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- Guide to sillymud:
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- Help Intro, for some introductory stuff.
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- key notes to the differences between silly and other muds:
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- monsters of the same race help each other (HELP RACE)
- equipment and inventory can be damaged by spells and combat
- it is harder to cast spells in combat than not in combat.
- there are 50 mortal levels here.. you have to be 51st level to become
- immortal.
- dragons breath often. Mages cast spells often. Warrior mobs will bash and
- kick you, rescue each other, and disarm you. They might also change weapons,
- to use a better one, or use no weapon at all, whichever does the most
- damage.
- Things can be immune, resistant or susceptible to attacks, spells, or
- nonmagical weapons, up to +5. So werewolves, and demons and devils and
- golems are all somewhat harder to kill without magic weapons.
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- there are 153 spells, and 25 new skills.
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- Druids must maintain a neutral alignment. if they do not, they will
- be stripped of their druidical powers, and become clerics.
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- poison is VERY dangerous here.. it does 32 points of damage per tick,
- unless slowed, in which case it does 16.
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- fighters, thieves, monks and druids can't read scrolls until they learn
- how to read magic.
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