissipates right after it attacks. This spell can only be cast outdoors,
- and it incapacitates the caster for a brief period after the casting.
-
- See also: -
- #
- "COMMUNE"
-
- Usage : cast 'commune'
- Accumulative: -
- Duration : Instantaneous
- Level : Level 10 druid.
- Save : None
-
- Upon casting this spell, the caster becomes closer to his surroundings and
- is able to determine what creatures are near him. Specifically, it lists
- their name and location. This spell will not work indoors.
-
- See also: -
- #
- "ANIMAL SUMMON ONE"
-
- Usage : cast 'animal summon one'
- Accumulative: -
- Duration : Instantaneous (can only be cast once every 48 hours)
- Level : Level 15 druid.
- Save : None
-
- When casting this spell, the caster undergoes a ritual that enables him/her
- to summon animals to their aid. You can summon 6 animals, and they are of
- varying types and abilities. The animals will aid you for 48 hours, upon
- which time your control over them is broken. Normally hostile animals will
- not be so while under your control.
-
- See also: ANIMAL SUMMON TWO, ANIMAL SUMMON THREE
- #
- "ANIMAL SUMMON TWO"
-
- Usage : cast 'animal summon two'
- Accumulative: -
- Duration : Instantaneous (can only be cast once every 48 hours)
- Level : Level 20 druid.
- Save : None
-
- When casting this spell, the caster undergoes a ritual that enables him/her
- to summon animals to their aid. You can summon 6 animals, and they are of
- varying types and abilities. The animals will aid you for 48 hours, upon
- which time your control over them is broken. Normally hostile animals will
- not be so while under your control.
-
-
- See also: ANIMAL SUMMON ONE, ANIMAL SUMMON THREE
- #
- "ANIMAL SUMMON THREE"
-
- Usage : cast 'animal summon three'
- Accumulative: -
- Duration : 48 hours
- Level : Level 25 druid.
- Save : None
-
- When casting this spell, the caster undergoes a ritual that enables him/her
- to summon animals to their aid. You can summon 6 animals, and they are of
- varying types and abilities. The animals will aid you for 48 hours, upon
- which time your control over them is broken. Normally hostile animals will
- not be so while under your control.
-
- See also: ANIMAL SUMMON TWO, ANIMAL SUMMON ONE
- #
- "FIRE SERVANT"
-
- Usage : cast 'fire servant'
- Accumulative: -
- Duration : 24 hours
- Level : Level 35 druid.
- Save : None
-
- When this spell is cast, the caster opens a momentary rift between planes
- and forces a fire elmental to come and do the caster's bidding. Unlike
- Conjure Elemental (a cleric spell), this spell needs no material component.
- This spell may only be cast once every 24 hours, and the elemental will
- only do the caster's bidding for (24*(caster's charisma)/11) hours.
-
- See also: CONJURE ELEMENTAL, EARTH SERVANT, WATER SERVANT, WIND SERVANT
- #
- "EARTH SERVANT"
-
- Usage : cast 'earth servant'
- Accumulative: -
- Duration : 24 hours
- Level : Level 36 druid.
- Save : None
-
- When this spell is cast, the caster opens a momentary rift between planes
- and forces an earth elmental to come and do the caster's bidding. Unlike
- Conjure Elemental (a cleric spell), this spell needs no material component.
- This spell may only be cast once every 24 hours, and the elemental will
- only do the caster's bidding for (24*(caster's charisma)/11) hours.
-
- See also: CONJURE ELEMENTAL, FIRE SERVANT, WATER SERVANT, WIND SERVANT
- #
- "WATER SERVANT"
-
- Usage : cast 'water servant'
- Accumulative: -
- Duration : 24 hours
- Level : Level 37 druid.
- Save : None
-
- When this spell is cast, the caster opens a momentary rift between planes
- and forces a water elmental to come and do the caster's bidding. Unlike
- Conjure Elemental (a cleric spell), this spell needs no material component.
- This spell may only be cast once every 24 hours, and the elemental will
- only do the caster's bidding for 24 hours.
-
- See also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WIND SERVANT
- #
- "WIND SERVANT"
-
- Usage : cast 'wind servant'
- Accumulative: -
- Duration : 24 hours
- Level : Level 38 druid.
- Save : None
-
- When this spell is cast, the caster opens a momentary rift between planes
- and forces an air elmental to come and do the caster's bidding. Unlike
- Conjure Elemental (a cleric spell), this spell needs no material component.
- This spell may only be cast once every 24 hours, and the elemental will
- only do the caster's bidding for (24*(caster's charisma)/11) hours.
-
- See also: CONJURE ELEMENTAL, EARTH SERVANT, FIRE SERVANT, WATER SERVANT
- #
- "REINCARNATE"
-
- Usage : cast 'reincarnate' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 39 druid.
- Save : None
-
- Upon casting this spell the caster summons the slain Player Character's
- spirit from the nether world and inserts it into a new body. This body
- may be of any race, and may not be a race you really want to be stuck with.
- This spell must be cast outdoors in a forest on a player character's
- corpse. It lowers the constitution of the victim by one, and will no
- longer work when the victim is down to a 3 con. The victim must also NOT
- enter the game. Doing so will makes the corpse too weak to be reincarnated.
- The victim may be at the entry prompt. If the victim is at the entry
- prompt, they will automatically be returned to the game. Casting this
- spell is a great strain upon the caster. It will drain the character's
- movement, hit points, and mana to at least 1.
-
- See also: RESURRECTION
- #
- "CHARM VEGETABLE"
-
- Usage : cast 'charm vegetable' <victim>
- Accumulative: No
- Duration : Varying
- Level : Level 17 druid.
- Save : Save vs paralysis for negation.
-
- The victim of this spell must be a plant, and the victim's level may not
- exceed the caster's own by more than 10. The spell lasts a minimum of a
- day, but beyond that it is modified to reflect the victim's intelligence.
-
- See also: CHARM PERSON, FOLLOW, ORDER
- #
- "FIRESTORM"
-
- Usage : cast 'firestorm'
- Accumulative: -
- Duration : Instantaneous.
- Level : Level 22 druid.
- Save : vs. spells for half damage.
-
- By this spell the caster calls into being an enourmous cloud of flame
- which whirls around the room, searing those not in the caster's group.
- The intense heat does (2d8 +1 + caster's level) hitpoints of damage.
- People with infravision who are not affected by truesight and are in a
- dark room will be momentarily blinded.
-
- See also: -
- #
- "VEGETABLE GROWTH"
-
- Usage : cast 'vegetable growth' <victim>
- Accumulative: No
- Duration : 2 * (level of caster) hours
- Level : Level 20 druid.
- Save : None
-
- Upon casting this spell, the caster can double the size of a vegetable-like
- monster. This also improves it's saves, hit points, and damage. This
- spell can not create a monster more powerful than the caster, so, it will
- not work on a monster that is more than half the level you are. This
- spell must also be cast outdoors, plants don't grow so well inside. Players
- also don't grow so well via this spell.
-
- See also: ANIMAL GROWTH, INSECT GROWTH
- #
- "SPELL TREE"
-
- Usage : cast 'tree'
- Accumulative: No
- Duration : Varying
- Level : Level 15 druid.
- Save : None
-
- This spell turns the caster into a tree. It is very similar to polymorph.
- This is a list of at what levels you turn into a different size tree:
-
- 15 - 20 : young sapling
- 21 - 30 : teenage tree
- 31 - 40 : young adult tree
- 41 - 48 : large adult tree
- 49 - 50 : huge ancient tree
-
- See also : POLYMORPH
- #
- "ANIMATE ROCK"
-
- Usage : cast 'animate rock' <object>
- Accumulative: -
- Duration : 24 hours
- Level : Level 31 druid.
- Save : None
-
- Casting this spell enables the caster to animate a rock, thereby creating
- a follower. The object must be a rock (ie: ITEM_ROCK). The type of
- creature resulting from this animation varies with the weight of the rock.
- The heavier the rock, the stronger the resulting rockman.
-
- See also: -
- #
- "TRAVELLING"
-
- Usage : cast 'travelling'
- Accumulative: -
- Duration : (Level of Caster) hours
- Level : Level 10 druid.
- Save : None
-
- When this spell is cast the caster, and only the caster, is able to travel
- over any terrain type as if he were flying. Note however, this does NOT
- enable the caster to fly. The effects of this spell are only work outdoors.
-
- See also: -
- #
- "ANIMAL FRIENDSHIP"
-
- Usage : cast 'animal friendship' <victim>
- Accumulative: No
- Duration : 24 hours
- Level : Level 5 druid.
- Save : Save vs spells for negation
-
- This spell may be cast once every 24 hours. It can only be cast on neutral
- animals of less than your level. The animals will remain your friends
- for 24 hours.
-
- See also: CHARM PERSON, CHARM MONSTER
- #
- "INVIS TO ANIMALS"
-
- Usage : cast 'invis to animals'
- Accumulative: No
- Duration : 24 hours
- Level : Level 11 druid.
- Save : None
-
- The caster may only cast this spell on him/herself. Upon doing so, the
- caster vanishes from the eyes of animals.
-
- See also: INVISIBILITY
- #
- "SNARE"
-
- Usage : cast 'snare' <victim>
- Accumulative: -
- Duration : Until victim gets movement back
- Level : Level 8 druid.
- Save : Save vs spell for negation
-
- This spell must be cast outdoors in a forest. If the victim fails their
- saving throw, their movement is reduced to zero. They stay at zero until
- it regens naturally, or Refresh or Second Wind is casted upon them.
-
- See also: ENTANGLE
- #
- "WARP WEAPON"
-
- Usage : cast 'warp weapon' <victim> or cast 'warp weapon' <object>
- Accumulative: Yes
- Duration : Instantaneous
- Level : Level 19 druid.
- Save : Weapon saves to avoid damage.
-
- This spell bends and warps a weapon, effectively causing it to do less
- damage. For example: If a 3d6 weapon fails it's save, it will be
- reduced to 3d5 or possibly 3d4. Really nasty thing to do to someone.
-
- See also: -
- #
- "HEAT STUFF"
-
- Usage : cast 'heat stuff' <victim>
- Accumulative: No
- Duration : (Level of caster) hours.
- Level : Level 23 druid.
- Save : read below
-
- The caster of this spell needs to successfully hit the victim for the
- spell to work. A heated victim suffers from a -2 dexterity penalty, and
- suffers from a reduced hit point gain each hour.
-
- See also: -
- #
- "DUST DEVIL"
-
- Usage : cast 'dust devil'
- Accumulative: -
- Duration : 24 hours
- Level : Level 1 druid, level 3 cleric.
- Save : None
-
- Upon casting this spell the caster calls into being a dust devil. The
- dust devil will faithfully obey the caster for 24 hours. This spell may
- only be cast once every 24 hours. It is recommended that you note the
- time you cast the spell, so you know when you can cast it again.
- This spell can not be cast indoors.
-
- See also: TIME
- #
- "CHANGE FORM"
-
- Usage : cast 'change form' <creature>
- Accumulative: -
- Duration : Until you return.
- Level : Level 12 druid.
- Save : None
-
- This spell changes you into one of the following creatures. What creature
- you can change into is determined by your level. In order to return to
- your normal form, enter: "return", and you will do just that.
-
- Creature Level Creature Level
- "bear" 10 "spider" 15
- "tiger" 10 "lizard" 16
- "spider" 10 "mulichort" 30
- "lamia" 10 "tiger" 30
- "lizard" 10 "lion" 35
- "bear" 12 "salamander" 35
- "gator" 12 "tiger" 35
- "basilisk" 13 "allosaurus" 18
- "snog" 14
- "snake" 15
-
- See also: POLYMORPH
- #
- "TREE TRAVEL"
- Usage : cast 'tree travel' <victim>
- Accumulative: -
- Duration : 24 hours
- Level : Level 8 druid.
- Save : None
-
- This spell enables you to move through certain trees unhindered. It is
- a must for any druid who would like to get past 10th level.
-
- See also: SPELL TREE (for the tree spell)
- #
- "TRANSPORT VIA PLANT"
- Usage : cast 'transport via plant' <tree name>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 10 druid.
- Save : None
-
- This spell lets the caster instantly transport himself between two trees.
- First the caster must know the location of a tree, and the name of the
- tree (s)he wishes to go to. The caster has to be at one tree before he
- can transport themself to another. You must journey to the trees and
- speak with them to find out their names.
-
- See also: SPEAK WITH PLANTS
- #
- "SPEAK WITH PLANTS"
- Usage : cast 'speak with plants' tree
- Accumulative: -
- Duration : Instantaneous
- Level : Level 7 druid.
- Save : None
-
- This spells enables you to talk with a plant and acquire it's name. It
- is very useful in conjunction with the spell, Transport Via Plant.
-
- See also: TRANSPORT VIA PLANT
- #
- "CHANGESTAFF"
- Usage : cast 'changestaff'
- Accumulative: -
- Duration : Varying
- Level : Level 30 druid.
- Save : None
-
- This spell enables the druid to call upon the forces of nature and cause
- a magical staff to be transformed into a huge ancient tree. In order for
- this spell to work you must be holding the staff and outdoors. The staff
- must have charges left in it, and the number of charges left affects
- linearly the duration that the tree will exist. The staff will be destroyed
- upon completion of the spell.
-
- See also: -
- #
- "POWER WORD KILL"
- Usage : cast 'power word kill' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 26 mage.
- Save : None
-
- This spell will instantly kill the victim unless they are too powerful.
- This spell has a more limited range of effectiveness than does the spell
- Power Word Blind.
-
- See also: POWER WORD BLIND
- #
- "POWER WORD BLIND"
- Usage : cast 'power word blind' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 19 mage.
- Save : None
-
- This spell will instantly blind the victim unless they are too powerful.
- The spell has a wider range of effectiveness than the spell Power Word
- Kill does. You should be able to blind someone of about your level when
- you first get this spell. ie: a 19th level victim.
-
- See also: POWER WORD KILL
- #
- "CHAIN LIGHTNING"
- Usage : cast 'chain lightning' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 25 mage, level 45 druid.
- Save : Versus spell for half damage.
-
- This spell calls upon the force of lightning to deliver damage to all
- the non-grouped people in the room. The lightning is directed at the
- victim, upon whom it does 1d6/level of damage. It then arcs to the
- next non-grouped person in the room and does 1d6/ (level-1) damage to
- them. This continues until there are no more targets, or no more levels.
-
- See also: LIGHTNING BOLT
- #
- "SCARE"
- Usage : cast 'scare' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 4 mage.
- Save : None
-
- This spell causes the victim to become so scared of the caster that they
- flee the room.
-
- See also: -
- #
- "HASTE"
- Usage : cast 'haste' <victim>
- Accumulative: -
- Duration : 10 hours
- Level : Level 23 mage.
- Save : None
-
- This spell causes the victim to gain speed resulting in more attacks.
- It also ages the victim due to the immense physical strain on the body.
- Mobiles generally don't like the strain.
-
- See also: SLOW
- #
- "SLOWNESS"
- Usage : cast 'slow' <victim>
- Accumulative: -
- Duration : 10 hours
- Level : Level 19 mage.
- Save : None
-
- This spell causes the victim to slow down, resulting in a loss of attacks.
- This generally annoys mobiles.
-
- See also: HASTE
- #
- "SLOW POISON"
-
- Usage : cast 'slow poison'
- Accumulative: -
- Duration : 24 hours
- Level : Level 6 druid.
- Save : None
-
- This spell may only be cast upon the caster. Upon doing so, it lessens the
- affect of poison.
-
- See also: POISON, REMOVE POISON
- #
- "FIND FAMILIAR"
- Usage : cast 'find familiar' <name>
- Accumulative: -
- Duration : Indefinite, can only be cast once every 24 hours
- Level : Level 2 mage.
- Save : None
-
- This spell causes a creature to become a companion of the spell caster.
- This creature will be loyal to the creature for it's lifetime, provided
- the caster does not attack it. Having this familiar lowers the caster's
- armor class by a small amount for 24 hours. The kind of creature you
- get is dependent on your level. The name field is the name you want the
- familiar called.
-
-
- Level 1: Kitten
- Levels 2-3: Puppy
- Levels 4-5: Beagle
- Levels 6-7: Rottweiler
- Levels 8- : Wolf
- #
- "AID"
- Usage : cast 'aid' <victim>
- Accumulative: -
- Duration : 10 hours
- Level : Level 4 cleric.
- Save : None
-
- This spell grants an additional 1d8 hitpoints to the victim, and improves
- their ability to hit by +1. The hitpoints gained can exceed the victim's
- normal maximum, but if they do, they will only last until the hour is up.
-
- See also: -
- #
- "GOLEM"
- Usage : cast 'golem'
- Accumulative: -
- Duration : Permanent, until killed
- Level : Level 15 cleric.
- Save : None
-
- This spell enables the caster to create a golem out of armor. In order
- to do this you need 1 piece of armor for the following spots laid out
- in the room: Head, Feet, Body, Legs, Arms, Hands. The armor class of
- the golem will be that of all the pieces added together. The amount
- of hitpoints that the golem has is based on the level of the caster,
- and the quality of the armor used to construct the golem. The level of
- the golem is also dependent on the type of armor used. High level
- golems may have more than one attack per round.
-
- See also: -
- #
- "FEEBLEMIND"
- Usage : cast 'feeblemind' <victim>
- Accumulative: -
- Duration : 24 hours
- Level : Level 34 mage.
- Save : vs Spells for negation
-
- This spell causes the victim to become a moron if they fail their save.
- The chance of spell casting successfully is greatly reduced, as is the
- intelligence and ability to use skills, due to the victim's profound
- lack of intelligence.
-
- See also: -
- #
- "SHILLELAGH"
- Usage : cast 'shillelagh' club
- Accumulative: -
- Duration : Permanent
- Level : Level 3 druid.
- Save : None
-
- This spell changes a club into a 2d4 +1+1 club.
-
- See also: -
- #
- "GOODBERRY"
- Usage : cast 'goodberry'
- Accumulative: -
- Duration : Permanent, until eaten
- Level : Level 4 druid.
- Save : None
-
- This spells must be cast outdoors. Upon doing so, the caster calls into
- being a bunch of berries. These berries have a slightly less nutritional
- value than a loaf of bread, but they do cure 1d8 hit points of damage
- when eaten.
-
- See also: CREATE FOOD, CREATE WATER
- #
- "FLAME BLADE FLAMEBLADE"
- Usage : cast 'flame blade'
- Accumulative: -
- Duration : Permanent
- Level : Level 7 druid.
- Save : None
-
- This spell calls into being a 1d4 +4(to dmg) blade of flame.
-
- This spell is _very_ important if you want to advance past 10th
- level.
-
- See also: -
- #
- "QUIVERING PALM QUIV"
-
- Quivering palm is a fabled monk attack.. It can only be done 1 time per
- week, and only on an opponent of the same level or lower, with less than
- 2*the monks max hit points. If the roll is successful, the target dies
- instantly
- #
- "SPRING LEAP SPRINGLEAP"
-
- Allows you to attack from a sitting position, i.e. after you have been
- bashed. You attack, and stand up, all in the same motion. (monk skill)
-
- #
- "READ MAGIC"
- Allows the non-cleric or mage to read magic scrolls.
- #
- "FIND TRAPS"
- Enables you to detect the presence of traps in a room.
-
- See also: SPELL FIND TRAPS
- #
- "SAFE FALL"
-
- Safe fall is a monk skill that allows them to fall from any height, and
- fail to die. They will be stunned, and badly wounded, but they will not
- die (if they make the roll)
- #
- "SPY SPYING"
- Spying helps a thief character gain information about the world around
- him/her. After one has typed 'spy', one can look in various directions,
- and given that there is an exit in that direction, and nothing blocking
- the way (like a closed door), then the contents of the other room will
- be displayed.
-
- It also helps when attempting to value an item carried by another
- person. Usually, it will tell that person that you are looking at a particular
- item.. however, if you successfully spy, they won't notice.
- #
- "DOORBASH"
-
- Doorbashing is a skill that allows one to open locked doors. One must
- refer to the door by name, not the direction of travel. For example
- doorbash gate
- doorbash door north
- etc.
-
- Success means that the door is unlocked and opened and the attempter is placed
- in the room on the other side of the door, while failure causes the attempter
- to be stunned for a short time, and take a fair amount of damage in the process.
- #
- "DISARM"
-
- There are two kinds of disarm. Disarming weapons and disarming traps.
-
- If one types "disarm monstername", then, if the player has the disarm
- weapon skill, and successfully uses it, the monster's weapon will fly from
- its hand/tentacle, etc.
-
- If one types "disarm trapname", if the player has the disarm traps skill,
- one can attempt to disable the trap.. failure indicates a high probability
- that the trap will be sprung on the player attempting the disarm.
-
- #
- "SIGN"
- You can learn to use sign language now. Useful when underwater,
- or in a silenced room, (or silenced yourself). whatever the user types
- is broadcast, possibly somewhat garbled depending on his/her skill with
- signing, and all those in the room who understand sign language will
- receive the possibly garbled message.
-
- #
- "MOUNT RIDE RIDING"
-
- it is now possible to mount horses and dragons.. Certain aspects are
- not finalized, so it is not advisable to mount aggressive dragons. Currently
- there are no horses of the correct race to be ridden, so, for the moment, it
- is only possible to ride dragons. However, dragons are not docile creatures,
- and it will take a large amount of riding skill, and a high level character
- to do it with any amount of ability. You can order your mount to do things,
- as if he/she was a follower, but he/she isn't, so you can't group with the
- mount. Each time you attack something, or your mount attacks something, or
- each time you take damage or your mount takes damage, you have a chance of
- being thrown from the back of your mount.
-
- it is easier for evil chars to ride evil dragons, and good chars to ride
- good dragons.
-
- To get an idea of how powerful one has to be to ride dragons,
- a 60th level character can typically only successfully ride on
- Yevaud if said character has a -1000 alignment, or is affected
- by the dragon-riding spell. Or if yevaud is heavily damaged.
-
- See also: "SPELL MOUNT"
- #
- "ALIAS"
-
- alias -- no arguments - shows a list of your existing aliases.
- alias <num> command -- assigns the command to the number num, which
- has to be between 0 and 9.
- <num> will execute this command.
-
- example:
-
- > alias 1 kill
-
- > 1 lamia
- You hit the lamia.
-
- Get the idea? Only one cmmand per alias, I have been having nightmares
- trying to figure out all the ways one could crash the game with
- multi-command aliases
-
-
- #
- "SHOOT"
-
- hold a bow (from the midgaard weapons seller), wield an arrow
- (also from midgaard weapons seller). then shoot an opponent.
- the arrows are fragile, and break easily, so be careful!
-
- #
- "SWITCH"
- Allows you to switch opponents. if you are attacking X and want to attack
- Y, type 'hit Y'. It will check against your Switch skill, and if
- you make it, you stop attacking X, and attack Y.. if you fail, you
- stop attacking anyone.
- #
- "VALUE"
- tells you the value/vital stats of something. for example,
- value sword will tell you interesting stuff about the sword.
- the numbers are inaccurate. As you get better at the skill,
- the numbers become more and more accurate.
- #
- "LORE"
-
- tells you the vital statistics of a mob, compared to yours.
- but only if you have the appropriate lore skill.
-
- to use it, type 'consider X', if X is a race that you know lore
- about, you can get some info on the race. As your ability with the
- skill improves, your estimates will improve.
- #
- "DODGE"
-
- dodge allows fighters and monks to avoid damage in combat. not
- a lot -- 1-3 points, but every little bit helps. Each time you
- are hit, the game checks your dodge skill, which does not improve
- with use, only with practice. if you make it, the damage is
- reduced by 1-3 points.. note- this applies to physical attacks
- only.
-
- #
- "RETREAT"
- allows a fighter, thief or monk to get out of combat without
- having to panic and flee. if you make the roll, you WILL leave
- the room, and you lose no exp for doing it.
-
- this skill gets better through use.
-
- this skill does not have a name of its own, but is built in
- to the 'flee' command.
-
- #
- "FEIGN DEATH"
- allows a monk to pretend that they are dead. The people/things
- that are attacking you will stop fighting you, and may leave you
- alone completely, although it is best to leave the room as soon
- as possible.
- #
- "NEWSTUFF"
-
- New changes that will be implemented by aug 31.
-
- +10) More exp required per level for the higher levels. (To encourage
- high level players to go to tougher areas) (almost done)
- 18) More monsters for monsum 5, 6 and 7 (done)
- 23) Each character will have to go on a quest for some item for each
- level. A successful completion of ALL quests will mean that
- (in theory) the player has gone to almost every area at least once.
- 35) Tell may be disabled for mortal-mortal conversations.
- 36) Player killing will be modified as follows: Evil characters will
- be able to kill other evil characters, and good characters.
- Good characters will be able to kill evil characters. All other
- forms of player killing will be investigated, and justice will
- be swiftly enacted.
-
- Other changes will be added here. The changes listed are open for
- discussion, but it is very doubtful that discussion will change anything,
- unless you can find an equally reasonable change with similar effects.
-
- We recognize that these changes will make the game harder. It will also
- make it more balanced, and encourage more adventuring, and less repetition.
- These mods will not all necessarily take effect at one time, so things
- will be Very chaotic for a time, until they are all in.
-
- Items marked with a (*) are not as high priority.
- #
- "ROOM TELEPORT"
-
- some new things for teleport rooms:
-
-
- edit tele <time> <room> <flags> [<countdown>]
-
- flags =
- 1 LOOK (do a look when you get teleported
- 2 COUNT (this is a countdown room)
- 4 RANDOM (after the first teleport, this room will teleport in random
- time)
- 8 SPIN (Not implemented yet)
-
-
- Some things to note:
-
- if you are going to set the COUNT flag, then leave the <time> = 0
-
- COUNT, RANDOM and SPIN are more or less mutually exclusive.
-
-
- examples
-
- edit tele 30 1000 1 ; teleport fires every 30 ticks, goes to room
- 1000, does a look
-
- edit tele 0 1000 3 30 ; 30 ticks after a player enters this room,
- they will be teleported to room 1000, and
- they will do a look.
-
- edit tele 0 1000 2 30 ; 30 ticks after a player enters this room,
- they will be teleported to room 1000, and they
- will NOT do a look
-
- Any questions, post them on the board
-
- The random time will be between 10 and 100 ticks
-
- (so roughly between 7.5 seconds and 75 seconds)
-
- Note, this is a god command, mortals can't do it.
-
- #
- "INTRO INTRODUCTION"
-
- things you should know:
-
- hit points are ad&d like, not diku like
- there are 150+ spells, almost 30 skills, more on the way.
- many monsters have special routines.
- most monsters that might have poison do.
- poison is very dangerous.
- some poisonous monsters have instantly fatal poison. take care!
- equipment can be damaged, by spells and combat.
- dragons breath, doing lots of damage to people and equipment.
- non pc followers only get 1/2 the exp they would get if they weren't
- charmed. the other 1/2 is lost.
- Some monsters are too big to bash.. in general, dragons, most 'huge'
- things, purple worm, etc, are all non-bashable.
- sneak allows you to avoid aggressive monsters.
- monsters develop hatreds very quickly, and will try to hunt you down
- and kill you for hurting them.
- kangaroos hate all kinds of enfan.
- most mobs that should see in the dark do.
- some monsters are immune to the things you would expect them to be
- immune to.
- some monsters are also resistant to certain attacks and/or susceptible
- to others (resist = 1/2 damage, susc = 2* dam)
- monsters HELP each other out. They don't sit by and watch.
-
-
- player characters are very powerful: many many spells, attacks, etc.
- monsters are weaker individually, most of the time. However, the
- monsters here are not as stupid as they are on other muds, and they
- tend to be tougher, because of that, and because they help each
- other.
-
- rule of thumb: Grouping is a good idea.
-
- it is easier to play mages and thieves if you are patient. You don't
- have to be as patient, if you are more willing to group.
-
- My goals for the classes:
- Fighters: powerful at lower levels, much less useful at higher levels.
- Clerics: reasonably powerful and useful all along.
- Mages: weak at lower levels, more powerful at higher levels.
- Thieves: Good for scouting, very nice when grouped.
- Monks: Weak at lower levels, more powerful at higher levels.
- Druids: Medium at all levels, like clerics.
-
- spellcasting is harder to do in combat. generally, the more powerful
- the spell, the harder to cast in combat. magic missile, acid blast,
- shocking grasp, cause light, serious, critical, are all fairly easy
- to cast in combat.
-
- While your equipment can be damamged by spells and such, there are some
- things you can do do minimize the damage. #1, if you are fighting something
- that does fire damage, being immune or resistant to fire yourself will
- help your equipment out as well. Good saves will also in general reduce
- the amount of damage.
-
- #
- "AUTHORIZE AUTH"
-
-
- auth Newbie yes (lets them into the game)
- auth Newbie no (denies them from the game)
-
- auth Newbie anything else (a message to the Newbie)
- #
- HOUSEAUCTION
-
- There are no houses currently on the market.
-
-
- #
- "HOUSES HOUSE"
-
- Houses allow the character who owns it to rent for free. The character
- enters the house, and types rent,and all the stuff is stored. No one else can
- rent in that room, just the owner. Multi-room houses are legal. Note:
- No 'gates' will be allowed, the house must be geographically correct.
- (i.e. all entrances and exits must be close to each other).
-
- As a reward for godhood, Players who make godhood will be able to
- purchase houses at a fixed rate (if they so desire) instead of the auction
- price.
-
- #
- "MAYOR"
-
- A character who kills the mayor in single combat earns the right to
- be the mayor for 1 realworld week. (from the day of the fight)
-
- The fight has to be witnessed by a 54th level god (or higher).
-
- Player cannot flee from combat. Flight indicates loss, and the player
- cannot try again for 1 real day.
-
- Mages and clerics can use NPC followers. No PC assistance (or god)
- will be allowed.
-
- Once the mayor has been killed, no other fights will be honored for
- the period of one week.. ignorance of the fact that the mayor position
- is still taken is of no consequence.
-
- The mayor of the week will have her (or his) name placed on the
- message of the day. If that person reaches immortality during
- that week, they will be removed from the mayor list, and the position
- will once again be open.
-
- I am also considering allowing the mayor of the week to call for
- cityguards, but i have not decided.
-
- #
- "RESURRECTION"
-
- if the spell is cast on the corpse of a player:
-
- Resurrection requires a sacrifice of 150,000 coins, and the
- beneficiary loses 1 con point permanently.. after the con reaches
- 3, no more ressurection can occur.
-
- IMPORTANT: The dead character has to stay OUT of the game until
- he/she is resurrected. If he/she reenters the game, he/she
- cannot be resurrected. All the way out. I.E. all the way out of
- telnet.
-
- The caster is brought to 1 hit point, 1 mana and 1 movement point.
-
- if the spell is cast on the corpse of a monster:
-
- That monster becomes a loyal follower of the caster, for 36 game hours.
-
- #
- "AREAS"
- Current Areas:
-
- DeadHamme -- Haag & Mario (1 - 5)
- Prydain -- Haag & Mario (10 - 40)
- Abbarach -- Haplo (not sure)
- Rhyodin -- Heimdall (not sure)
- White Plume -- Dem (10-15)
- Arena -- Felix (10 - 30)
- Mages tower -- Skylar (10-30/30-50) (lower, upper levels)
- Hill giants -- Marist (15-30)
- Graecia -- gambreezi (20-50)
- Skexies -- Rugrat (5-15/10+) (two parts)
- Lycanthropia -- Duke (Mid)
- Bay Isle -- Duke (High)
- New Thalos -- Conner (all)
- Artica -- Duke (5 - 20)
- Temple Labyrinth -- Duke (5 - 10)
- Mistamere (5 - 10)
- Temple Annex (1 - 10)
- Sewers (5 - 20)
- Moria (3 - 20) - monsters gang up.
- Shire (3 - 15+)
- Thalos (10 - 20)
- Dwarven Kingdom (10 - 30)
- Drow (20 - 40)
- Zoo (1 - 25)
- Orshingal -- Poohbear (10 - 30)
- Ivory tower -- Exxon (1 - 9)
- The Pyramid -- Conner (15 - 30)
- Arachnos -- Duke (5 - 50)
- Castle Python -- Melkor (5 - 30)
-
- NOTE!!!!!!!!
- Those numbers are ROUGH! And just because an area is advertised
- for X level does not necessarily mean that X level can wipe out the area!!!
- Use COMMON SENSE. ASK people about the areas, find experienced people to
- group with. Don't get cocky, and you'll live longer. Be social, and you
- will live longer. Ask questions, and you will live longer.
-
- P.S. if anyone feels these numbers are not accurate, post a message.
-
- #
- "MONSUM"
-
- the various incarnations of this spell create monsters of the appropriate
- level to serve you as followers for a time. The time is as long as the
- time that charm person would work on the same creature.
-
- #
- "POLY POLYMORPH"
-
- I would be very grateful if you tell me which ones, of the following
- list of poly forms, are too strong and which ones are too weak.
-
- Correct syntax and format for this spell is:
-
- cast 'polymorph' <creature_type>
-
- where you replace <creatue_type> with one of the creatures listed below.
-
- To return to your character, type the command: RETURN
- If you switch into a humanoid monster, you can cast spells if you are a
- magic-user or cleric, and you can steal if you are a thief.
-
- Now, here is the list:
-
- name level of caster
- "goblin" 4*
- "parrot" 4 (blue)
- "frog" 4
- "orc" 5*
- "trog" 5*
- "gnoll" 6*
- "parrot" 6 (black)
- "lizard" 6
- "ogre" 8*
- "parrot" 8 (red)
- "wolf" 8
- "spider" 9
- "beast" 9 (displacer)
- "minotaur" 9*
- "snake" 10 (rattle)
- "bull" 10
- "warg" 10
- "rat" 11 (sewer)
- "sapling" 12
- "ogre-maji" 12*!
- "black" 12 (dragon)
- "troll" 14* (regenerates)
- "crocodile" 14
- "mindflayer" 14*! (junior)
- "giant" 16* (hill)
- "bear" 16 (grizzly)
- "blue" 16 (dragon)
- "enfan" 18* (blue)
- "lamia" 18*
- "drider" 18
- "wererat" 19
- "wyvern" 20
- "mindflayer" 20*! (senior)
- "spider" 20 (bird)
- "snog" 22
- "roc" 22
- "mud" 23 (mudmonster) ?
- "giant" 24* (frost)
- "white" 26 (dragon)
- "master" 28*! (mindflayer)
- "red" 30 (dragon)
- "roo" 35* (hunter)
- "brontosaurus"35
- "mulichort" 40
- "beholder" 45!
-
-
- The ones with * are humanoid.
- The ones with ! cast spells automatically
- The ones with ? you get to experiment and find out.
- #
- "ACID BLAST"
-
- Acid blast creates a powerful blast of acid that does 1d6 per level
- damage. The only advantage to this spell over lightning bolt is that
- fewer things are immune to acid.
-
- #
- "CACAODEMON"
-
- This spell is wreathed in mystery. The only sure knowledge about it
- is that it is cast in the following manner:
-
- cast 'cacaodemon' one
- .
- .
- cast 'cacaodemon' six
-
- #
- "CONE OF COLD"
- Usage : cast 'cone of cold'
- Accumulative: -
- Duration : Instantaneous.
- Level : Level 19 mage.
- Save : vs spells for half damage
-
- This spell does the caster's level * 5 damage to all those not grouped
- in a room.
- See also: -
- #
- "TRUE SIGHT"
-
- True sight allows you to see hidden creatures, and invisible creatures,
- it is a (temporary) cure for blindness, and allows you to see in the
- dark, or will soon.
-
- #
- "CONJURE ELEMENTAL"
-
- Conjuring elementals involves sacrificing an object:
- red stone for fire elementals
- pale blue stone for water elementals
- grey stone for earth elementals
- clear stone for air elementals
- #
- "CALM"
-
- Calm makes an aggressive monster non-aggressive
-
- #
- "STONE SKIN"
-
- Stone skin makes your skin stone-like, improves your armor class(-40 AC)
- and makes you resistant to piercing attacks.
-
- #
- "SPELL SPELLS"
- Mage Cleric
-
- First Level: First Level:
- Detect Magic Armor
- Magic Missile Bless
- Shield Cause Light
- Shocking Grasp Cure Light
- Turn Detect Evil
- Ventriloquate Turn
-
- Second Level: Second Level:
- Detect Invisibility Create Water
- Sleep Detect Poison
- Refresh
-
- Third Level: Third Level:
- Chill Touch Create Water
- Fly Detect Magic
- Knock Know Alignment
- Refresh
-
- Fourth Level: Fourth Level:
- Armor Cure Blind
- Invisibility Locate Object
- Know Alignment Remove Paralysis
- Strength
- Water Breath
- Weakness
-
- Fifth Level: Fifth Level:
- Burning Hands Detect Invisibility
- Infravision
- Monsum One
-
- Sixth Level: Sixth Level:
- Dispel Magic Blindness
- Protection from Evil
- Dispel Magic
-
- Seventh Level: Seventh Level:
- Acid Blast Animate Dead
- Ice Storm Remove Curse
- Monsum Two Sense Life
- Cause Serious
- Cure Serious
-
- Eighth Level: Eighth Level:
- Charm Monster Earthquake
- Blindness Poison
- Fear
- Second Wind
- Teleport
-
- Ninth Level: Ninth Level:
- Enchant Weapon Cause Critical
- Lightning Bolt Cure Critical
- Monsum Three
-
- Tenth Level: Tenth Level:
- Animate Dead Word of Recall
- Control Weather
-
- Eleventh Level: Eleventh Level:
- Colour Spray Flamestrike
- Cone of Cold
- Monsum Four
-
- Twelfth Level: Twelfth Level:
- Curse Curse
- Dispel Evil
- Dispel Good
-
- Thirteenth Level: Thirteenth Level:
- Monsum Five Control Weather
-
- Fourteenth Level: Fourteenth Level:
- Charm Person Fly
-
- Fifteenth Level: Fifteenth Level:
- Clone Call Lightning
- Fireball
- Monsum Sixth
- Paralyze
-
- Sixteenth Level: Sixteenth Level:
- Summon
-
- Seventeenth Level: Seventeenth Level:
- Energy Drain Harm
- Monsum Seven Heal
-
- Eighteenth Level: Eighteenth Level:
- Summon Succor
-
- Nineteenth Level: Nineteenth Level:
- FireShield
-
- Twentieth Level:
- Meteor Swarm
-
- Twenty First Level:
- Succor
-
- #
- "SECTOR TYPES"
- 0 = indoors
- 1 = city
- 2 = fields
- 3 = forest
- 4 = hills
- 5 = mountains
- 6 = water (swimmable)
- 7 = river (non-swimmable)
- 8 = air
- 9 = water
- 10 desert
- #
- "CHARM MONSTER"
-
- Very similar to charm person, but allows you to charm monsters too.
-
- #
- "ANIMATE DEAD"
-
- creates a zombie servant who will obey your commands. It has
- your level d8 or 10d8 hit points (whichever is less). It hits
- as a 2 HD monster, and is resistant to piercing weapons.
- Cityguards and vampire bats hate zombies, and attack them
- immediately.
-
- #
- REFRESH
-
- increases the targets movement by 1d4+1 per level, with a mininum
- of 20 points.
- #
- "SECOND WIND"
-
- increase the targets movement by 1d8+1 per level.
-
- #
- TURN
-
- forces undead of lower level who fail their save against spells to
- flee from you. The lower they are compared to your level, the more
- likely they are to flee.
-
- #
- SHIELD
-
- creates a shield of magic around the target, some protection(-10 AC),
- and nullifies all magic missile attacks.
-
- #
- SUCCOR
-
- creates a word of recall scroll.
-
- #
- FIRESHIELD
-
- different from D&D, creates a shield of fire around the target, and makes
- every attack against them do 2 * that damage to the attacker. Similar
- to sanctuary in duration.
-
- #
- RACE
-
- Various monsters belong to various races. For example:
- Llama and rabbits are of the same race because they are
- herbivores (cows, horses, etc)
- Dragons are of the same race.
- orcs, gnolls, ogres, giants are all 'giant class' race.
- lycanthropes.
- predators (animals that hunt for food)
- undead
- snakes
- reptiles
- insects
- spiders
- demons
- devils
- humans, elves, etc...
- #
- "PICK LOCKS"
-
- Thieves only.
- For picking locks. Not all locks can be picked. Example:
-
- > pick door
- > pick safe
-
- See Also : OPEN, CLOSE, LOCK, UNLOCK
- #
- SNEAK
-
- Thieves Only.
-
- Used for sneaking (moving in and out of rooms without anyone taking
- notice). When you type sneak, there is no way to know if you actually
- sneak. If you successfully sneak, then you will continue to sneak for
- a little while. When you are sneaking, many monsters that would
- otherwise attack you will not notice you, allowing you to go places
- that no others can get to.
-
- Example:
-
- > sneak
-
- See Also : HIDE
- #
- HIDE
-
- Thieves Only.
- When you type hide there is a chance that you hide in the room. If
- hidden you can only be "sensed" by the "sense life" spell. Even if
- sensed your identity will remain hidden. Hide is broken by pressing
- return, regardless of whether you typed a command or not.
-
- Example:
-
- > hide
- Ok.
- > (you wait for ex. 5 mins and remain hidden for 5 mins)
-
- > (You pressed enter and no longer hide)
- #
- LOOK
- For studying your surroundings. Examples:
- look
- look AT the angel
- look IN the bag
- look to the south (or just: look south)
-
- Note that if you LOOK AT CORPSE you will not see its inventory.
- To see what is inside a container (e.i. Corpse) use LOOK IN <OBJECT>.
-
- See also : EXAMINE or READ
- #
- AC "-----------"
-
- Is you armor class, it is defined roughly as follows:
-
- 10 Naked person
- 0 Very Heavily armored (Plate mail, and "two shields")
- -10 Armored battle tank
-
- #
- OPEN CLOSE LOCK UNLOCK
- Usage (example):
- > open portal
- or
- > open portal to the south
- (if there is more than one to choose from)
- #
- NORTH SOUTH EAST WEST UP DOWN
- To walk in a given direction.
- #
- EAT DRINK SIP TASTE
- If you are hungry or thirsty. Examples:
- eat hamburger
- drink beer
- eat bread /* how boring, visit Andy's Pub! */
- eat sausage
- #
- WHO
- Lists the people currently in the game. Some people may choose to remain
- unseen.
-
- WHO GODS will give you a list of all currently active (and visible) gods.
- Please consult this list before shouting "Is there a god on?"
- #
- GIVE
- If you feel benevolent, you may give some stuff to someone in need. Example:
- give bread to the beggar.
- #
- SAVE
- Save your persona. This includes experience points, strength, gold, etc.
- It also saves your equipment, up to the first 200 items.
- #
- STRING
- For changing the text-strings associated with objects and characters. The
- format is:
-
- string <type> <name> <field> [<string> | <keyword>]
-
- Type is either 'obj' or 'char'.
- Field is one of the following(the names may be abbreviated):
- Name (the call-name of an obj/char - kill giant)
- Short (for inventory lists (objs) and actions (chars))
- Long (for when obj/character is seen in room)
- Title (for players)
- Description (For look at. For objs, must be followed by a keyword)
- Delete-description (only for objs. Must be followed by keyword)
-
- Where a string is expected as the last argument, a newline will make
- you enter a string mode, and the game will prompt you for new lines to
- the string until you exceed the maximum length for the string or you
- end a line with a '@'.
- #
- LOAD
- For loading new objects or characters from the database. The format is:
- load <type> <number>
- Where <type> is either 'obj' or 'char', and number is the number of the object
- or character you wish to create.
- #
- THINK
- What people are supposed to do before they do something. Gods also have
- the uncanny ability to let other gods know what they are thinking via
- this command.
- #
- NOHASSLE
- A god may (is supposed to) set this upon themselves to prevent mobiles
- from attacking them.
- #
- STEALTH
- Gods use this to sneak into a room withoout their bamfin and and bamfout
- messages apprearing. Mortals usually wish they could do this, but so
- far none have been able to.
- #
- BAMFIN
- Bamfin <bamf definition>
- Additional arguments can include ~N for where you
- Want your name (if you want your name). If you use
- ~H, it puts in either his or her depending on your
- sex. If you use the keyword 'def' for your bamf,
- it turns on the default bamf.
- #
- BAMFOUT
- Bamfout <bamf definition>
- Additional arguments can include ~N for where you
- Want your name (if you want your name). If you use
- ~H, it puts in either his or her depending on your
- sex. If you use the keyword 'def' for your bamf,
- it turns on the default bamf.
- #
- SETSEV
- This command will set a god's severity levels. Basically, at 0 you get
- all wiz messages. As you increase your severity level, you get fewer and
- fewer of the log messages until they are filtered out completely.
- #
- INVENTORY
- If you are uncertain about what you are carrying, or simply want to check
- that no thieves have pilfered from your backpack.
-
- See also: EQUIPMENT
- #
- EQUIPMENT
- When you want to know what armor, weapon, charms etc. you are wearing.
-
- See also: INVENTORY
- #
- KISS
- Well can't you guess ?
- #
- WEAR
- If you want to wear some clothes, armor or the likes.
- For example : wear boots
-
- See also: REMOVE, EQUIPMENT
- #
- WIELD
- When you get tired of bashing monsters with your fists, you might consider
- wielding a weapon. Example : wield sword
-
- See also: REMOVE, EQUIPMENT
- #
- SCORE
- Whenever you want to check whether you are still alive and healthy
- or simply want to see how much money you have left.
- #
- SAY TELL WHISPER SHOUT ASK
- If you consider communicating with other beings, you might be understood
- better if you start your sentences with either say,tell,whisper or shout.
- Example : say I'm a jerk
- tell unclesam You're dead meat - sucker!
-
- You can use ' as a shorthand for say, as in:
-
- ' hello there.
- #
- BOUNCE
- If you feel like bouncing round the room this is just the command for you.
- #
- FRENCH
- Don't you know how they kiss in France ?? - try it !
- #
- QUI SHUTDOW
- Just to prevent accidental quittings and/or shutdowns.
- This command does not DO anything, it simply is.
- #
- SMILE
- Whenever you feel like smiling...
- #
- KILL HIT
- A good way to start a fight.
- #
- KICK
- Fighters and Monks
- The success of a kick depends upon how well you are learned. The
- higher level you reach the harder you kick. There is one small catch -
- whenever you kick (or miss) you will be unable to type any command for
- three rounds of 'Violence' - so be sure that you do not need to flee!
- This is one of the Monks most awesome weapons. Use it wisely.
-
- See Also : Rescue, Bash
- #
- BASH
- Fighters only.
- The success of a bash depends upon how well you are learned. To bash
- someone is to attempt to 'knock' that person over. If you succeed you
- will inflict minor damage, and cause the victim to fall on its rear.
- The victim will be unable to issue any commands for 2 rounds of
- violence. If you miss you loose your balance and fall.
- A bash makes you unable to type commands for 2 rounds of violence.
- Note that hitting a person who is resting/sitting will inflict
- 1.5*damage. Fighters See Also : Rescue, Kick
- #
- RESCUE
- Fighters Only.
- A rescue is an attempt to make a monster hit you instead of the
- person being rescued. You can only 'turn' one monster for each
- attempt. This is highly useful when playing in groups.
- #
- STEAL
-
- Thief Only.
-
- Use steal to steal gold or items from people. The chance of not
- getting caught depends on how well you have practiced steal, and if
- the person is asleep.
-
- Due to misuse of the steal command, it now requires at least 1,250 XP
- points to steal from other players. You can still steal from monsters
- at all levels.
-
-
- Example:
-
- > steal gold drunk
-
- #
- BACKSTAB
-
- Thief only.
-
- Is a way to sneak up on a person, and attempt to place you dagger in
- his back, at exactly the point where it does most damage. A successful
- backstab gives a damage multiplier, depending on level:
-
- The chance of successfully backstabbing a person depends on how well
- you have practiced backstab at your guild.
- #
- CAST
- For "magical" people. If you want to throw a spell at someone or something.
- Example : cast 'burning hands' <player>
- Note that the name of the spell must be enclosed by "'"s.
-
- See also : help on each individual spell, for example:
- > help cure ligh
- > help ventri
- > help energy drain
- #
- DROP
- If you lose interest in a carried item, you can drop it on the ground.
- Example : drop bottle
- If you feel like getting rid of all your earthly possessions, you
- may use "drop all". Also you can drop 9*bottle, which would drop 9
- bottles, but leave the rest in your hands.
-
- See also: GET
- #
- PURGE
- A way to make the world a little cleaner.
- Usage:
- purge To empty a room of monsters and objects.
- purge <character> To remove a living thing. Kicks out a player.
- purge <object> Figure this one out yourself.
- #
- STAT
- If you are interested in a person and want to find out about
- his/her/its skills, strength, mana, hitpoints etc. In addition, 'stat
- room' will give you useful information about the room you are in.
- #
- ORDER
- In bars etc you can order things.
- If you are not in a bar, and you happen to have followers, you can
- order your followers to do things.
-
- ie: order zombie smile
- and 1.zombie will smile.
-
- ie: order 2.zombie smile
- and 2.zombie will smile
-
- ie: order followers smile
- and all your followers will smile.
- #
- BUY SELL
- Commands for the shops - very useful too !
- #
- WEATHER
- If you are uncertain whether the sun is shining or the rain is pouring down.
- #
- READ
- When you want to read something.
- #
- REMOVE
- If you tire of wearing some armor or wielding a weapon.
- Example : remove sword
- #
- SHOPS
- Shops are places where the adventurer may purchase equipment for his
- quests, and where he may sell his treasure if he should manage to
- survive the perils with his life and sanity intact. Many shops trade
- only in a specific type of merchandise. Thus, a baker may well refuse
- to buy your armor, even if it is of high quality!
- To some people, the prospect of obtaining the entire inventory of a
- shop by murdering the keeper may appear tempting - but beware: The
- shopkeepers are rugged, capable men and women; roughened by years of
- trading and, indeed, surviving in a world where the only safe prospect
- is death in the end. (They usually have a few thousand hitpoints and
- can shoot through schools).
-
- See also: BUY, SELL, LIST, VALUE
- #
- SOCIAL ACTIONS
- Commands mainly for social interaction:
-
- applaud, beg, bleed, blush, bounce, bow, burp, cackle, chuckle, clap,
- comfort, cough, cringe, cry, cuddle, curtsey, dance, daydream, fart,
- flip, fondle, french, frown, fume, gasp, giggle, glare, grin, groan,
- grope, grovel, growl, hiccup, hold, hop, hug, yawn, kiss, laugh, lick,
- love, moan, nibble, nod, nudge, pat, peer, point, poke, ponder, pout,
- puke, punch, purr, ruffle, scream, shake, shiver, shrug, sigh, sing,
- slap, smirk, smile, snap, snarl, sneeze, snicker, sniff, snore,
- snuggle, spank, spit, squeeze, stare, steam, strut, sulk, tackle,
- taunt, thank, twiddle, wave, whine, whistle, wiggle, wink, worship
- (not all of these work)
-
- #
- WIZ
- A listing of the commands for immortals (should be unavailable for mortals :)
- #
- COMMANDS
- A mechanical listing (the code already exists) of the known verbs.
- #
- WARRIOR FIGHTER
- Warriors are known to have more strength than the average player.
- This makes them better at hand-to-hand-combat, as they possess skills
- of violence and fighting unequaled by the members of any other class.
- However, they lack the ability to use magic of any sort.
- You can improve your skills by using the practice command, in the
- room in the swordspeople's guild with the guildmaster (usually the
- last room)
-
- See also: PRACTICE
- #
- THIEF
- Thieves are known to have very special qualities, that no other
- class offers. Many of these qualities can come in handy in many
- situations, such as picking locks. They are not very combat oriented,
- however, so do not expect to be able to kill many things by yourself.
- The useful aspect of thieves involves their ability to scout ahead,
- avoiding monsters, detecting and removing traps and selling and buying
- items at the black market.
- You can improve you skills by using the practice command.
-
- See also: PRACTICE
- #
- CLERIC
- This class gives you the wisdom of peace, blessing and healing,
- though it is possible to learn more violent spells. You can improve
- your spells by using the practice command.
-
- See also: PRACTICE
- #
- "MAGIC USER" WIZARD MAGE
- This is the class of powerful and violent magic, but the magic user
- does not control the nature, and can therefore not bless and such. You
- can improve your spells by using the practice command.
-
- See also: PRACTICE
- #
- PRACTICE PRACTISE
- Practice is the way you improve your spells and skills. You must go
- to your guildmaster to let him/her help you improve (GAIN). If you type
- practice, you will see which skills you can improve upon, and how good
- you already are at these. You can then use practice <skill>, to
- practice the appropriate skill. You can only practise a certain
- amount for each level you gain, and you do not have to use this, it
- can be accumulated.
-
- See also: GAIN
- #
- EXITS
- Gives you a list of the obvious exits from your location. Of course,
- the less obvious ones will not show up here - you have to THINK in
- order to locate those.
-
- #
- LEAVE
- If you feel claustrophobic, typing 'leave' will make you use the
- nearest obvious exit to the outside.
-
- #
- ENTER
- If you type 'enter' while you are outdoors, you will enter any
- nearby shelter. You can also follow 'enter' with an argument; for
- example, 'enter window'.
-
- #
- TIME
- Gives you the current 'gametime'. Your initial reaction to the
- output of this command may be one of surprise, but you will get used
- to it. you will have to, at any rate, since certain things in the game
- depend on this particular notion of time; the opening hours of the
- shops, for example.
-
- #
- BUG TYPO IDEA
- For making useful suggestions to the maintainers of the game. Examples:
-
- bug the entire game crashes when I type 'put bag in bag'
- idea make a restaurant in Midgaard
- typo 'sence' should be spelled 'sense'
- #
- QUIT
- When you get tired of playing, you can leave the game by typing
- 'quit'. Note that whatever stuff you might be carrying with you is
- simply left on the ground. If you wish to have your equipment put away
- until you are able to come back, you will have to find an inn.
-
- See also: INN
- #
- INN INNS
- Inns are places where the weary traveler may rest while the
- innkeeper looks after his equipment and treasure. Specifically, you
- may use inns to store your gathered equipment while you are not
- playing the game (we all have to sleep sometimes, there is no shame in
- that).
-
- See also: OFFER, RENT
- #
- OFFER RENT
- For use in the receptions of inns. The command 'offer' will make the
- innkeeper tell you the cost of storing your carried items for one day.
- 'rent' will store the items and make you leave the game. The next time
- you enter, you will start out in the reception where you left. The inn
- will store your items as long as you have the gold to pay the rent.
-
- See also: INN
- #
- GET TAKE
- If you find something interesting on the ground, you may use 'get'
- to pick it up. Example: "get greatsword". If you are in a hurry, or if
- you just feel very greedy, you may type "get all". You can also use
- 'get' to extract objects from containers. Example: "get dagger from
- bag". Other examples:
- get all.bread from bag
- get 9*bread from bag
- get all from corpse
-
- Fixed! There is no longer any ambiguity between containers in your
- inventory and on the ground. The ones in your inventory are 1..n and
- the ones on the ground are (n+1)..(n+m).
-
- See also: DROP PUT
- #
- PUT
- For putting stuff in containers. Example: "Put the dagger in the bag".
- Put all.bread in bag
- Put 9*bread in bag.
-
- See also: GET
- #
- EXAMINE
- May give you some valuable information about an item, or a monster.
-
- See also: LOOK
- #
- WRITE
-
- (What is this, a wish list? I don't think this really works, bud
- -Hammor)
- In order to write a note, you need a piece of blank paper (or
- similar), and a pen of some sort. You can then type something like
- "write on the paper with the pen", whereupon you will be asked to type
- in your note at the keyboard.
-
- #
- NEWS
- This command will show you the current edition of "the DikuMUD
- Herald", a publication dedicated to news and useful information about
- this world. It is a VERY good idea to check it out once in a while.
- NOT checking it out will probably get you dead.
-
- #
- SLEEPING WAKE REST SIT STAND
- For changing your position. If you feel weary, It is probably a good
- idea to sit and rest for awhile; or maybe even take a nap.
-
- #
- POUR
- If you want to pour some liquid from one container to another.
- #
- GRAB
- For getting a good grip on something; a torch, for example.
-
- See also: WEAR, WIELD, REMOVE
- #
- FOLLOW
- If you happen to be going in the same direction as someone else, why
- not simply follow that person? For example: "Follow joe". If you are
- following someone and you wish to stop doing that, then all you have
- to do is follow yourself: "follow <your name>".
-
- #
- FLEE
- If you are in a fight and things are beginning to get a little
- uncomfortable (maybe you are about to die), just type 'flee', and
- presto! you are out of harm's way - that is, IF you are still standing
- and, IF there is a suitable exit nearby, and IF that exit does not
- simply take you out of the frying pan and into the fire... but then,
- who wants to live forever?
-
- #
- IMPLEMENTOR
- The most powerful beings in existence. Their function is mostly
- administrative. Don't whine too much in their presence.
- Also, Hammor doesn't have the responsibilities of an implementor,
- just the priveleges. He only hacks code.
-
- #
- GUILD
- The Guildhouse is the place where mortals may go to escape the
- troubles and perils of a cruel world. Each guild is heavily guarded
- (HA!), so that only members may enter the building. Guilds are also
- the places where people come to learn and practice the skills of their
- trade.
-
- The Clerics guild is located west of the temple square.
- The Mages guild is located just east of the west gate, south of the wizards
- shop.
- The Thieves guild is located in a dark alley
- The Warriors guild is located just west of the east gate, south from the
- weaponsmith's shop
- The Monk's guild is farther away, west and north from took hill in the shire
- The Druids guild is in the forest of Haon-daor, near a small cabin
- in the woods. (levels 9 and under).. The 10th+ level druid guild is
- inside the colossal tree. You MUST have the spell 'tree travelling' to get
- inside your guild, so be warned. You almost definitely need the spell
- 'Flame Blade' to win the competition required for each level.
-
- Note.. these are multi-room complexes.. once you enter the entrance, type
- exits, to see where the bar is, and you can get from the bar to the
- practice/guildmaster area.
-
- Once at the guildmaster, you can practice spells and skills.
-
- See also: PRACTICE
- #
- INFO
- Gives you some useful hints and information about the game.
- #
- WHERE
- Tells you the location of a monster, a player or an object. Examples:
-
- where torch
- where dragon
- where 2.ring
- where 4.one-ring (gives you the container traceback so you can find
- out WHO has that One Ring)
-
- Mortals can only "where" monsters or players, and only from their own
- zone.
-
- Immortals may type 'where' without arguments to see where everybody is.
- #
- USERS
- Tells you who is logged on to the game, and where they are playing from.
- #
- LEVELS
- Lists the levels of your class.
- #
- BRIEF
- Toggle "brief mode". When in brief mode, you do not see the
- descriptions of the room you are in; only the name of the room, and
- the people and objects in there. Unless you are very familiar with the
- area in which you travel, however, it is not advisable to use this
- command. Frequently, you will find small, but vital hints in the
- descriptions of the rooms: An extra peek at your surroundings could
- mean the difference between life and death!
-
- See also: COMPACT
- #
- !
- Repeat the last command typed at the keyboard.
- #
- CONSIDER
- Usage : consider <monster>
- This command will compare your Level with the <monsters> level. You
- will then receive a rough estimate, which is by no means exact.
- (Actually, it's usually an outright lie, please help us fix this, make
- bug reports :) Consider does not take hitpoints/special attacks/damage
- into account.
-
- Example:
- > consider fido
- #
- EXPERIENCE XP
-
- Whenever you kill a monster or a player, you earn experience points.
- When enough experience points are earned, you raise a level. Things
- you should know about experience points:
-
- We strongly discourage killing of other players, but the choice is yours.
-
- See Also: GROUP
- #
- QUAFF POTION POTIONS
-
- Use : Quaff <Potion>
-
- Quaff is used to "drink" a (magical) potion.
- #
- RECITE SCROLL SCROLLS
-
- Use : Recite <Scroll> [Target]
-
- Is used to "read" a magical scroll. Target can be an object, character or
- nothing (which may be yourself).
- #
- USE WAND STAFF STAFFS WANDS
-
- Use : Use <Staff>
- Use <Wand> <Target>
-
- Using staves will automatically target everybody (or everything) in a
- room, in some cases, or everyone not in your group in others.
- Therefore staves are naturally very powerful, and yet may be very
- dangerous to use around other players.
-
- Using wands require that you point it at a target, which can be either
- a character or an object.
-
- Both staves and wands must be HELD in the hand prior to use! (Use the
- grab or hold commands). You must still supply the name of the staff or
- wand to avoid confusion.
-
- #
- ARMOR
-
- Usage : cast 'armor' [self]
- Accumulative: No
- Duration : 24 Hours
-
- The Armor spell will improve your AC(Armor Class) by 2.
-
- See Also: AC
- #
- TELEPORT
-
- Usage : cast 'teleport' [self]
- Accumulative: -
- Duration : Instant
-
- Teleport (with error) will instantly transfer you to another location
- in the world. This location is random, and thus there will always be a
- risk of landing in a fatal location. It can also be used as a combat
- spell
-
- See Also: ROOM TELEPORT
- #
- BLESS
- Usage : cast 'bless' <victim or object>
- Accumulative: No
- Duration : 6 Hours, permanent for objects.
-
- Bless on a victim will improve the victims saving throw versus spells
- by 1, and furthermore improve the hitroll by 1.
-
- Bless on an item currently has no defined action. It is only possible
- to bless non-evil items, and the object blessed may weight no more
- than five pounds per level of caster. Eventually, there may be
- monsters that take extra damage from blessed weapons, so it may be
- useful.
-
- See Also: -
- #
- BLINDNESS
- Usage : cast 'blindness' <victim>
- Accumulative: No.
- Duration : 2 + level hours.
-
- Blindness will blind a victim failing its saving throw. A blinded
- person will have -4 penalty to both hitroll and AC.
-
- See Also: AC
- #
- CLONE
- Usage : cast 'clone' <victim or object>
- Accumulative: -
- Duration : Instantaneous
-
- Due to the ever changing data-structures of DikuMUD, clone is not yet
- ready.
-
- Clone cast on a victim or object, will make a 'nearly' perfect copy.
- Clone has its limitations.
-
- See Also: -
- #
- "CONTROL WEATHER"
- Usage : cast 'control weather' ('better' | 'worse')
- Accumulative: Yes
- Duration : -
-
- This spell will change the "course" of the current weather.
- Example:
-
- > cast 'control wea' worse
-
- See Also: -
- #
- "CREATE FOOD"
- Usage : cast 'create food'
- Accumulative: -
- Duration : Instantaneous
-
- This spell instantly creates an edible magic mushroom. The mushroom
- will filling for the next (5+level) hours, up to a maximum of 24
- hours.
-
- See Also: -
- #
- "CREATE WATER"
- Usage : cast 'create water' <drink container>
- Accumulative: No
- Duration : Instantaneous
-
- Expect icky results if cast upon a drink container which contains
- another liquid than water. Empty or water containers will be filled
- depending on the level of the caster.
-
- Double amount of water will be created if it is raining (or snowing).
-
- See Also: -
- #
- "CURE BLIND"
- Usage : cast 'cure blind' <victim>
-
- This spell will cure a person blinded by the "blindness" spell, it
- can not remove blindness caused by for example cursed items.
-
- See Also: -
- #
- "CURE CRITIC"
- Usage : cast 'cure critic' <victim>
- Accumulative: -
- Duration : Instantaneous
-
- This spell cures 3d8+3 hitpoints of damage.
-
- See Also: -
- #
- "CURE LIGHT"
- Usage : cast 'cure light' <victim>
- Accumulative: -
- Duration : Instantaneous
-
- This spell cures 1d8 hitpoints of damage.
-
- See Also: -
- #
- "CAUSE CRITIC"
- Usage : cast 'cause critic' <victim>
- Accumulative: -
- Duration : Instantaneous
-
- This spell causes 3d8+3 hitpoints of damage.
-
- See Also: -
- #
- "CAUSE LIGHT"
- Usage : cast 'cause light' <victim>
- Accumulative: -
- Duration : Instantaneous
-
- This spell causes 1d8 hitpoints of damage.
-
- See Also: -
- #
- CURSE
- Usage : cast 'curse' (victim | object)
- Accumulative: No
- Duration : 7 Days, permanent on objects.
-
- Curse cast on a person that fails the saving throw, will reduce the
- hitroll by one, and reduce the saving throw versus paralysation by
- one.
-
- See Also: -
- #
- "DETECT EVIL"
- Usage : cast 'detect evil' [self]
- Accumulative: No
- Duration : 5 hours per level
-
- Detect evil will enable you to see the red aura surrounding evil
- persons and items.
-
- See Also: -
- #
- "DETECT INVISIBILITY"
- Usage : cast 'detect invisibility' [self]
- Accumulative: No
- Duration : 5 hours per level
-
- This spell enables you to see invisible items and players.
-
- See Also: -
- #
- "DETECT MAGIC"
- Usage : cast 'detect magic' [self]
- Accumulative: No
- Duration : 5 hours per level
-
- This spell will let you see the magical aura surrounding magical
- objects.
-
- See Also: -
- #
- "DETECT POISON"
- Usage : cast 'detect poison' (victim | food | drink)
- Accumulative: No
- Duration : Instantaneous
-
- Cast on food or drinks (drink containers) you will be able to
- sense if it is poisoned.
-
- Cast on a person you will be able to see if that person is
- poisoned.
-
- See Also: -
- #
- "ENCHANT WEAPON"
- Usage : cast 'enchant weapon' <weapon>
- Accumulative: No
- Duration : Permanent
-
- This spell will enchant non-magical (non-modifying) weapons only. By
- non-modifying weapons we refer to weapons that might alter any ability
- such as for example damage. The only way to know if a weapon is
- suitable for enchantment is to fully identify it.
-
- The enchantment will modify the weapon as:
-
- Level Hit Roll Damage
-
- 0..17 +1 +1
- 18..19 +2 +1
- 20+ +2 +2
-
- See Also: -
- #
- HEAL
- Usage : cast 'heal' <victim>
- Accumulative: No
- Duration : Instantaneous
-
- Heal will heal all the hitpoints from a person, except 1d4 points.
- Maximum 100 points can be healed. A victim who is blinded will also be
- cured by the heal spell.
-
- See Also: "Cure Blindness"
- #
- INVISIBILITY
- Usage : cast 'invisibility' <victim | object>
- Accumulative: No
- Duration : 24 hours, permanent on objects.
-
- Self Explanatory.
- Attacking while invisible will immediately break the spell.
-
- See Also: "detect invisibility"
- #
- "LOCATE OBJECT"
- Usage : cast 'locate object' <object>
- Accumulative: -
- Duration : Instantaneous
-
- If possible you will know exactly where an object is, or the name of
- the person using it. If more than one object by the same name exists,
- you will get a listing of several objects. The maximum number of
- objects you can simultaneously locate is your level divided by 2.
-
- See Also: -
- #
- POISON
- Usage : cast 'poison' <victim | food | drink>
- Accumulative: Yes on persons.
- Duration : 2*level hours, or permanent on food and drinks.
-
- Casting poison on food or drink (containers) will poison it. Eating
- poisoned food/drinks will poison the person eating or drinking.
-
- A person who is poisoned will suffer 15 points of damage every
- hour, and gain less points than usual.
-
- Sometimes a monster's poison is FATAL, so beware.
-
- See Also: "detect poison" or "cure poison"
- #
- "PROTECTION FROM EVIL"
- Usage : cast 'protection from evil' [self]
- Accumulative: No
- Duration : 24 hours
-
- The meaning of this spell is not yet fully defined.
-
- See Also: -
- #
- "REMOVE CURSE"
- Usage : cast 'remove curse' <person | object>
- Accumulative: No
- Duration : Instantaneous
-
- Will remove a curse on carried objects or any persons in the room.
-
- See Also: -
- #
- "REMOVE POISON"
- Usage : cast 'remove poison' <victim | food | drink>
- Accumulative: No
- Duration : Instantaneous
-
- Will remove poison.
-
- See Also: Poison
- #
- "REMOVE PARALYSIS"
- Usage : cast 'remove paralysis' <victim>
- Accumulative: No
- Duration : Instantaneous
-
- Will remove paralysis.
-
- See Also: Paralysis
- #
- SANCTUARY
- Usage : cast 'sanctuary' [self]
- Accumulative: No
- Duration : 3 hours
-
- When protected by this spell, you take 1/2 damage from all attacks
-
- See Also: Fireshield
- #
- FLAMESTRIKE
- Usage : cast 'flamestrike' target
-
- Damage : 6 - 48 points (6d8) flame damage, 1/2 if save
-
- People with infravision who are not affected by truesight and are in a
- dark room will be momentarily blinded.
-
- #
- STRENGTH
- Usage : cast 'strength' <victim>
- Accumulative: No
- Duration : 2*Level hours
-
- This spell increases the victim's strength by a random ammount.
- Warriors have 1d8 points of strength added, Clerics and Thieves
- 1d6, and anyone else 1d4. Mobiles are treated differently from players
- and usually only 1d6 points of strength added.
-
-
- See Also: -
- #
- VENTRILOQUATE
- Usage : cast 'ventriloquate' <victim | object> <text>
- Accumulative: -
- Duration : Instantaneous
-
- For all people in the same room as the caster that fail a saving
- throw, the spell will make the object or victim appear to say the text
- written. People saving will only notice that someone tired to make it
- sound that way, not who.
-
- Example:
-
- > cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me.
-
- See Also: -
- #
- "WORD OF RECALL"
- Usage : cast 'word of recall'
- Accumulative: -
- Duration : Instantaneous
-
- The caster will be transferred back to his sanctuary (presently the
- Temple of Midgaard).
-
- See Also: -
- #
- SUMMON
- Usage : cast 'summon' <victim>
- Accumulative: -
- Duration : Instantaneous
-
- Will summon a person of the name spoken. You can summon any level
- player, but if you attempt to summon a monster,it will get a saving
- throw, and you may wind up with the wrong monster. You cannot sumon
- from NO SUMMON rooms, nor can you summon from NO MAGIC rooms. You
- cannot summon to TUNNEL rooms, nor to PEACEFUL rooms, nor from PEACEFUL
- rooms. You cannot summone someone who is fighting, as it is impossible
- to get a precise fix of their location.
-
- See Also: -
- #
- "CHARM PERSON"
- Usage : cast 'charm person' <victim>
- Accumulative: No
- Duration : Varying, depending on caster's charisma.
-
- Is is not possible to charm anyone that is already charmed, if you are
- charmed yourself, or if the person is more than three levels higher than
- yourself. The person will get a saving throw versus "paralyzation".
-
- A charmed person will follow you, and not be able to attack you, you
- can order charmed person using the order command.
-
- See Also: FOLLOW ORDER
- #
- "SENSE LIFE"
- Usage : cast 'sense life' [self]
- Accumulative: No
- Duration : 5 hours per level
-
- This spell will enable you to sense hidden life forms in a room.
- Invisible persons are also considered hidden.
-
- See Also: HIDE
- #
- "MAGIC MISSILE"
- Usage : cast 'magic missile' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 1 magic user.
- Save : None
-
- 1d4+1/ 2 levels. The spell "shield" will completely negate its
- effect.
-
- See Also:
- #
- "CHILL TOUCH"
- Usage : cast 'chill touch' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 3 magic user.
- Save : Versus spell for half damage.
-
- This spell is more powerful than the magic missile spell, d3 per level.
- A victim failing its saving throw will get its strength reduced by one.
-
- See Also: MAGIC MISSILE
- #
- "BURNING HANDS"
- Usage : cast 'burning hands' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 5 magic user.
- Save : Versus spell for half damage.
-
- 1d4+1/level.
- Area of Effect (All those not in caster's group)
-
- See Also: CHILL TOUCH
- #
- "SHOCKING GRASP"
- Usage : cast 'shocking grasp' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 1 magic user.
- Save : Neg
-
- 2-9 + 1/level. A save indicates that the touch required to hit failed.
-
- See Also: BURNING HANDS
- #
- "LIGHTNING BOLT"
- Usage : cast 'lightning bolt' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 11 magic user.
- Save : Versus spell for half damage.
-
- 1d6/level. 1 target.
-
- See Also: SHOCKING GRASP
- #
- "COLOUR SPRAY"
- Usage : cast 'color spray' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 15 magic user.
- Save : Versus spell for half damage.
-
- 4 points of damage per level. 1 target.
-
- See Also: LIGHTNING BOLT
- #
- "ENERGY DRAIN"
- Usage : cast 'energy drain' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 23 magic user.
- Save : Versus spell for half damage.
-
- Drains one level from a PC, or a mob. When you lose levels, you also
- loose max hit points, and practices. Beware of monsters with level
- draining ability. Be aware that this spell makes you evil very quickly.
-
- See Also: -
- #
- FIREBALL
- Usage : cast 'fireball' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : type allspells.
- Save : Versus spell for half damage.
-
- With this spell the caster directs large volumes of searing flame at a
- room. This damages all non-grouped things in the rooms by(1d6/level of
- caster) hitpoints. As with other damaging spells, this can wreck equip.
- People with infravision who are not affected by truesight and are in a
- dark room will be momentarily blinded.
-
- See Also: COLOR SPRAY
- #
- EARTHQUAKE
- Usage : cast 'earthquake'
- Accumulative: -
- Duration : Instantaneous
- Level : Level 18 cleric.
- Save : -
-
- This spell will damage everybody except the caster's group by
- 2d8+level_of_caster hitpoints.
-
- See Also: -
- #
- "DISPEL EVIL"
- Usage : cast 'dispel evil' <victim>
- Accumulative: -
- Duration : Instantaneous
- Save : Special
-
- This spell will banish evil summoned creatures.
-
- See Also: -
- #
- "DISPEL GOOD"
- Usage : cast 'dispel good' <victim>
- Accumulative: -
- Duration : Instantaneous
- Save : Special
-
- This spell will banish good summoned creatures.
-
- See Also: -
- #
- "CALL LIGHTNING"
- Usage : cast 'call lightning' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 50 cleric, 18 Druid.
- Save : Versus spell for half damage.
-
- This spell will use the "force of nature" to make a lightning strike
- the victim. It is therefore only possible to call lightning outside,
- and it has to be raining (or worse).
-
- The lightning will inflict (level+2)d8 points of damage upon the victim.
-
- See Also: WEATHER and CONTROL WEATHER
- #
- HARM
- Usage : cast 'harm' <victim>
- Accumulative: -
- Duration : Instantaneous
- Level : Level 25 cleric.
- Save : None
-
- This spell is only successufl if the caster makes a successful hit roll
- on the victim. If it does work, Ttis spell removes all but 1d4
- hitpoints from the victim. The maximum number of damage points are 100.
- It is not possible to kill using this spell (but almost).
-
- See Also: -
- #
- HELP
-
- Following help is available:
-
- HELP help - This text.
- HELP - List the available commands.
-
- Help searches for a partial match of the entered word, including any
- spaces that may follow the word.
-
- Example:
- > 'help magic mis'
- will find the help text for the magic missile spell.
-
- > 'help mag '
- will not match anything.
-
- > 'help mag'
- will match 'magic user' or 'magic missile' depending on first
- occurrence in the help file.
- #
- "PLAYER KILLING"
-
- Killing of newbies (characters up to 5th level, and the first belonging to
- that character) is ABSOLUTELY forbidden.
-
- Killing of experienced players, while not specifically forbidden, is
- frowned upon, and if a player becomes a problem, he or she can be penalized,
- barred from the game, or deleted. Also, since the decisions of 59rd levellers
- is final, the actions taken by gods after a player killing can be somewhat
- unpredictable.
-
- #
- ADVANCE
-
- To advance a player to a level higher than his present. Default is to
- advance him one level. A level 0 player (Man/Woman) is always only
- advanced by one level.
-
- #
- WIZHELP
- List the privileged commands available to you. Can only be used by immortals.
- #
- NOSHOUT
- Prevents you from (or allows you to) hearing shouts, if used with no
- arguments. Can be used with the name of a player, to prevent him/her
- from hearing shouts, as well as from shouting. Can only be used by
- certain more powerful beings.
-
- #
- RESTORE
- If used on a mortal, this command will reset that players mana and
- hit points. If used on an Immortal various values will be reset to
- their proper values.
-
- #
- LINK
-
- A lot of players have problems with their links to the game. This
- could be very dangerous to your health in the middle of a combat. But
- we have worked out a solution. There are two cases:
-
- I.If your link is broken, you will automatically attempt to flee
- each time someone attempts to hit you. If you manage to flee, then
- you will be saved by divine forces, and put in a safe place until
- you reconnect to the game.
-
- II.If your link jams (freezes) you got a problem. The only solution
- we can give, is that you break your link as quickly as possible. By
- breaking the link you can hope that the above procedure is initiated.
-
- #
- COMPACT
- If you have a small display you might want to use this command. It
- turns off (or on) the extra newline after output to your screen.
-
- See also: BRIEF
- #
- DEAFEN
- Type deafen and all shouts are no longer heard. Type deafen once again
- and shouts can once again be heard.
- #
- PROMPT
- Your prompt will display Hitpoints, Mana and Movement (H M V) if you
- are a magic user or cleric, and just Hitpoints and Movement if you are
- a fighter or thief. If you wish this feature turned off, complain to
- the management.
-
- #
- WIMP "WIMP MODE"
- If you are in wimp mode, you will flee after you have lost 80% of
- your hit points automatically. type WIMP again to turn it off.
-
- #
- INFRA INFRAVISION
- Infravision is a spell that allows you to see heat sources in
- otherwise dark conditions. It does not allow you to read scrolls, or
- find items. In addition, usage of spells which create large amounts
- of heat may cause temporary blindness in Infravision-affected players
- and monsters.
-
- #
- EDIT
- Edit allows you to edit rooms. The room you are currently in is
- the one that is edited. You can edit any room, but the changes will
- not be permanent. However, using the rsave, and rload commands, you
- can save your changes into a file, and reload them later into the
- game, (if it crashes, for example).
-
- NOTE: If you are confused by this, and try it anyway, you may crash
- the game. Please be very sure that you know what you are doing.
- Also, try to avoid making too many changes to the existent areas
- for the moment.
-
- Also note: You need to have an area, before you start editing it. this
- does not create rooms, only edits them. Contact Loki if you want an
- area. Also ask him any questions that you have about room editing.
-
-
- The fields work as follows:
-
- edit <field> <attributes>
-
- field is one of the following:
-
- name : changes the name of the room.
- desc : changes the room description.
- exit : adds, deletes or modifies a room's exits
- fs : changes the Flags, and Sector type.
- exdsc : adds, changes or deletes an exit description
- extra : adds an extra description to a room.
- riv : adds special parameters for rivers.
- tele : makes the room a teleport room.
- tunn : makes the room a tunnel room.
-
- attributes:
-
- name <name of room>
- desc <enter> (it will prompt you for text)
- exit <dir> <door flags> <key> <to_room>
- fs <flags> <sector_type>
- exdsc <dir> <enter> (prompts you for text)
- extra <keywords> <enter> (prompts you for text)
- riv <speed> <dir>
- tele <time> <to_room> <look-flag>
- tunn <mob_lim>
-
- <dir> 0 = n, 1 = e, 2 = s, 3 = w, 4 = u, 5= d.
- <door flags> 0 = no door. (just exit). 1 = door, 2 = pickproof door,
- 3 = climbable, 4 = climbable with door, 5 = climbable with
- pickproof door.
- <key> item # that opens door, (if no door, use -1)
- <to_room> The room # that the exit goes to.
- <flags> type help roomflags.
- <sector_type> Type help sector_type
- <time> The time interval between teleports. Must be a multiple of 10
- 10 is very fast. 60 is much slower.
- <look-flag> whether to do a look when the characters are teleported.
- if this number is 0, they won't konw they've been teleported
- unless they look on their own. if the number is not 0, each
- time they are teleported, they are forced to look.
-
- <keywords> which things will trigger info.. for example if the keyword is
- case
- then if you type look at case, the text will be displayed.
-
- <speed> must be a multiple of 15. if you do not want the river to flow,
- speed should be 0.
-
- <mob_lim> A number, indicating the number of mobiles that can be in the
- room at one time. The TUNNEL roomflag must be set, although
- use of edit tunn X automatically sets the flag.
-
- #
- ROOMFLAGS
- DARK 1
- DEATH 2
- NO_MOB 4
- INDOORS 8
- PEACEFUL 16 /* No fighting */
- NOSTEAL 32 /* No Thieving */ Does not work (yet)
- NO_SUM 64 /* No summoning of creatures in these rooms */
- NO_MAGIC 128 Does not work yet
- TUNNEL 256 /* only X people in room (X set by edit tunn) */
- PRIVATE 512 no teleport to this room, no goto when more than 2 people
- #
- BREATH
- The breath command allows you to use a breath weapon on another
- monster. The only way to get a breath weapon is to either be a
- monster with such an ability (dragons usually have one) or quaff a
- potion of fire/ice/acid/gas/lightning breath.
-
- If you are already fighting, breath without any arguments will
- breath on the monster you are fighting. If you are NOT fighting you
- must supply the name of a target to breath on.
-
- Breath weapons are terrifying and most opponents will flee before
- you get a chance to breath on them. However, you may blast bystanders
- with the same breath.
-
- This means breath weapons are not terribly accurate. You will
- always hit the monster you target and will usually hit his group,
- followers and his leader. You will also probably blast anyone
- currently hitting on you. You also have a small chance (less than
- half) of hitting each bystander (someone not covered above). They
- will not appreciate this and will probably decide to beat the snot out
- of you.
-
- When quaffed breath potions modify you so that you can breath ONE
- time. If you do not breath in 2-3 rounds the potion will explode
- inside you causing half of its normal damage. These potions also
- reduce your CON for the duration of the spell. You therefore cannot
- quaff more breath weapon levels than you have constitution. You also
- cannot quaff more breath weapon levels than you have levels.
-
- The damage of a breath weapon is a function of its level, your
- level, and your hitpoints. If your level is equal to the breath
- weapon's level it will do your hitpoints worth of damage to the
- target. If your level is double the level of the breath weapon it
- will only do half your hitpoints of damage. Monsters natural breath
- weapons exceed the CON restriction and even a 50th level monster can
- do full damage. Since most huge monsters have huge hitpoints, this can
- be a LOT of damage. do not ever fight a titanium dragon.
-
- See also: KILL
- #
- ASSIST
-
- If you type "assist <player>" you will begin fighting the same
- person the <player> is.
-
- ASSIST is similar to RESCUE except the <player> continues fighting.
- It is better than KILL in many cases because you do not have to choose
- between 1.golem and 2.golem (or 1.lamia that just entered the room).
- Even though monsters of the same type assist each other in combat,
- ASSIST is better because you will eliminate one aggressor much faster.
-
- See also: RESCUE, KILL
- #
- WHOZONE
-
- This command lists all the players in the current zone and also
- tells you their location. If you are a god (not bloody likely) it
- will also tell you their room number.
-
- H:107 R:3001> whozone
- Players
- -------
- Nate the Human Illusionist - Bywater Road [1122]
- Gorg the Human Veteran - Bywater Road [1122]
- Hammor wants to be an ambassador to Epic- The Temple Of Midgaard [3001]
-
- NOTE: Hammor needs to fix it so that the bloody title is not printed as
- part of the name.
- #
- ECHO
-
- This command sends the text of its argument to everyone in the same
- room as the wizard. The wizard gets no feedback and does not see the
- message.
- #
- FORCE
- undocumented, ask another wizard
- #
- TRANSFER
-
- This wizard command moves a character into the same room with the
- wizard. You can also transfer monsters with this command, but be
- careful when using this command near aggressive monsters. Getting a
- player killed is NOT good form.
-
- trans Loki (you better have a good reason)
- trans 4.lamia (this monster is aggressive, watch it)
- at 2 trans PlayerKiller (send this person to Hell. On Silly mud
- there is no way to walk out of Hell)
- #
- VALUE
-
- In a shop, this command will tell you what the shopkeeper is willing
- to pay for the item.
- #
- LIST
-
- In a shop this command will list what the shopkeeper has for sale,
- with prices.
- #
- GOTO
-
- This wizard command allows you to move about without walking. You
- can either supply a room Vnumber, a player name, a monster name
- (lamia, 34.lamia), or an object name (corpse, 5.corpse). You will
- disappear and reappear in the target room.
-
- If a room is flagged PRIVATE and there is more than one person in
- it, additional people will not be able to GOTO there. Get an
- inhabitant to TRANSFER you in.
-
- See also: TRANSFER
- #
- RESTAURANTS FOOD
- The baker has a small selection of bread. His shop is west of
- Market Square.
- There is a pub in the south section of the city off of Emerald
- Avenue where you can buy beer (if you're over 21) and food.
-
- #
- GAIN
- Whenever you have accumulated the experience points needed to get your
- next level, you must go to your guildmaster and GAIN. This will advance
- you to your next level, give you your hit points, practices, and modify your
- abilities (such as THAC0 or backstab multiplier). Until you GAIN, you may
- not gain any more experience points than those needed to place you one away
- from the next highest level.
- #~
-