Your character's alignment is made up of two types combining into theALIGNMEN overall classfication of your player. The first type is Good, Neutral,ALIGNMEN and Evil and the second type Lawful, Neutral, and Chaotic. When youALIGNMEN first logon and roll your character you can choose these types ofALIGNMEN alignment. With the Alignment command you can re-enter your alignmentALIGNMEN preferences again. You will be prompted for the two alignment types. ALIGNMEN This command turns on or off the sending of color code changes forANSI displaying prompts and text in color. The color codes are only sentANSI remotely so the console has no need for the ansi driver installed.ANSI Upon starting the Dnddoor, the user is prompted for ansi and avatar.ANSI The codes sent to the modem are coded to the user's screen for color.ANSI One instance in which the Ghods will intervene is a near death stateAPPEAL of your player, i.e. your statistics while fighting in combat haveAPPEAL fallen to 15% or less of full power. In this case the Ghods may stepAPPEAL in and teleport you to the Clerical Sanctuary resurrection room whereAPPEAL you can start adventuring more. Note however that the Ghods will notAPPEAL increase your statistics, they will only transport you. The only otherAPPEAL instance when the Ghods will intervene is when the room descriptionAPPEAL allows no exits (directions or portals). APPEAL The Attack command causes your player character to begin combat. If heATTACK was previously hiding in the shadows he will no longer be hidden andATTACK all monsters with first strike capabilities will attack him. MonstersATTACK normally attack on sight, however, some do not have first strike set.ATTACK If your player's piety is subnormal all monsters will attack on sight.ATTACK When first entering a room it is good practice to hide then circle allATTACK monsters as you encounter them. This way you won't have a mass attackATTACK when you begin your first strike. ATTACK One way of causing double damage every time on a monster is during theBACKSTAB time you are hidden after entering a room. The Backstab command allowsBACKSTAB you to catch a monster unawares and Attack from your hiding place.BACKSTAB This does more damage than Attack or Thrust but about the same asBACKSTAB Charge. It is the equivalent of CIRCLE MONSTER, CHARGE MONSTER. TheBACKSTAB backstab command is the most useful attack to use if your player isBACKSTAB hidden for increased hits and less hits back. BACKSTAB In his spare time The Broker is responsible for the keeping of theBANK town's ledgers and the Banking facilities. Access to the Bank commandBANK is done through the Broker. The Bank commands are: deposit, withdraw,BANK balance, transfer, and quit. BANK BANK Type "A" to show your account balance. The Broker will fumble with hisBANK ledgers and display the amount you have on hand and the amount in theBANK Bank. Deposits gain 6.5% interest compunded daily. Loans are 7.5%. BANK BANK Type "D" to deposit gold into your account. The Broker will prompt youBANK for the amount: "How much(0-xxx)?". You can then enter the amount toBANK deposit. If you have no gold to deposit the Broker will respond withBANK "You have no Gold to deposit!". If you enter an amount that is moreBANK than you are carrying the Broker will respond with "You don't haveBANK that much Gold!". After a successful transaction the message "You handBANK him the Gold.." is displayed. BANK BANK Type "W" to withdraw Gold from your account. The Broker will state:BANK "You have nothing to withdraw!" if your account is zero. Otherwise theBANK Broker will prompt you for the amount "How much(0-xxx)?". AttemptingBANK to withdraw more Gold than you have in the account causes the BrokerBANK to say "You don't have that much Gold!". A successful withdrawal dis-BANK plays the message "The Broker hands you the Gold.." BANK BANK Type "T" to transfer Gold to another user. If you try to transfer fromBANK a zero account the Broker will say "You have nothing in your accountBANK to transfer!". If you have Gold in your account the Broker will promptBANK "Transfer to what person?" and you would enter the user's codename.BANK The codename must be on file or else the Broker will tell you "There'sBANK none in my ledgers with that name!". A successful transfer isBANK indicated when the Broker fumbles with his ledgers and says "xxxBANK transfered to his acount.." BANK BANK Type "B" to borrow gold from the bank in case you need extra gold toBANK train or the Weapons Shop. Your borrowed balance is saved in the userBANK file and is compounded daily by the interest rate set by the sysop.BANK The Broker will ask you for the amount. You cannot borrow more 32,767BANK gold at a time. BANK BANK Type "P" to pay back your borrowed balance. If you have gold in yourBANK account then the balance will be used to pay the borrowed account. TheBANK Broker will ask for the amount to pay back. BANK This attack command uses double damage and return your weapon. ReturnBEAT damage is increased. This command should be used together with otherBEAT types of attack commands. For example: Use the Attack command severalBEAT times, then use Parry or Thrust for different hits. Finally, use theBEAT beat or punch command for small hits to finish off a monster. ThisBEAT command should also be used in conjunction with parry and thrust forBEAT maximum damage. BEAT This command is used in combat. When the player befuddles a monsterBEFUDDLE and the attack works the monster becomes inactive for six rounds. TheBEFUDDLE befuddle action is similar to casting a befuddle spell. The monsterBEFUDDLE which is attacked with this command has a percent chance of repellingBEFUDDLE the befuddlement. This chance is by equation involving the player'sBEFUDDLE wisdom and dexterity. Befuddle is especially useful when there areBEFUDDLE many monsters in the room. BEFUDDLE This command is designed for the Lady character class. When the userBEGUILE types beguille the monster last attacked will be diverted from itsBEGUILE path of destruction causing it to flee from the room. The Lady thenBEGUILE gets half the experience from the monster. The Lady must first haveBEGUILE already attacked the monster by other means in order to beguile it.BEGUILE The lady should also use bewilder and bewitch at appropriate times toBEGUILE kill a monster. If the monster has decreased hits then a simple attackBEGUILE or charge will work. However for higher level monsters bewilder andBEGUILE bewitch will cause more damage. BEGUILE This command is used in combat similar to the befuddle command. OnlyBEMUSE ladies can bemuse a monster. The command form is BEMUSE MONSTER, forBEMUSE exammple: BEMUSE FIRETOAD. When a lady uses this command in combat theBEMUSE percent chance of the command to drain a level from the monster isBEMUSE used with piety. Once a monster is drained of all levels the monsterBEMUSE dies and the treasure and experience are gained by the lady. TheBEMUSE other Lady commands like bewilder and bewitch should be used with thisBEMUSE command and with befuddle. Bewilder and bewitch doing the most damage.BEMUSE This command can only be used by the Lady character class. When theBEWILDER lady uses Bewilder against a monster, the monster's hit points to doBEWILDER return damage is halfed. An example of this command: BEWILDER CAT. TheBEWILDER other benefits to this command are that Ladies have reduced returnBEWILDER hits during and after the attack using this command. BEWILDER This command can only be used by the Lady character class. When theBEWITCH Lady uses this command on monsters, the monster's level and hit pointsBEWITCH decrease. Example: BEWITCH CAT. This command supplements the bewilderBEWITCH command for reduced return hits and maximum damage on the monster. BEWITCH The bless command can only be used by Clerics. This command allowsBLESS players to increase their piety points. Clerics can also bless magicBLESS items which are discharged. The command form is BLESS TARGET, forBLESS example, Bless Staff, or Bless Player. BLESS There is more than one way to open up a door, gate, portal, or what-BREAK ever. The Break command uses brute force to get through a portal.BREAK (Portal is a generic term for an object to enter). You will find thatBREAK in order to enter some portals they must be unlocked first. Some mayBREAK even have to be broken into. Break through a locked portal with theBREAK command BREAK PORTAL. BREAK Often you may encounter so many monsters at one time that you wouldBRIBE like some to leave. Mass monster attacks can be hazardous to yourBRIBE player's health. Or maybe you have encountered some monsters whichBRIBE has been edited to jail the attacker. In either case the Bribe commandBRIBE will do just fine. Offer the monster some gold or some armor. If theBRIBE offer is good enough for the level of the monster he will take it andBRIBE leave. For example, you encounter a maiden and you know if you attackBRIBE her you will be thrown in jail so instead you type BRIBE MAIDEN 1000BRIBE and she takes your offer and leaves the room! BRIBE The Dnddoor is verbose in all prompts and displays. Advanced users mayBRIEF want to shorten the output. Typing BRIEF will display one line roomBRIEF description and change the Command prompt to Next. With the brief modeBRIEF toggled ON your player will spend more time typing than watching theBRIEF screen. Be warned however that the long room description may sometimesBRIEF contain information about a room which is not in the short descriptionBRIEF which means you may pass through a room with hidden objects. BRIEF Beginning players will need to purchase basic equipment such as swordsBUY and shields. Other players might need a quick curepoison potion forBUY their character. The Blacksmith stocks these items in his Shoppe. YouBUY must be in the Weapons Shoppe to use the Buy command. The form of theBUY Buy command is BUY # (the word BUY followed with the number of theBUY item in the list). If you have enough Gold to afford the item thenBUY your inventory will automatically be adjusted with the new item, yourBUY Gold decreased, and the message "Ok" will be displayed. Type LISTBUY while in the Weapons Shoppe to get a list of items for sale. BUY When you are finished with your Adventure session it is best to useBYE the logoff commands instead of hanging up suddenly. Strange things canBYE happen to characters who hang up without warning. For example, yourBYE player is in combat and you are about to die, you see the messageBYE "You have just died!" and you quickly hang up thinking you can escapeBYE the death sentence and the system won't be quick enough to update theBYE file. Instead the file is updated and your inventory isn't in the roomBYE you died in! You lost all your treasure. BYE Only Magic Users can use this command. The general forms are CAST,CAST CAST MONSTER, and CAST ITEM. Each spell has its own level, chant, andCAST type. There are offense spells, special purpose spells, and cureCAST spells. When you type Cast you are prompted "Chant?" for the spellCAST chant. It may be entered in upper or lower case and should matchCAST the actual chant exactly or it will not work. See section 3.2.1 forCAST more details about the Cast command. CAST This command displays the entire list of over 100 comands available toCATALOG the user. This list is displayed in column format, alphabetized fromCATALOG the actual data statements used by the system. This way the user willCATALOG always see the most recent commands added. Other online commands toCATALOG display some help files are Commands, Hint, and Help. CATALOG This is a combat command. Charging your opponent consists of a bodilyCHARGE lunge forward with your weapon thrusting ahead of you. This actionCHARGE does maximum damage to the monster. Charging leaves your characterCHARGE prone to more hits from the return attack of the monster because youCHARGE become vulnerable from moving ahead instead of just standing whileCHARGE thrusting and blocking. This form of combat is normally used to applyCHARGE the finishing touchs to the death of a monster. Sometimes high levelCHARGE users can do this to first level monsters in their way (kills them inCHARGE one blow). CHARGE This command is for Ladies. It allows them to use their powers ofCHARM charisma to charm the current monster being attacked into inactivity.CHARM You must first attack a monster to charm it. If your charisma is lowCHARM or the charm formula fails you then the monster will continue toCHARM attack. Charmed monsters become inactive until attacked again. LadiesCHARM can also use other commands specific to their class like befuddle,CHARM bewilder, and bewitch. CHARM The Sysop can initiate Chat Mode at any time during the game. The userCHAT can also request to chat. Typing Chat beeps the console once a secondCHAT until either the user hits Control-K to quit or the Sysop hits EscapeCHAT to chat. The Chat Mode is used for speaking to the Sysop should someCHAT emergency arise or if you just want to say HI. Always think of whatCHAT you plan to say in Chat Mode before starting. Don't just type Chat andCHAT say "I dunno" or something foolish. CHAT This is a passive combat command. The most common use of this commandCIRCLE is while your character is in hiding and encountering monsters. YouCIRCLE should circle a few nastier monsters so they won't attack all at once.CIRCLE On the other hand circling is also used while in combat with one orCIRCLE more monsters. For example, you are fighting a bat and an ankhheg. YouCIRCLE then encounter a bandit but you dont want to have to handle all threeCIRCLE so you take the time to Circle the bandit. The chances are high thatCIRCLE circling will be successful, however the message 'Didn't work!' canCIRCLE appear on occasion. CIRCLE Climb is the equivalent of the Up command. Climbing is more like aCLIMB direction than it is entering a portal since there is no parameter toCLIMB the Climb command. The Climb command was installed to preserveCLIMB compatibility wih users who insist on using Zork-like sentences. ForCLIMB example, some users will type MOVE ROCK when they see the word rockCLIMB in a room description. Remember that the objects in the room do notCLIMB always coincide with the words in the room description. CLIMB Date and time is displayed when you first log on to the system beforeCLOCK the prelog file and codename/password enter routine. This command willCLOCK display the current date/time and your time remaining. Your timeCLOCK remaining is constantly monitored by the system. When you reach yourCLOCK time limit the system saves your character to disk, displays theCLOCK logoff file, and disconnects the modem carrier. Then it recycles forCLOCK the next user. CLOCK Both objects and treasure can be closed. There are certain conditionsCLOSE to an object or treasure before it has the capability to be closed (orCLOSE opened). First it must be lockable and unlocked. For example a dungeonCLOSE door which, when you examine it, shows the word '[locked]' after itsCLOSE description. It has the ability to be open or closed, but it is lockedCLOSE at the time. Once it has been unlocked it can be closed like any otherCLOSE object or treasure. Normally only portals can be opened or closed.CLOSE Receptacles can also be closed if they were created with a key. BewareCLOSE of locking a receptacle if you do not have the key -- you will not beCLOSE able to unlock it! Some portals lock behind you after you have enteredCLOSE them. This means other users will have to picklock it or smash it openCLOSE all over again. CLOSE When a player enters a room one of many things may happen. First theCOMBAT action file is checked for weapon breakage, shield or armor crumbling,COMBAT fumble, and hits for Fatigue or Vitality. Second, once a player hasCOMBAT entered the room successfully, he may be teleported or hit for FatigueCOMBAT or Vitality when he casts a certain spell, talks to a certain monster,COMBAT or encounters or attacks a certain monster number. Normally a monsterCOMBAT is encountered every 6 rounds (Command prompts), so a player wouldCOMBAT hit <enter> until monsters appear and attack. Hitting <enter> is alsoCOMBAT used for increasing statistics Fatigue, Vitality, and Magic Points.COMBAT Vitality is decreased instead if the player is poisoned. If the roomCOMBAT has a permanent monster class then the player will encounter thatCOMBAT particular monster immediately and will not have to wait. MonstersCOMBAT such as the Broker, Alchemist, Blacksmith, and Dealer are permanentCOMBAT in the sense that they occupy the first four records of the monsterCOMBAT file. They cannot be attacked by normal means, although magic itemsCOMBAT will cause them damage. COMBAT COMBAT One of the objects to the DND adventure is the killing of monsters.COMBAT (The other goals, adventuring, exploring rooms, and discovering hiddenCOMBAT treasure, include combat itself, so that is the topic of concern).COMBAT Combat is normally attained by the actions of attacking by sword,COMBAT spells, and turning undead. Attacking by weapon and hand involve manyCOMBAT commands, including: attack (kill, hit, attack, and strike), parry,COMBAT feint, thrust, turn, circle, and charge. These commands are used inCOMBAT conjunction with one another. For example, a player might hide whenCOMBAT entering a room, encounter various monsters, and circle each one toCOMBAT cause them to be confused. Then he would attack one until the monsterCOMBAT is near death, then thrust the final damage to slay it. Or he mayCOMBAT fight two or three monsters simultaneously (if his level and fatigueCOMBAT are high enough to absorb the damage to his character) using feintCOMBAT and parry for less return damage. During this period of attack andCOMBAT return attack, the monsters can inflict damage on a player character'sCOMBAT Fatigue and Vitality, the former being decreased until it reaches zeroCOMBAT then the Vitality decreased until zero (and player's death). COMBAT COMBAT The player may decide to leave the room if his position is not goodCOMBAT health-wise and cast cures or use cure devices or he might cast theseCOMBAT spells during combat because the monster's hits will remain lower forCOMBAT further combat. Also during combat a player will be taking treasureCOMBAT found on the monsters, dropping broken weapons and discharged magicCOMBAT items, loading and firing missile weapons, and examining weapons andCOMBAT and monsters for remaining charges and hits. During combat monster mayCOMBAT drain levels from a player (very dangerous), poison or cast spells onCOMBAT the player character. COMBAT COMBAT Monster are slain at your hands and your player is always resurrectedCOMBAT when your character dies. This is understood as a sense of having moreCOMBAT than one life. The excitement of role-playing games can replace theCOMBAT age of axe-murders, mass genocide, and world wars. When your playerCOMBAT character dies, then he will always be resurrected by the highCOMBAT priests in the clerical sanctuary. Whether or not you remain in theCOMBAT game for this to happen depends on your constitution and pietyCOMBAT statistics. Normally your player will only suffer the decrease of oneCOMBAT level of expertise. Conversely, if your player has low piety or con-COMBAT stitution, then you will be reduced in levels by half. In any caseCOMBAT your constitution and one random statistic are lowered by one pointCOMBAT point and your Fatigue, Vitality, and Magic Points zeroed. You alsoCOMBAT lose all gold and inventory. The high priest will mercifully give youCOMBAT some gold, and if you are lucky enough, your treasure will still be inCOMBAT the room you died in. When a monster dies, it is removed from theCOMBAT combat room, its treasure falls to the ground, and you gain theCOMBAT experience it had. Note that if the room is full of treasure then theCOMBAT monster's treasure rolls away, this is also true for your player'sCOMBAT treasure when it dies. Once you have killed enough monsters to train,COMBAT your experience will become zero, and you can increase one level atCOMBAT your designated training area. Monsters which flee at the hands ofCOMBAT hits more than 75% of the monster's points give only half experience. COMBAT This displays a list and brief explanation of all commands in Dnddoor.COMMANDS All short explanations give insight to what the command could be usedCOMMANDS for and some examples of parameters are shown. The Hint command alsoCOMMANDS displays ways of using commands and extra examples. Other commandsCOMMANDS for help include Catalog, and Help. COMMANDS Counter is short for Counterattack. To counterattack your opponent isCOUNTER to sweep your weapon in a wide semi-circle in a thrusting action. ThisCOUNTER increases your bonus to hit by one and additional hits according toCOUNTER your dexterity. To use the counter command, type the monster name withCOUNTER it. For example: COUNTER PEDIPALP COUNTER The curse command can only be used by Clerics. When a Cleric uses thisCURSE command his piety points are reduced. The command has the target formCURSE CURSE TARGET, for example, Curse Vreeb, or Curse Player. CURSE Date/time can be displayed with this command. You will also see yourDATE time remaining on the system displayed. When you first logon to theDATE BBS your time limit in minutes is calculated. DMs have 60 minutes timeDATE limit. First level users are granted 15 minutes and all others 30DATE minutes. There is also a daily call limit of 3 calls to allow moreDATE users on the system. DATE Once you are riding a vehicle there are two ways to dismount. TheDISMOUNT standard way is to go in a direction without using the Ride command.DISMOUNT If you don't want to leave the room to dismount then type DISMOUNT andDISMOUNT you will no longer be riding the vehicle. Since your vehicle can takeDISMOUNT hit points of damage you would automatically be dismounted if theDISMOUNT vehicle took enouch hits to disable it. Then the vehicle is 'damaged'DISMOUNT (displayed by the examine command) and cannot be mounted until it isDISMOUNT repaired with vigor. DISMOUNT The Dungeon Master (DM) orchestrates the entire campaign. His purposeDM is to insure a well-balanced game, to promote the adventure, and toDM guide the players through their sessions. The other classtypes whichDM also help run the campaign are the Assistant DMs, the Town Mayor, theDM Guild Master, and The Governor. They help develope the rooms andDM assist the users. No DM can handle the entire system alone unlessDM that DM is skilled in all the forms of communication, supervision,DM and responsibility. The DMs have their own set of commands. Each oneDM of the commands is preceded by the "!" prefix. These commands includeDM file editing and various utilities. It is a good idea to get familiarDM with these commands. Experiment with them until you have completeDM control of the adventure. DM DM Console Function Keys DM DM +------+------+------+------+------+------+------+------+------+-----+DM | F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 |DM |!EDIT |!STA |!DIS |!REDU |!CALL |!KILL |!TELE |!INV |!GET |!LINK|DM +------+------+------+------+------+------+------+------+------+-----+DM DM The Sysop will see these keys listed on the 25th status line. TheDM status line can be toggled to User Information with the <esc> key.DM The User Information will look similiar to the following: DM DM KING ICORACK Fighter Fat:72 Vit:48 Mag:32 Psi:12 Lvl:10 Rm:29DM DM From left to right the status is: Codename, Classname, statistics forDM fatigue, vitality, magic, and psionics. The character's level mightDM not be displayed depending on the length of the other stats. And theDM room number. DM DM When the user status line is not displayed the Sysop function keys areDM displayed for F1 to F10. The Home key initiates chat mode. Press theDM Escape key to exit chat mode when you are done. And the End keyDM terminates the user session. It effectively saves the user record fileDM and hangs up the phone for the next user. DM DM 5.1 !Abort DM ----------- DM The abort command quits the program without displaying the logoffDM files, top ten, or time used. DM DM 5.2 !Call DM ---------- DM This DM command calls up any particular monster or one from theDM current monster class. Type !Call without parameters calls up a randomDM monster from the current room monster class. Typing !Call <monster>DM with the monster number or name calls up that monster. For example,DM !Call 10, or !Call Aboleth. DM DM 5.3 !Discard DM ------------- DM This DM command is used to remove an unwanted object from the room ofDM from the user's inventory. For example, if there is a sword of extremeDM value in the room, which could throw off the game balance, the DMDM could pick it up and type !Discard Sword. You will see the messageDM "You discard a longsword!". Or maybe a player has a weapon like a +99DM Sword, then the console could press F3 and enter the treasure name.DM It would then be discarded from the online user inventory. DM DM 5.4 !Edit DM ---------- DM The editor allows the DM or Sysop to add, change, and list the dataDM files. Any game item can be edited; actions, monsters, nonplayers,DM objects, rooms, spells, treasure, and users. Editing can be remote,DM from the console, or while a player is online. Typing !Edit calls theDM editor. Entering a room number will allow the DM to edit the long andDM short description of that room number. For example, !Edit 120. DM DM 5.5 !Get DM --------- DM The !Get command causes one item from the object or treasure file toDM fall from the sky (as if a Ghod had thrown it down). This can be usedDM by DMs to drop doors and such for the room file or to give usersDM treasure. Type !Get Item with the correct item name. If found theDM following messages are displayed. DM DM A Bolt Of Lightning Strikes... DM An Object Falls From The Sky... DM DM This routine is also used by the Wish spell. The restrictions are thatDM the player cannot wish for another Wish item or a container. DM DM 5.6 !Help DM ---------- DM Help for each Dungeon Master ! command can be listed with the !Help.DM Enter the DM command, for example: !Help !Teleport. The text file fromDM the dmhelp data file will be displayed. DM DM 5.7 !Invisible DM --------------- DM Type !Invisible or press F8 and your player, or the user online willDM become invisible (as stated in the information command) and completelyDM invulnerable to all monster attacks. For normal players invisibilityDM only lasts until the end of the call. Then it is set back to regular. DM DM 5.8 !Kill DM ---------- DM Typing !Kill and the monster name, for example, !Kill RAT will looseDM forth a thunderbolt from the sky and destroy the named monster. ThisDM can be used interactively also. You will see the message: DM DM Evil Laughter Sounds From Above... DM A Bolt Of Lightning Strikes... DM The Rat Was Just Struck Dead! DM DM 5.9 !Link DM ---------- DM This DM command allows you to change or add room links. You are DM prompted with a menu as the following: DM DM Room link options: DM [A]dd DM [D]elete DM [L]ist DM Enter room link option(q to quit)? A DM DM To add a room you are prompted with the following example: DM DM Enter room(1-600)? 10 DM Enter link room(1-600)? 100 DM Enter direction(N/E/S/W/O/U/D/NE/SE/SW/NW)? S DM Room 10 link added to room 100. DM Link room 100 back to 10(y/n)? Y DM Room 100 link added back to room 10. DM DM To delete a room link, use the following example: DM DM Enter room(1-100)? 10 DM Enter direction(N/E/S/W/O/U/NE/SE/SW/NW)? NW DM Room 10 link removed. DM DM Listing room links prompt for a range of room numbers, then displays DM the room links to the rooms in the format: DM DM Room number 10: DM N 11 E 0 S 12 W 0 O 0 U 0 D 0 DM NE 0 SE 0 SW 0 NW 0 DM DM 5.10 !Reduce DM ------------- DM This DM command reduces the number of monsters in the room. It can beDM used in local mode or interactive mode. Typing !Reduce 0 will removeDM all the monsters from the room. The number of monsters can only beDM reduced, not increased. DM DM 5.11 !Status DM ------------- DM The DM Status command displays memory usage in four lines: DM DM Free Dynamic Data and Array Space(Heap in Bytes): 65536 DM Free Data Segment and String Space(Bytes): 4096 DM Free Stack Space: 1024 DM Total Free Memory(K): 69 DM DM 5.12 !Teleport DM --------------- DM Players can be teleported to another room with this command while theyDM are online with the F7 key from the local keyboard. Dungeon MastersDM can also use the teleport command to move to another room. Enter theDM command !Teleport <room number>, for example: !Teleport 120. DM List of all DM commands: DMHELP DMHELP !Abort DMHELP !Call [room#] DMHELP !Discard <object> DMHELP !Edit [room#] DMHELP !Get <object> DMHELP !Help <!command> DMHELP !Invisible DMHELP !Kill <monster> DMHELP !Link DMHELP !Reduce <number> DMHELP !Status DMHELP !Teleport <room#> DMHELP DMHELP Braces <..> represent required parameters, for example: DMHELP DMHELP !Discard Armor DMHELP DMHELP Brackets [..] represent optional parameters, for example: DMHELP DMHELP !Call DMHELP !Call 90 DMHELP DMHELP Further help can be displayed for each command with the !Help command,DMHELP form !Help <!command>, for example: DMHELP DMHELP !Help !Call DMHELP DMHELP Also try help command 'Help DM'. DMHELP This attack command is a passive maneuver. The multiplier is doubleDODGE and return damage is reduced. This command returns your shield. ThisDODGE command and other attack commands like Dodge and Beat and Punch shouldDODGE be used together. For example, you could use the Charge and ThrustDODGE attack commands, then alternate with Dodge and Pummel or attack theDODGE next round with Beat and Pummel. DODGE One of the seven directions is Down. The directions from a room areDOWN displayed with the room description. You will see the phrase "TheDOWN exits are down up" unless you are in brief mode then only theDOWN directions are displayed. Rooms are usually linked from one directionDOWN to each other. For example, you go north then south and you wouldDOWN return to the first room. If you type a direction which does not existDOWN in the room you will see the message "You can't go in that direction!"DOWN In order to attack monsters with a weapon you must be holding itDRAW first. Type DRAW WEAPON with the proper name of your weapon. TheDRAW weapon plus is added directly to your Strength. Taking an InformationDRAW will display '(+xx)' after your Strength indicating the plus to yourDRAW ability. Your weapon plus is then added in to the attack formula andDRAW increases hits on monsters. DRAW The only way to quaff a potion is with the Drink command. Potions canDRINK contain cures like Vigor, Heal, Enchant, and Curepoison. Once youDRINK drink a potion it becomes discharged (empty) and should either beDRINK thrown away or recharged by the Alchemist. MUs can also recharge itemsDRINK such as potions with an enchant device or spell. DRINK This command lets the user move a vehicle in a direction. The playerDRIVE must first have entered the vehicle to be able to drive. The commandDRIVE form is DRIVE DIRECTION, for example: DRIVE EAST. The player can alsoDRIVE drive a vehicle through objects such as castle gates or shoppe doors.DRIVE The command form would be the same, DRIVE INTO THE GATES. DRIVE The Drop command removes some item or treasure from your player's DROP inventory to the ground. You would type DROP ITEM, for example, DROP DROP SWORD. This is usually done either to get rid of broken/discharged DROP treasure, or to make room for greater treaure to be picked up. If the DROP ground is full of objects then the item rolls away and disappears. DROP You can optionally drop an item into a receptacle with the command DROP form DROP ITEM RECEPTACLE, for example, DROP RING BAG. The receptacle DROP may either be in your inventory or on the ground. DROP Travel commands allow your player character to enter new rooms (besideEAST the Go, Enter, and Exit commands). Typing EAST causes your player toEAST move to the room linked by the direction east. Sometimes monsters willEAST follow you into the new room. This is a fifty percent chance. TheyEAST will follow with their old hits remaining and complete statisticsEAST unchanged. If the monster which is following is categorized permanentEAST then it will become permanent to the new room. EAST This allows players to consume an edible treasure. Eating is similarEAT to drinking. An edible object could cure for fatigue, or vitality.EAT Food can also curepoison. The command form is: EAT FOOD, i.e. EAT EGG.EAT Finishing the game play with the end command (standard is commandEND Quit) ends the session and logs you off the system. Before you log offEND the logoff file is displayed with whatever may have been placed in it.END Normally it is practical to put in advertisements about other BBSesEND and a message 'Thanks for calling...' Your call limit is updated also.END The user has a limit of three calls per day per character. END Some objects created by the DM serve as portals to other rooms as anENTER alternative to directions. For example, a door, a hidden door, a hut,ENTER a black portal, etc. Portals can be locked, keyed, hidden, invisible,ENTER or any number of attributes specified for a portal. Portals can leadENTER to a room right next to the beginning one, or a room across the landENTER or continent, however you have your adventure set up. ENTER Examining things in the BBS is one of the most important actionsEXAMINE besides adventuring and attacking monsters. The examine command willEXAMINE display information about monsters, treasure, and objects. MonstersEXAMINE should always be examined after encountering them in a new room so youEXAMINE will not be killed by a mega-monster. Brief information is displayedEXAMINE for monsters, objects, receptacles, or treasure. Complete informationEXAMINE is available with the identify command. EXAMINE Exit is a direction equivalent to Out. If the room description has theEXIT direction Out linked to another room you could type EXIT instead. IfEXIT the room you exit to has not been edited you will see the messageEXIT 'Non-descrip room#xxx' and no directions. In this case you must prayEXIT to the Ghods with the Appeal command to be teleported to the ClericalEXIT Sanctuary resurrection room. You will then see the message 'Your rightEXIT there doesn't seem to be any way out!'. EXIT Listing your experience is an information command (See also Health,EXPERIEN and Information). When you type this command your amount of Gold isEXPERIEN shown and the experience remaining to train for the next level. ThisEXPERIEN is an important figure because it indicates the amount of pointsEXPERIEN needed to subtract to zero before you can become the next level ofEXPERIEN expertise (and a more powerful player!) Once it is zero you mustEXPERIEN find your training area and type TRAIN. EXPERIEN The Feint command is a combat command. To feint is to thrust and thenFEINT deflect at the last moment putting the monster off guard. If theFEINT feint is successful then the monster becomes inactive for a few roundsFEINT buying you time to attack other monsters or cast a spell, or drink aFEINT potion, etc. Of course, feinting allows the other monsters more hitsFEINT during the next round because you are not as well defended by theFEINT weapon. Type FEINT MONSTER, for example, FEINT RAT. FEINT Devices like shotguns and crossbows must be loaded before they can beFIRE fired. The level of the ammunition determines the bonus multiplier forFIRE for hits on the monster. The command form is FIRE DEVICE MONSTER, forFIRE example FIRE SHOTGUN GHOUL. First level monsters are usually no matchFIRE for these devices. Ammunition is sometimes scarce and can only beFIRE found on other monsters, although the Blacksmith does sell these itemsFIRE if your DM has him set up this way. FIRE If your weapon has been broken from heavy combat you can fix it withFIX this command. The form is FIX WEAPON. Only weapons plus 10 or less canFIX be fixed otherwise they must be repaired by the Blacksmith. There is aFIX chance that the weapon won't be fixed the first try. You may see theFIX message 'You didn't fix it!' if your statistics are too low. Then tryFIX fixing it several times until it works. During this time you may wantFIX to move to another room to avoid unnecessary attacks. FIX This command lets the player enter rooms which are above ground. SomeFLY rooms are underwater, or above ground so normal directions cannot beFLY used. The command is used with the direction to fly. For example:FLY FLY NORTH. Vehicles which have the same type of room attribute canFLY also allow the player to ride the vehicle through air or under water. FLY This command allows the player to fuel any treasure which has theFUEL ability to be lit with the light command. You must have the item toFUEL be fueled and the fuel itself. The item is then charged with allFUEL charges from the fuel, and the fuel no longer can be used. Example:FUEL FUEL LAMP and then use the light command. FUEL All treasure can be picked up from the ground with the followingGET restrictions and conditions: You have enough room in your inventory,GET you are strong enough to carry the treasure, and nothing prevents youGET from getting the treasure (like a monster). Objects, on the otherGET hand, are normally 'permanent' meaning only the DM can get them. OfGET course, any object could be made non-permanent (imagine taking aGET dungeon door then entering it while you held it!) Most non-permanentGET objects are trivial things like books, or altar candles, etc. TheGET command form and specifications are: GET OBJECT, GET OBJECT#X, andGET GET OBJECT RECEPTACLE. Where X is the number of the object or treasureGET if there are more than one of the same in a room. GET Entering objects and portals are another way of moving from room toGO room besides directions and teleportation. You actually have no realGO way to know if an object can be a portal or not. Examining it willGO show its description and attributes. For example, a ladder could beGO just an object or it could be a portal. Some portals are trapped, someGO are invisible and can be found with the Search command, some areGO hidden and cannot be displayed with the Search command, some areGO locked, some require keys, and on and on. The Out command normallyGO leads back to the original room the portal went to, for example, a hutGO with one room inside, or a dungeon cell, etc. GO The guard command is a defensive attack command. To guard yourself isGUARD to place your weapon in front of your body with your shield in theGUARD other hand. You must be holding a shield for this to work. The guardGUARD command has no monster name to it because guarding works for theGUARD currently attacked monster -- you must have attacked a monster first.GUARD Your guard will remain effective against all attack until you activateGUARD another attack command. GUARD The Health command is an information command (See also Experience andHEALTH Information). This is intended to be a short display of info that isHEALTH used while in combat to determine statistics. For example, you are inHEALTH combat and you type Health to find your remaining Fatigue and VitalityHEALTH in case they are low. The display shows the following: HEALTH HEALTH You are a level two Human Fighter HEALTH You are aligned Neutral CHaotic HEALTH Vitals: Fat 15/15 Vit 5/7 Mag 6/6 Psi 4/4 HEALTH Stats: Str 17 Int 14 Wis 10 Dex 10 Con 8 Pie 9 Cha 10 HEALTH Weapons: Blunt 0% Pole 0% Sharp 10% Thrusting 0% HEALTH HEALTH Fat is abreviated for Fatigue, Vit is Vitality, Mag is Magic, and PsiHEALTH is Psionics. Then weapons proficiencies (percent plus to hit with thatHEALTH weapon. Then Strength, Intelligence, Wisdom, Dexterity, Constitution,HEALTH Piety, and Charisma. HEALTH Information can be shown for every command in the Dnd Door. The fileHELP containing the help text can be searched for any command, and manyHELP topics. Help on a single command can be listed with the command. ForHELP example, HELP NORTH. HELP Monsters you encounter can and do attack on sight. The Hide commandHIDE should be used after first entering a room. You cannot hide once thereHIDE are monsters in the room. If you do try to hide then you will get theHIDE message "You can't hide in front of something!" and the monsters willHIDE attack you for that round. You can also hide an object in a room whichHIDE will become visible after searching. Use the form HIDE OBJECT or hideHIDE an object in a receptacle HIDE OBJECT RECEPTACLE. HIDE This command displays a sort file which gives instructions about someHINT parameter usage and other techniques for using commands. AN additionalHINT help file can be listed with the command 'COMMANDS'. HINT This is the equivalent of Attack. The attack formula used for hits onHIT monsters when you attack involves many factors including, your level,HIT your strength, your dexterity, your weapon plus, etc. Every attackHIT command, and spell casting also includes a bonus multiplier into whichHIT some of the above are incremented by. If you are not holding a weaponHIT you will see the message "Punch!" before the hits are shown. OtherwiseHIT three message could appear, "Double damage", "Triple damage", orHIT "Deathly damage". These are multipliers of 2, 3 or 4, respectively.HIT This is the equivalent to the Draw command. Many things can happen toHOLD the weapon you are holding. First, and most of all, you can and willHOLD fumble it occasionally. The chance of fumbling your weapon is directlyHOLD proportional to your Dexterity. During the round that you fumble yourHOLD weapon (and/or shield) the monsters will attack. Second, your weaponHOLD could break in half. Your weapon has a certain number of strikes whichHOLD are decremented for each successful hit. When they reach zero theHOLD weapon is broken. In both cases above the weapon falls to the ground.HOLD The command form for identify is IDENTIFY <OBJECT> where object isIDENTIFY treasure, monster, receptacle, or object. This command can be used byIDENTIFY level 10 players or above only. It gives detailed information on mostIDENTIFY items like monster hits and experience, weight and value of treasureIDENTIFY and full status of any item. Other information list commands includeIDENTIFY experience, health, and user list commands like users and top. IDENTIFY Like the Health and Experience commands, this command displays info onINFORMAT your character. This command displays your level, gold, inventory,INFORMAT health, class and classname, and experience needed. One such outputINFORMAT might look like this: INFORMAT INFORMAT Information: KING INORIC INFORMAT You are a level ten Fighter. INFORMAT You are aligned Neutral Chaotic. INFORMAT Vitals: Str 18(+4) Int 17 Wis 18 Dex 15 Con 12 Pie 11 Cha 8 INFORMAT Stats: Fat 72/72(+6) Vit 32/32 Mag 48/48 Psi 18/18 INFORMAT Weapons: Blunt 15% Pole 0% Sharp 30% Thrusting 25% INFORMAT You have 32700 Gold. INFORMAT You are carrying 4 items weighing 35 pounds: INFORMAT A shortsword, some plate armor, a banded shield, and a power globe. INFORMAT You have 2000 gold. INFORMAT You need 120 experience points to reach the next level. INFORMAT You need 1024 gold to train for the next level. INFORMAT INFORMAT The information command lists the complete player statistics online.INFORMAT Other commands similar to the information command list less data,INFORMAT like the health command or the experience command. INFORMAT A few brief words are necessary to insure that the reader has actuallyINTRO obtained a game form which he or she desires. Of the two approaches toINTRO hobby games today, one is best defined as the realism-simulationINTRO school and the other as the game school. D&D is assuredly an adherentINTRO of the latter school. It does not stress realism (in the author'sINTRO opinion on absurd effort at best considering the topic!). It doesINTRO little to attempt to simulate anything either. D&D is first and fore-INTRO most a game for the fun and enjoyment of those who seek to useINTRO imagination and creativity. This is not to say that where it does notINTRO interfere with the flow of the game that the highest degree of realismINTRO hasn't been attempted, but neither is a serious approach to play dis-INTRO couraged. In all cases, however, the reader should understand that D&DINTRO is designed to be an amusing and diverting pastime, something whichINTRO can fill a few hours or consume endless days, as the participantsINTRO desire, but in no case to be taken too seriously. For fun, excitement,INTRO and captivating fantasy, D&D is unsurpassed. As a realistic simulationINTRO of things from the realm of make-believe, or even as a reflection ofINTRO medieval or ancient warfare or culture or society, it can be deemedINTRO only a dismal failure. Readers who seek the latter must search else-INTRO where. Those who desire to create and populate imaginary worlds withINTRO larger-than-life heroes and villians, who seek relaxation with aINTRO fascinating game, and who generally believe games should be fun, notINTRO work, will hopefully find this system to their taste. INTRO INTRO "Of course the ultimate reason and justification is a playable andINTRO interesting game, and how much rationalization can actually go into aINTRO fantasy game?" (quote from an unknown DM) INTRO INTRO The term "monster" is used throughout this work in two manners. ItsINTRO first, and most important, meaning is to designate any creatureINTRO encountered -- hostile or otherwise, human, humanoid, or beast. UntilINTRO the encountering party determines what they have come upon, it is aINTRO monster. The secondary usage of the term is in the usual sense: aINTRO horrible or wicked creature of some sort. Thus, a "monster" isINTRO encountered during the course of a dungeon expedition, and it isINTRO discovered to be an evil high priest, who just might turn out to be aINTRO monster in the other sense as well. Note, however, that despite thisINTRO terminology, humans (and such kin as dwarves, elves, gnomes, half-INTRO elves, and haflings) always use the matrix for humans when attacking,INTRO even if such humans were encountered as "monsters" in the course ofINTRO an adventure. INTRO Everything your player is carrying can be listed with the InventoryINVENTOR command. The total weight of the treasure is displayed along with theINVENTOR name of each treasure. Inventory is changed by taking and gettingINVENTOR objects, disintegrating scrolls, fumbling, and weapon breakage. YouINVENTOR can examine any object in your inventory. When there are more thanINVENTOR one of the same named object the second one can be examined by addingINVENTOR #2 to the name. Add the number of the item to be examined. RememberINVENTOR the monsters are matched for the name, then the ground, then lastlyINVENTOR your inventory. INVENTOR The main attack command is Kill because the single letter 'K' can beKILL typed without causing a 'unique command' error. For example, 'K B' isKILL the most abbreviated form for KILL BAT. When a monster attacks yourKILL player then its own attack formula is calculated for each monster thatKILL is active. Some monsters can be edited to cast offense spells, someKILL drain levels, poison, and regenerate hits. Monsters can be permanent,KILL normal groups (or in a class), or role-type (Broker, Alchemist). MoreKILL options include hit for fat or vit upon encounter, weapon breakage,KILL jail attacker, and immune to attacks unless magic. KILL Treasure such as catapults or other weapons may have the ability to beLAUNCH launched. The weapon must be loaded first with the LOAD command. TheLAUNCH command form for launching is LAUNCH DEVICE DIRECTION, for example:LAUNCH LAUNCH CATAPULT NORTH. There will be a sixty-six percent chance theLAUNCH projectile will launch into ajoining rooms. There is also a sixty-sixLAUNCH percent chance of smashing open any locked doors within its path.LAUNCH Normal users cannot pick up launchable devices and the weapon willLAUNCH launch any number of ammunition by the number of times the weapon isLAUNCH loaded. Since a normal user cannot pick up this types of treasure theLAUNCH MOVE command lets the user move them to another room. LAUNCH When users cast a spell by typing in the spell chant then each wordLEARN uttered to cast the spell must be typed. With the learn command a userLEARN can memorize a spell chant and only has to cast the spell name. TheLEARN command form for learning a spell is LEARN SPELLNAME, for example:LEARN LEARN VIGOR. The user is then prompted for the spell chant, and ifLEARN the chant is typed correctly without mispronouncing it then the spellLEARN is memorized. Then the user can cast the spell by typing the spellLEARN name in response to the Chant? prompt. LEARN Leave is the equivalent to the direction Out. It was implemented toLEAVE preserve compatibility with conditions arising from entering an objectLEAVE like, for example, a straw hut. The commands Exit, Leave, and Out areLEAVE all linked to the same room direction but some are more appropriate inLEAVE certain circumstances. LEAVE This command lets the player illuminate any dark rooms with an objectLIGHT whch can be fueled and lit. The item must first be fueled with theLIGHT fuel command before it can be lit. After the item is fueled and lit,LIGHT the item will illuminate any dark room for the number room rate ofLIGHT prompts. After the item loses the fuel then the item will not light.LIGHT Example: LIGHT LAMP LIGHT The Blacksmith sells items (weapons, shield, potions, etc.) in hisLIST Shoppe. You are able to get a full listing of these items with theLIST List command. At the header of the list the message "Type BUY # to buyLIST for example 'BUY 12'" or somthing similiar. This means each item forLIST sale has its own accompanying number which you must type to buy. YouLIST must also have sufficient Gold to afford it. The item will be auto-LIST matically added to your inventory if there is room. The List displaysLIST output similiar to the following: LIST LIST ## Item wgt. gold + LIST -- ------------ ---- ---- - LIST #1 a sword 2 20 2 LIST . LIST . LIST Ammunition is needed for Devices such as shotguns, crossbows, etc. TheLOAD Load command increases the number of charges on the weapon and theLOAD ammunition dissappears (supposedly into the weapon). The ammunitionLOAD you are trying to load must have been made for the weapon. If it isLOAD not you will see the message "That's not ammunition". The command formLOAD is LOAD WEAPON, for example, LOAD SHOTGUN. Of course, the weapon youLOAD are trying to load must itself be a loadable weapon. These weapons doLOAD approximately the same damage as a spell, i.e. they have a bonusLOAD multiplier which is constant. Unlike a sword which could hit forLOAD double damage at one time or triple damage at another. LOAD All portals have the attribute for locking. For each combination ofLOCK lock, invisible, keys, etc. there is some action which will work withLOCK the combined attributes (See the table in command Break). DMs and theLOCK Sysop can actually lock a portal which had no lock to begin with. ThisLOCK can be done without entering !Edit. Otherwise normal users can lock aLOCK portal or receptacle and it will then show "It is locked." whenLOCK examined or "[locked]" in the room description. LOCK The logon command brings the player through the logon procedure which LOGIN allows him to start the game over with a new codename. The player's LOGIN time limit stays in effect for each character he may use. When users LOGIN relogin, other values are checked, like ANSI, and hours the player is LOGIN allowed to be online. LOGIN Room descriptions are always output when your character first enters aLOOK room. You can also output the room description by typing LOOK. PlacingLOOK a parameter to Look causes it to act as if you had used the examineLOOK command, for example, LOOK MONSTER is the same as EXAMINE MONSTER.LOOK The room description includes all directions, monsters, treasure, andLOOK objects. The DM or Sysop will see the additional information in briefLOOK mode after the one line description in the form RM|xxx MC|xxx whereLOOK RM is the room number and MC the monster class. LOOK This attack command is a passive maneuver. The multiplier is doubleLUNGE and returned damage is reduced. Your shield will be returned to useLUNGE this command. Using various attack command increases the probabilityLUNGE of killing monsters with little or no return hits. For example, youLUNGE could use the Beat and Attack commands, then switch to Thrust andLUNGE Punch commands, then finally using the Lunge and Dodge commands toLUNGE finish off the monster. LUNGE Sending and receiving messages about the campaign, posting questionsMAIL and suggestions, and private mail is an important feature of Dnd Door.MAIL Typing MAIL will bring the user to the Mail area where he or she canMAIL read and post mail. MAIL MAIL Type "E" to enter public or private mail. You will be prompted for theMAIL user the mail is to. You can press enter to send the message to allMAIL users, or enter a user name. If you enter a user name you can alsoMAIL make the message private. You are then prompted for the subject. ThenMAIL you can enter the message. Messages can be up to 64 lines. Press enterMAIL on a blank line to edit the message. The message editing utility canMAIL abort, delete, edit, insert, list, store, or continue entering theMAIL message. Your message will be added to the database when you are done.MAIL MAIL Type "K" to delete old messages. You may only delete private messagesMAIL sent to you. Only the sysop can undelete messages. Deleting messagesMAIL allows the message area to be kept updated. MAIL MAIL Type "L" to lock and unlock your mailbox. When your mailbox is lockedMAIL two things happen. First, no one can send you mail or transfer Gold toMAIL your account (the system will act as if the username is not found inMAIL the files). Second, you are not displayed in the Users or Top command.MAIL The purpose of this is to allow users to be anonymous. MAIL MAIL Type "N" to scan for new messages posted since the last number of theMAIL message you have read since your previous logon. Your user file isMAIL stored with the last message number used by the new command. MAIL MAIL Type "R" to read public or private messages. You will be prompted forMAIL the message number to begin reading. If the message has been deleted,MAIL or is private, then it is not displayed, and the next message is read.MAIL After each message, a prompt is displayed with the following options: MAIL MAIL Read more (y)es/(n)o/(r)eply/(t)hread, msg number? MAIL MAIL Then the user can enter a new message number to begin reading with, orMAIL enter a reply to the current message, or jump to a message in theMAIL subject thread if one was replied to the one being displayed. EnteringMAIL yes or no either continues reading with the next message or quits. MAIL MAIL When thread is selected, the previous message which was replied to canMAIL be read by entering backward thread, or the next message in the threadMAIL which was the reply can be read. MAIL MAIL Each message is displayed with a header displaying message number, theMAIL subject, who the message is from and to, if the message was received,MAIL if the message is a reply, the number of times the message has beenMAIL read, the thread direction or number, and the statistics of the playerMAIL who posted the message. MAIL This special purpose command allows your player to ride a vehicle. YouMOUNT are then 'mounted' or you are riding it. The vehicle can take hitsMOUNT from monsters. Once they reach zero the vehicle becomes damaged. (SeeMOUNT the section on special objects for more details). Your DM may opt toMOUNT create a stable and horses, or wagons in the town square. MOUNT This command allows a player to move load and launch device such asMOVE catapults or missiles to another room. The command also moves theMOVE player into that new room direction. The command form for moving isMOVE MOVE <DEVICE> <DIRECTION>, for example: MOVE CATAPULT EAST. DevicesMOVE like catapults, or slingshots include devices which can be loaded andMOVE fired, like shotguns, and darts. MOVE Traveling in the adventure is done with directions and very few otherNORTH methods. North is one of the seven directions along with South, East,NORTH West, Up, Down, and Out (or Exit and Leave). Unless there are manyNORTH teleportation scrolls and devices, and you know which room each oneNORTH sends you to, you are stuck with moving one room at a time. One loop-NORTH hole is in the Appeal command. For example, you purposefully get hitNORTH by monsters while constantly monitoring your Fat and Vit, then onceNORTH they are low enough you type Appeal and get teleported to the ClericalNORTH Sanctuary. NORTH Type "NE" or Northeast and you move northeast. When you move to a newNORTHEAS room the status line on the sysop's display screen is updated with theNORTHEAS current statistics. The console DM can constantly monitor your health.NORTHEAS Type "NW" or Northwest to move northwest. The room directions are alsoNORTHWES searched for when you use the Panic command. Panicing moves you to theNORTHWES first available direction that is not blocked by a level restrition. NORTHWES Monsters can be offered small amount of Gold or low level treasure toOFFER get them to leave the room. It would be foolish to try to offer aOFFER level 10 monster (you probably couldn't afford them anyhow!) becauseOFFER what would be the use of level 10 monsters if you won't fight them?OFFER The purpose of the Offer command is to allow the player the option ofOFFER getting rid of unwanted monsters such as maidens who jail attacker soOFFER the users won't accidentally attack the wrong monster. For example: OFFER OFFER 1000 TO SHRIEKER, or OFFER SHIELD TO BANDIT. OFFER Many portals you adventure across will be either locked or closed. TheOPEN Open command simply opens the door once it is unlocked. This commandOPEN always works in this case. Of course if the portal is still lockedOPEN then you will unable to open it. And if it is already open or cannotOPEN be locked then you will not be able to open it. Receptacles and otherOPEN treasure can also be opened and closed. Normally portals are real-OPEN world things like windows, gates, doors, etc. OPEN The basic exit from most rooms is linked with the Out direction. ForOUT example, you enter the Weapons Shoppe, buy some item, and go Out. YouOUT are then back to the first room before entering. Every time you exit aOUT room or enter a new one, the treasure on the ground is removed. ThisOUT does not include receptacles, vehicles (the only permanent treasure)OUT or objects (treasure and objects are two different things). OUT Pushing the panic button is halfway between combat and non-combatPANIC activity. The last resort is, of course, to Appeal before you die. ThePANIC next to last is Panicing. You're caught up in an onslaught of monstersPANIC and can just visualize your Fat and Vit going, at the last minute youPANIC type Panic and the message appears "You run away like a madman!". YourPANIC direction is picked at random, your weapon and shield falls to thePANIC ground, and you run screaming into the night. PANIC Parley with monsters usually gets no response. However some monstersPARLEY are equipped with text messages. Mostly though, you will either getPARLEY attacked or teleported elsewhere if there is any response at all.PARLEY Remember these monsters are dangerous, hostile beings whose onlyPARLEY purpose in Dnddoor is to attack and ultimately kill you! Any monsterPARLEY that would not do so would not be part of the game. PARLEY Variety of combat commands make up a good adventure. To Parry isPARRY placing your weapon across your chest in a defensive maneuver. EvenPARRY though it is a combat command, no damage is accomplished by Parrying.PARRY This command causes less hits on your player's character for the nextPARRY round of monster attacks. Monsters themselves use combinations of thePARRY combat commands but they don't display the actual equations goingPARRY through the program. PARRY Each user has his own unique password to identify his account. UnderPASSWORD most circumstances you will not need to change this password if it isPASSWORD complex enough. Someone could, however, obtain your password and postPASSWORD unrespectful messages on the board or suicide your character. TakePASSWORD steps to insure your password is long enough so it can't be cracked.PASSWORD You will be prompted "Change password(y/n)?" then "New password?" andPASSWORD either "Password changed" if you type in something or "Password notPASSWORD changed" if you hit <enter>. PASSWORD The Broker (a medieval term for the owner of a Shoppe for the sale andPAWN re-sale of belongings) is a role-player. He always exists in hisPAWN permanent Shoppe and takes care of the Bank and Pawn Shoppe (See alsoPAWN the BANK command). Type PAWN ITEM, for example, PAWN SWORD. The BrokerPAWN will then make his evaluation of the goods and offer you some amountPAWN of Gold. Other nonplayers include the Blacksmith and the Alchemist. PAWN One of the major features of being a Thief is the ability to picklockPICKLOCK doors. Thieves can picklock almost any portal invisible or keyed. (SeePICKLOCK the table in the Break command). The adventure would not be completePICKLOCK without Thieves. They complete their part by being the only class ablePICKLOCK to use this special ability. The DM should work their class into thePICKLOCK adventure by placing locked and/or keyed doors in certain areas of thePICKLOCK room file in such a way that Thieves will be required to operate thePICKLOCK campaign. The command form is PICKLOCK DOOR with the portal name. PICKLOCK The nonplayer character (NPC) is grouped into three different types ofPLAYER monsters, the role type, the permanent type, and the nonpermanent typePLAYER (normal monster). There are three role characters, the Alchemist, thePLAYER Blacksmith, and the Broker. Role monsters are usually recognized asPLAYER shop owners. The Broker owns the Pawn Shoppe, the Alchemist owns thePLAYER Mages Guild, and the Blacksmith owns the Weapons Shoppe. Treasure isPLAYER sold to the Broker, and he will pay for the item, or nothing if thePLAYER item is broken or discharged. The Broker also keeps track of the userPLAYER bank accounts. Bank commands are account balance, borrow, deposit,PLAYER repay loan, transfer, and withdrawal. PLAYER PLAYER Magic items are recharged by the Alchemist. He will decide the pricePLAYER of recharging and if he will even recharge it at all (such as a WandPLAYER of Wishing, which should not be recharged). The Alchemist is also inPLAYER charge of training Magic Users and the production of magic items.PLAYER Weapons and other low level items can be purchased from the BlacksmithPLAYER who also decides the cost of the order. The Blacksmith also repairsPLAYER treasure such as swords and shields for a price up to certain strikes.PLAYER PLAYER Another type of NPC is the permanent monster. This type of monster isPLAYER encountered in the same room. The statistics of the permanent monsterPLAYER are updated whenever the monster is attacked. After this type ofPLAYER monster is killed, then it is removed from the room it occupies. PLAYER PLAYER The last type of NPC is the normal monster. Normal monster encountersPLAYER are the type you will encounter most of the time. Normal monsters arePLAYER divided into groups of ten called a monster class which is then addedPLAYER to a room. When the player stays in a room for a certain length ofPLAYER time then the monster class is checked for random encounters. ThePLAYER normal monster from the room monster class is then encountered forPLAYER battle and carries 1 to 5 items of treasure. Normal monsters cam alsoPLAYER cast offense spells, and reward the player with gold and experiencePLAYER after being killed. PLAYER PLAYER The player characters are categorized into class and role. The classesPLAYER for the player (the user) are Fighter, Thief, Cleric, Magic User (MU),PLAYER Ranger, Paladin, Druid, Lady, Assistant Dungeon Master (Asst. DM), andPLAYER Dungeon Master (DM). Each class has special abilities and statistics.PLAYER The DM is a special class which can be created from the console duringPLAYER logon or by another DM in user edit. Suffice it to say that the playerPLAYER is the driving force in the game and the DM the driver. How successfulPLAYER a campaign becomes is fully dependent on the player as well as the DMPLAYER because the player has control of the actual play of the game. DMs mayPLAYER notice this in their mail area if they have been using this DND systemPLAYER for awhile. Much of the creative input from the player is in the formPLAYER of suggestions and questions. The DM must take hold of this input andPLAYER redirect it in the form of new monsters, additional rooms, and longerPLAYER game playing. Roles of the player character can range anywhere fromPLAYER normal players, Guild Master, Town Mayor, Governor, to Sysop. BecomePLAYER aware that the player's role in the game can be quite interactive oncePLAYER he/she is given the chance. DMs should allow the campaign to be widelyPLAYER varied and as flexible as possible. PLAYER PLAYER When a new user starts the Dnd Door he will provided with informationPLAYER contained in the welcome.dat file immediately after the time and datePLAYER then prompted for Codename and Password. First he will be asked to hitPLAYER <enter> to roll his character, then to select his character class. ThePLAYER classes are Fighter, Thief, Magic User, Cleric, Paladin, Ranger, Lady,PLAYER and Druid. Additionally, if the user is the Sysop logging on from thePLAYER console, he will see another class: Dungeon Master. Each class has itsPLAYER own special statistics and abilities. The Fighter has higher FatiguePLAYER than the other classes. The Thief can pick locks. The Magic User canPLAYER cast spells. The Cleric can turn undead. The Paladin, Ranger and DruidPLAYER have different statistics in Fatigue similiar to the Fighter. EachPLAYER class trains in a different area or room with the exception of thePLAYER Paladin and Druid, they train in the Fighter's area. Second, the userPLAYER will be asked to enter numbers for the statistics of his character.PLAYER Each number should range from 8 to 18 and the average of all numbersPLAYER must be 12 or less. If one number is not within range, or the averagePLAYER above 12, the user will be prompted to start from the beginning of thePLAYER statistic entering routine. The statistics are Strength, Intelligence,PLAYER Wisdom, Dexterity, Constitution, Piety, and Charisma. Each of thesePLAYER stats are used in one way or another somewhere in the game to effectPLAYER some command. Of course, a Fighter would pick the highest Strength andPLAYER Dexterity and MUs would score high on Intelligence. Third, the user isPLAYER prompted for weapon proficiency from Blunt, Sharp, Pole, or Thrusting.PLAYER This is weapon type in which the player will gain 10% plus to hit.PLAYER When a monster is killed using that weapon type his proficiencyPLAYER increases by 10% of the difference between the monster level and thePLAYER user level (or 5% if he was not using a weapon in his proficiency.)PLAYER Fourth, you are prompted for two alignment types from Good, Neutral,PLAYER Evil and Lawful, Neutral, Chaotic. Last, the user is displayed extraPLAYER statistics including room number, gold, experience, etc. You arePLAYER finally prompted to begin the adventure then the welcome file isPLAYER displayed. The player then appears in the resurrection room (normallyPLAYER the Clerical Sanctuary), and the game begins. PLAYER PLAYER The user may decide to quit the game and return to the BBS from thePLAYER door, or to his computer by logging off. Use the QUIT command. Some-PLAYER times you may want to also continue with another character in the samePLAYER session. Then use RELOGIN. Alternatively, maybe your character hasPLAYER suffered greatly and his piety is sub-normal, then you can have itPLAYER deleted. Type SUICIDE then your player is erased from the users file.PLAYER PLAYER In order for Dnd Door to work, the calling BBS must shell to a batchPLAYER file which in turn calls the Dnd Door. The Dnd Door does not set baudPLAYER speeds to connect. Only the modem carrier must be present to start thePLAYER program. Then Dnd Door loads and the user enters the game. Dnd DoorPLAYER gets its information from the RBBS door file in the default directoryPLAYER where it loaded. There are no device driver requirements for Dnd Door.PLAYER The psionic command has dual purpose. With the Attack parameter itPSIONIC allows the user to cast a psi spell on the current monster beingPSIONIC attacked (i.e. you must attack a monster befoer using psionics on it).PSIONIC The Defense parameter allows the user to select a psi defense fromPSIONIC monsters using psionics. For example: PSIONIC PSIONIC PSIONIC ATTACK or PSIONIC PSIONIC DEFENSE PSIONIC PSIONIC You will then be prompted for the psi spell. The attack spells arePSIONIC spell chants specified as psionic spells. Your psi points will bePSIONIC decremented by the level of the psi spell. Psi points increase by onePSIONIC point during health rate updates. PSIONIC This combat command is a fist fighting action. Pummeling the opponentPUMMEL is a violent outburst of attacking the monster with your fists. ThePUMMEL weapons used by the user are not included in this combat command.PUMMEL Pummeling uses the double damage bonus multiplier and has no attackPUMMEL decrements by the monster in the next round. PUMMEL This attack command uses double damage and returns your weapon. ReturnPUNCH damage is increased. You should several types of attack commands whilePUNCH fighting. For example you could use the charge command with the parryPUNCH command for different hits back, then use the punch or beat command,PUNCH and finally finish off the monster with a pummel or kill command. PUNCH The PUT command removes an item of the player's inventory to thePUT ground. You may have some object like a broken sword which is noPUT longer useful. Type PUT SWORD and the offending item will be placedPUT on the ground. Or a discharged magic item. You can also put objectsPUT into receptacles with the put command. To put some armor into a boxPUT you would type PUT ARMOR BOX. If you have two armor you can put thePUT second one with the # (pound sign) and the next item number. ForPUT example: PUT ARMOR#2 BOX. PUT Typing "Q" is the standard method of exiting the Dnddoor system andQUIT returning to your terminal package. The modem carrier is disconnected.QUIT This also happens when your player dies and is not resurrected. ThenQUIT you will see the following messages output: "You have just died!",QUIT "You were just killed by a monster-name", "You were not resurrected.."QUIT There is no way out of this predicament once it has begun. Your fileQUIT is updated before the messages appear. QUIT The following items can be read (examined): treasure, objects, roomREAD description, receptacle contents, and monsters. Each have particularREAD statistics and attributes. Type READ ITEM, for example, READ SCROLL.READ Typing READ with no parameters displays the current room description.READ Any item can be examined including hidden objects which do not show upREAD in the room description. There may be a hidden door that will not evenREAD be displayed with the Search command but when you type READ DOOR youREAD see the door description. READ The Alchemist resides in the Mages Guild. He trains MUs to higherRECHARGE levels of expertise. He also recharges magic items for a fee. TakeRECHARGE your discharged item to the Mages Guild and type RECHARGE ITEM withRECHARGE the name of the item. The Alchemist will estimate the price and promptRECHARGE you "Well, it'll cost you xxx Gold." and "Ok(y/n)?", you then replyRECHARGE "Y" for yes or "N" for no. If you decide if it is worth rechargingRECHARGE the item and select YES then the Alchemist will cast an enchant spellRECHARGE and the item will have full charges. These are certain magic itemsRECHARGE which you cannot recharge. One is a magic item with wish charges.RECHARGE Others include items not made by the Alchemist and weapons that areRECHARGE not magical. RECHARGE This command allows the player to restart a new character. It bringsRELOGIN him back to the login sequence. He may then decide to roll anotherRELOGIN character or continue with another. The player's old character isRELOGIN stored to disk, and his time limit remains intact. RELOGIN The Blacksmith is responsible for the sale of weapons and other items.REPAIR He also repairs broken weapons. Enter the Weapons Shoppe and typeREPAIR REPAIR WEAPON, for example, REPAIR BATTLEAXE. He will estimate theREPAIR cost for repair and prompt you Yes/No to fix the item. If you decideREPAIR to pay the charge your Gold will be automatically deducted and yourREPAIR weapon fixed to full strikes. Remember the only weapons that can beREPAIR repaired are those forged in the Weapons Shoppe. Other strange andREPAIR exotic items can only be fixed by the original creator. REPAIR This command can only used by a player once per character. The commandREROLL allows the player to go through the actual original logon characterREROLL generation. Then the player can reroll all his statistics, classtype,REROLL and race, etc. This command should be used after a player's characterREROLL gets too low stats or needs altering. REROLL This combat command is a defense command. When a player uses theRESIST resist command the monster's attack multiplier is decremented by one.RESIST Resisting is similar to the GUARD and SHIELD commands. Resisting hasRESIST no requirement to holding a shield. The command form for resist isRESIST RESIST MONSTER, for example: RESIST FIREBOG. RESIST The Return command causes your character to place his weapon back intoRETURN its sheath or holding recepticle. If you are not holding any weaponRETURN you will see the message "You are not holding that!". Returning yourRETURN weapon should be done when entering the NPC Shoppes or to avoidRETURN confrontation or during combat. RETURN This special purpose commmand is for vehicle control. Once you haveRIDE mounted a vehicle you must have some way to direct it. The RideRIDE command allows you to enter portals and travel directions on yourRIDE vehicle. Type RIDE DIRECTION, for example, RIDE NORTH. Traveling in aRIDE direction without the Ride command automatically dismounts yourRIDE vehicle, moves you in that direction, and leaves the vehicle in theRIDE previous room. RIDE Most times during a monster onslaught your character can travel northRUN or some direction to avoid death. However you may see the message "TheRUN monster blocks your way!" and you take more hits. Then you mightRUN consider the Run command. Type RUN and your player drops his weaponRUN and shield, runs to a random direction, and escapes certain death.RUN "Store your player's statistics to disk frequently!" is the mostSAVE important thing a DM could say to users with call-waiting. You shouldSAVE also use this command immediately after training. All attributes,SAVE statistics, and conditions of your player character are written toSAVE disk and the message "Player File Updated" displayed. If you haveSAVE call-waiting and your carrier is lost from another call then yourSAVE player character will reflect the last time your file was updated. SAVE There will occasionally be hidden or invisible objects in the rooms.SEARCH Typing SEARCH will display the invisible objects. This will not showSEARCH any hidden objects. That is the difference between the two types. OneSEARCH can be Searched for, the other cannot. Normally hidden objects areSEARCH hinted at by the room description or some clue is given to its where-SEARCH abouts in Mail or in another room description. Type SEARCH and ifSEARCH there are any invisible objects then the message "You find object-SEARCH name [invisible]" or else your will see "You find nothing.." or searchSEARCH a receptacle by typing SEARCH RECEPTACLE (with the receptacle name). SEARCH The Pawn Shoppe is where you can sell your treasure for Gold. TheSELL Broker is a level 10 monster with 32,767 hits and 20,000 experience.SELL This may seem too much but the role-monsters have to be powerful soSELL the average user won't kill them. They are also protected from non-SELL magic. Of course the DM can edit these monsters. SELL The shield command is a defensive attack mode. To shield yourself isSHIELD to place your weapon in front of your shield with your shield in theSHIELD other hand. The shielding effect decreases hits from the currentlySHIELD attacked monster -- you must have attacked a monster first. You mustSHIELD also be holding a shield for this to work. SHIELD Your player will encounter locked portals which he cannot open. TrySMASH the Smash command, for example, SMASH DOOR. Your Strength is the majorSMASH factor involved when determining if the portal breaks open. CompleteSMASH information about which portals can be smashed and picklocked isSMASH listed in the Break command. When you smash a portal you will see oneSMASH of two messages: "You smash it open!" or "You didn't smash it open!"SMASH This command lets the player have his inventory sorted by treasureSORT charges remaining. This way the inventory will be sorted so that theSORT treasure items with the highest amount of charges or strikes left willSORT be displayed first and the least charges or strikes will be displayedSORT last. Now a player can Hold or Wield or Wear the shields or armor withSORT the maximum amount of protection first. SORT Typing "S" moves your character south to another room. Each new roomSOUTH you enter contains its own encounter rate (normally 5) and its ownSOUTH health refresh rate (normally 3) although these values can be editedSOUTH to the action file. The default rates can be editede. The rate meansSOUTH it updates some values every number of rounds (or command prompts).SOUTH The health rate updates Fatigue, Vitality, and Magic Points. VitalitySOUTH is decreased if your player is poisoned. The encounter rate checksSOUTH for monsters from the room's monsters class every number of rounds. SOUTH Type "SE" or Southeast and you move southeast. The direction commandsSOUTHEAS can all be shortened to one or two letters. You can also use the GOSOUTHEAS command with the direction after it to move. For example: GO SE SOUTHEAS Type "SW" or Southwest to move southwest. The direction commands canSOUTHWES be used while operating a vehicle with the Ride command. For example:SOUTHWES RIDE SW. When you attempt to mvoe in a particular direction the roomSOUTHWES actions are checked for level restrictions. This way your player canSOUTHWES be prevented from entering areas until you reach a certain level. SOUTHWES All magic and cleric spells are similiar in that the word sounds, whenSPELLS combined into whatever patterns are applicable, are charged withSPELLS energy from the Positive or Negative Material Plane. When uttered,SPELLS these sounds cause the release of this energy, which in turn triggersSPELLS a set reaction. The release of the energy contained in these words isSPELLS what causes the spell to be forgotten or the writing to dissappearSPELLS from the surface upon which it is written. SPELLS SPELLS The triggering action draws power from some plane of the multiverse.SPELLS Whether the spell is an abjuration, conjuration, alteration,SPELLS enchantment, or whatever, there is a flow of energy -- first from theSPELLS spell caster, then from some plane to the area magicked or enspelledSPELLS by the caster. The energy flow is not from the caster per se, it isSPELLS from the utterance of the sounds, each of which is charged with energySPELLS which is loosed when the proper formula and/or ritual is completedSPELLS with their utterance. This power then taps the desired plane (whetherSPELLS or not the caster has any idea of what or where it is) to cause theSPELLS spell to function. SPELLS SPELLS The most powerful player in the DND game, aside from the Fighter, isSPELLS the Magic User. Although all the other character classes can castSPELLS cure spells (Vigor, Heal, Enchant, and Curepoison), the MU has manySPELLS more spell types at his disposal. First, the basic spells for cure areSPELLS Vigor to increase Fatigue, Heal to increase Vitality, Enchant toSPELLS restore Magic Points, and Curepoison for poisoning. Each of theseSPELLS spells restores partial points to statistics. The additional spellsSPELLS available to the MU are Bless, Befuddle, Teleport, Wish, Passdoor,SPELLS Turn, Conjure, Poison, and Drain. The other character classes can alsoSPELLS cast the offense spell as discharged from a magic item. SPELLS SPELLS When a Magic User casts a spell it must have a target. There are threeSPELLS types of targets -- monsters, the player, and a magic item. The playerSPELLS is assumed to be the target if none is specified after the castSPELLS command. The three types of commands then are: "CAST", "CAST MONSTER",SPELLS and "CAST ITEM". The MU is immediately prompted for the spell chantSPELLS after the cast command is issued and the spell file is searched forSPELLS the matching spell chant, and if not found, the MU sees displayed theSPELLS message "You mispronounced the spell chant!". The only spells whichSPELLS can be cast on the player itself are cures and bless (to increaseSPELLS piety). Any offense spell can be cast onto a monster and only enchantSPELLS can be cast on a magic item. Casting onto magic items can only beSPELLS accomplished by MUs, level 10 players, and DMs. This special methodSPELLS of spell casting is used to recharge a magic item. Maybe you have aSPELLS fireball wand that is discharged so you cast an enchant spell onto itSPELLS and it then becomes usable once again. SPELLS SPELLS The other spells are special purpose, some being classified as combat,SPELLS and the others are useful only in certain circumstances. Teleport is,SPELLS of course, used to move the player to another room. Conjure can be aSPELLS dangerous spell. It calls up a monster from the class of the level ofSPELLS the player. Passdoor is extremely handy, it unlocks any door in theSPELLS room of the MU (he hears a 'click' afer it is cast). Wish is the mostSPELLS interesting of all, it allows the player to call upon the Ghods them-SPELLS selves for a request of some treasure. If there are more than one ofSPELLS that particular treasure name (i.e. a sword) place the pound sign (#)SPELLS and the number of the treasure after the name, for example A SWORD#3.SPELLS The rest are combat spells. Turn, Befuddle, Poison and Drain all haveSPELLS special purposes. The Turn spell destroys undead like zombies. UndeadSPELLS are those monsters who can drain levels. When you cast the BefuddleSPELLS spell and it works, the monster it is cast upon becomes inactive as ifSPELLS you had circled it. The Poison spell drains monster hits for up toSPELLS five rounds according to the player's level. The Drain spell decreasesSPELLS the monster one level, it then attacks at that lower level, or dies ifSPELLS it becomes level zero. SPELLS SPELLS Scrolls store energy in the form of a spell chant inscribed with magicSPELLS hieroglyphics on the parchment. In order for a player to read thisSPELLS writing he must read the scroll with the examine command. When scrollsSPELLS are examined their spell chant is dislayed and they disintegrate.SPELLS The process of adventuring for scrolls to discover the spells chantsSPELLS encourages the game play and is suggested instead of giving out theSPELLS spell chants. Once a player knows what a certain scroll does, forSPELLS example a black scroll, he also knows the spell chant and can use theSPELLS scroll instead of examine it. Scrolls can be used in three differentSPELLS forms: "USE SCROLL", "USE SCROLL MONSTER", and "USE SCROLL ITEM". EachSPELLS time a scroll is used your player's magic points are decreased by theSPELLS level of the spell. If the target is not specified then it is assumedSPELLS the player is the target and the spell is cure, bless, or teleport.SPELLS If the target is a monster then the scroll must be an offense spell.SPELLS The spell level is then used as a bonus multiplier in the combatSPELLS equations. In all of the above cases the scroll always disintegrates.SPELLS Scrolls can be used to recharge other magic items if the scroll is anSPELLS enchant scroll, for example, "USE SCROLL WAND" where the wand is aSPELLS discharged fireball device. SPELLS SPELLS Storage of many spells of one type is done through the creation ofSPELLS magic items such as A Staff of Disintegration, A Wand of Wishing,SPELLS Some Black Gems, etc. The number of times a magic item can be used isSPELLS the number of charges it contains. When you examine a magic item youSPELLS will see displayed its number of charges, spell level (or plus), andSPELLS its spell name (also included are weight, value, and others). YourSPELLS player can use magic items in three forms (like scrolls), they are:SPELLS "USE ITEM", "USE ITEM MONSTER", and "USE ITEM ITEM". The player isSPELLS assumed to be the target if none is specified. The spells which can beSPELLS discharged onto a player are Cures, Bless, and Teleport. Using a magicSPELLS item on a monster discharges that spell in combat. Each time it isSPELLS used it decreases one charge until there are zero charges. Then anSPELLS enchant spell must be cast on the item or the Alchemist must rechargeSPELLS the item. Some monsters can only be attacked with magic and if yourSPELLS player is not a Magic User he must then use a magic item. You can useSPELLS a magic item to recharge a magic item. The first must have enchantSPELLS charges and the second one must be discharged. SPELLS SPELLS A few notes on the examine command. In case your player has more thanSPELLS one of the same item and he needs to specify the second or third oneSPELLS he would place the pound sign # with the number of the item after it,SPELLS for example "USE ITEM#2 MONSTER". He can also specify which monsterSPELLS (if more than one of the same name are in the room), for exampleSPELLS "USE ITEM#3 MONSTER#4". Counting of items in this manner starts withSPELLS the ground then your inventory. There could be two swords on theSPELLS ground which you have dropped because they were broken and you haveSPELLS three more swords in your inventory you are carrying. If you typeSPELLS "EXAMINE SWORD" you will see displayed the statistics of the sword onSPELLS the ground. So to display your first sword you are carrying you wouldSPELLS type "EXAMINE SWORD#3" (one more than the number on the ground). IfSPELLS If you are holding some object which has first letters similiar to aSPELLS monster name (a battle-axe and a bat, you specify "EXAMINE BAT") noteSPELLS that the monster array is checked first before the ground, then yourSPELLS inventory. So there could be two bats in the room, three brokenSPELLS battle-axes, and you want to examine your fifth battle-axe you areSPELLS holding. You would type "EXAMINE BA#10". SPELLS This command lets you steal an item of inventory from monsters. YouSTEAL can first find what items the monster has with the identify command.STEAL For example: Steal Sword Aboleth. If the item is stolen successfullySTEAL then your inventory is added with the item you stole. STEAL This is yet another Quit command. Type STOP and the game session isSTOP discontinued until your next call. Your player's file is updated. AtSTOP this time the Broker checks your bank balance for accrued interest.STOP If you stayed on past midnight then it is compounded by 6 percent.STOP The store command interrupts the game to save the player's characterSTORE to disk. The USERS file is updated with the player status. Anybody whoSTORE has call-waiting should use this command frequently so that his playerSTORE character data is not lost if the connection is broken. The storeSTORE command should also be used before a top ten user list is displayed soSTORE your players complete statistics are included in the report. STORE The Strike command is another compatible command equal to Kill. EnterSTRIKE STRIKE followed by the monster name to attack. Parameters like monsterSTRIKE name, treasure name, and object name, added to a command instruct theSTRIKE system what to act on. For example, Take and Drop use parameters. SoSTRIKE do Kill and Examine. Most of the names used for parameters are knownSTRIKE to the system as 'identifiers' meaning they are one word names toSTRIKE describe the actual displayable name. There may be A Shortsword, andSTRIKE A Two-Handed Sword. Do not type in "GET TWO-HANDED SWORD" because theSTRIKE identifier in both cases is "SWORD". STRIKE Player death is something each character tries to avoid. So why wouldSUICIDE we want to suicide your character? One good reason is low statistics.SUICIDE Maybe your Piety or Constitution is below 8 and every time you die youSUICIDE never get resurrected. Maybe your Charisma is so low that everySUICIDE monster you encounter attacks you on sight. Whatever the reason, badSUICIDE statistics or you are tired of your player, the Suicide command willSUICIDE delete your user record and log you off the system. When you suicideSUICIDE your player the following messages will be displayed: SUICIDE SUICIDE Your character falls into a deep sleep.. SUICIDE The Ghods take your player to another world.. SUICIDE SUICIDE Then, after your player's statistics are erased from the user file,SUICIDE the program recycles to allow the next user online. SUICIDE This command is used to allow the player to enter rooms which haveSWIM attributes making them underwater. The command must be used with theSWIM direction. For example: SWIM NORTH. Vehicles which have the same roomSWIM type for going underwater will also let the player enter these rooms.SWIM Most objects you find in the adventure will be either permanent orTAKE be some treasure you find from killing a monster. There may, at times,TAKE according to how your DM has the system set up, be miscellaneousTAKE treasure placed in some rooms to be discovered. These items might orTAKE might not be found on monsters. Or they may be unique items such asTAKE A Staff of Disintegration or A Wand of Seven Wishes. Whatever the caseTAKE may be you will have a need to take treasure so you can sell it laterTAKE to the Broker or use it in combat. TAKE This command allows you to talk to monsters. Type TALK MONSTER, forTALK example, TALK FIREBAT. If the monster number matchs the action fileTALK monster number, and it is activated, there could be several responses.TALK Besides attacking or text messages the monster could teleport you orTALK worse! You might meet some permanent monster like a Monster Zombie andTALK you try to talk to the monster. Suddenly you see the message "You haveTALK been teleported elsewhere!" you are now in a new room. TALK This allows a Thief throw a weapon at a monster. The Thief must beTHROW holding the weapon. The weapon becomes part of the floor inventoryTHROW after thrown at the target. The weapon plus is used for the attackTHROW multiplier. For example: Throw Dagger Zombie. THROW This is a combat command. To thrust is to lunge forward with yourTHRUST weapon in front of you. Doing this is similiar to Charge but withoutTHRUST stepping forward. Type THRUST MONSTER with the monster name after theTHRUST command. Thrusting does more damage than Kill (the bonus multiplier isTHRUST set to triple damage). Beware that the monster's return attack willTHRUST hit you for more damage after a Thrust. THRUST The time is displayed in the format; first line is the year, month,TIME and day; second line is amount of time online since carrier connect;TIME then third the amount of time before your call is terminated: TIME TIME It is now Sep 14 1994, 7:15 pm. TIME You have been on for 20 minutes and 15 seconds. TIME You have 20 minutes and 45 seconds remaining. TIME The top ten users according to Level are displayed with this command.TOP First the user file is scanned for users above level 1 and written toTOP a sort work file. The file is sorted and the top ten output. Then theTOP sort file deleted. Each name is shown with Level and Classname. UsersTOP who have their mailboxes locked are not output in the Top command. TheTOP top ten also includes a point ranking based on his total kills, level,TOP gold and experience, and other factors. TOP Training is one important part of the Dnddoor. For your player to getTRAIN to the next level of expertise he must reduce his experience to zeroTRAIN by killing monsters and train at his assigned training area. MostlyTRAIN the Fighters, Paladins, and Druids train in the Fighter's Arena. TheTRAIN Magic Users train in the Mages Guild. The Clerics in the ClericalTRAIN Sanctuary. The Thieves in the Thieves Guild. Rangers have some hiddenTRAIN spot to train somewhere in a park or the woods. All these trainingTRAIN areas should be near the start room or in the Castle. Once you haveTRAIN found your area, type TRAIN and the message "After many weeks ofTRAIN training and meditation.." and information is displayed. Your player'sTRAIN statistics are incremented for Fat, Vit, and Mag and the Level by one.TRAIN Experience and gold required for training beyond level 15 are onlyTRAIN incremented by one million points per level above 15. TRAIN The majority of the monster's attack will be absorbed by your armorTREASURE and shield. Your weapon will do the most damage on the monster withTREASURE the exception of using magic. Beginning players can buy startingTREASURE weapons and armor at the Weapons Shoppe. The Blacksmith forges andTREASURE sells these and other starting items such as vigor potions and cure-TREASURE poison scrolls. Most treasure is found on dead monsters and increaseTREASURE in power and level as the monster's level increase. Your weapon mustTREASURE have positive strikes (you can find out the number of strikesTREASURE remaining in a weapon with the identify command) and be in yourTREASURE inventory for you to use it. The command for using a weapon is HOLD orTREASURE WIELD. Each time your weapon successfully hits a monster it willTREASURE decrease its strikes by one until they are zero, then the weaponTREASURE breaks in half and falls to the ground. Weapon plus is directly addedTREASURE to your Strength (seen as a "(+xx)" in the information and healthTREASURE commands) and figures into the combat equation. Armor and shields areTREASURE used with the WEAR and HOLD commands. They also have strikes which areTREASURE decreased with each monster attack on your character. If your player'sTREASURE dexterity is low the more chance you will fumble your weapon andTREASURE shield leading to lost game play momentum and extra monster hits. WhenTREASURE a weapon, armor, or shield breaks or crumbles, they can be restored toTREASURE full power with the FIX command if they are +10 or below, otherwiseTREASURE the Blacksmith must repair them. TREASURE TREASURE More treasure worth noting, and more frequently found, are coins andTREASURE potions. Potions being by far the more important of the two. The DrinkTREASURE command enables your player character to quaff a potion. This normallyTREASURE results in vigor, heal, enchant, or curepoison. The potion is thenTREASURE discharged and may be recharged or discarded. Dropping treasure in theTREASURE room which is used up allows you to pick up more (because theTREASURE inventory limit is 20 objects) and changes your weight (your playerTREASURE can only carry 100 times your Strength in pounds). When your playerTREASURE leaves the room by any means (teleportation, death, or moving in aTREASURE direction) all treasure is erased! The only exceptions are containers TREASURE and riding devices. Most monsters carry some booty of coins for theirTREASURE own expenses. They are usually plundered from the Dungeon or CastleTREASURE other wasteland and not worth much. Your player can carry any amountTREASURE of gold but taking coins checks your weight and encumbrance firstTREASURE before adding to your gold. Coins successfully picked up then becomeTREASURE part of your gold not your inventory. TREASURE TREASURE If your player is lucky enough to find containers such as A Magic BagTREASURE of Holding or A Treasure Chest you will be able to carry more.TREASURE Containers themselves weigh something in pounds but the treasure theyTREASURE contain does not increase your weight or number of inventory. The onlyTREASURE limit to the number of objects you can carry when you have containersTREASURE is the container limit itself which is set to five. Containers haveTREASURE the additional features of being able to be locked with or without aTREASURE key. If a container is locked with a key you must have the matchingTREASURE key number. Then when you unlock it the system will search yourTREASURE inventory for you to find the matching key. You can find the keyTREASURE number of a container by examining it. Containers cannot be smashedTREASURE open. You cannot sell the actual container to the Broker but you canTREASURE sell the contents. The Broker will add up the value of the entireTREASURE contents and offer you a price. If the container is locked then theTREASURE Broker will fumble and swear a bit before informing you that he can'tTREASURE open the thing. TREASURE TREASURE The command form for taking objects from containers and dropping themTREASURE in are the same form as the GET and TAKE command with the additionalTREASURE parameter of the container name. For example, GET SWORD#5 BARREL, orTREASURE DROP GEM BARREL. Each room can only have one container and each playerTREASURE can only carry three containers. Containers can not be dropped intoTREASURE other containers. TREASURE TREASURE Among the many features of Dnd Door are included the following specialTREASURE purpose treasure items: Loadable Devices, Vehicles, and Rings. DevicesTREASURE which can be loaded and fired come under the category of missile orTREASURE projectiles. For example, a cross bow and bolts, a sling and stones,TREASURE a shotgun and shells, or anything practical to the adventure. Once youTREASURE have a device (take shotguns for example) you can examine it and findTREASURE that the description includes "It is loaded." or not loaded as theTREASURE case may be. You must locate the correct ammunition (described in theTREASURE examine command as being such) and load the device with the LOADTREASURE command. Once the device is loaded it can be discharged with the FIRETREASURE command. For example, LOAD SHOTGUN, then FIRE SHOTGUN ELF. Devices canTREASURE be loaded any number of times with no upper limit. The device can doTREASURE three things: hit the monster, discharge harmlessly, or blow up inTREASURE your face and you take damage. Your inventory is checked by the systemTREASURE for the proper ammunition. TREASURE TREASURE Vehicles could encompass any thing used for travel: Horses, Wagons,TREASURE Carts, Bulls, etc. Vehicles (take a Horse for example) have hits likeTREASURE any NPC and can absorb that number of hits until they reach zero. ThenTREASURE the Horse is 'damaged' and cannot be mounted. Casting a vigor spell onTREASURE the Horse cures it and restores the hits. The Mount command causesTREASURE your player character to be able to ride the Horse. Then he can RideTREASURE in any direction with the Ride command. For example, MOUNT HORSE, thenTREASURE RIDE WEST. Your Horse also enter portals with you such as stairs andTREASURE ladders. Dismounting happens when you go in a direction without theTREASURE Ride command. Horses become permanent to the room they rode into. TREASURE TREASURE There are three ring types to protect you from certain monster attack:TREASURE antipoison, antidrain, and antispell. The ring will absorb the numberTREASURE of hits equal to the monster level. The antidrain ring being the mostTREASURE useful for attacks by the undead who can drain your character by aTREASURE complete level each random round. The antispell ring only protectsTREASURE against generic offense spells such as fireball or lightning and theTREASURE antipoison ring only protects against the poison spell. TREASURE TREASURE There are treasure which can be loaded with ammunition and launch in aTREASURE room direction. These are permanent treasure which normal users cannotTREASURE pick up. The LOAD and LAUNCH commands are used with this type ofTREASURE treasure. Since a normal user cannot pick up this type of treasure theTREASURE MOVE command is used to move the launchable device from one room toTREASURE another. Catapults and other forms of missiles and projectiles are inTREASURE the realm of launchable devices. The ammunition used for these typesTREASURE of treasure can load the devices any number of times. Once launched,TREASURE the ammunition, or projectiles, enter ajoining room directions on aTREASURE percentage basis. TREASURE Only Clerics can use the Turn command. Its purpose is to destroyTURN undead monsters such as Zombies and Ghouls. Type TURN MONSTER with theTURN monster name. Either the message "That's not undead!", "Didn't work!",TURN or "You damned the monster!" will be shown. If the Turn was successfulTURN then the monster will die and you will gain the experience. TURN Some doors must be unlocked (and opened) before you can enter them.UNLOCK Sometimes you may run across a door which requires a key number. YourUNLOCK inventory is searched for the matching key number. If one is not foundUNLOCK you will be unable to unlock it. You should then consider Smash orUNLOCK Picklock. The key you are holding will have five digits in the number.UNLOCK Any one of these digits being zero (0) will match ALL lock numbers forUNLOCK the digit. For example, the lock is keyed number 28881 and your keyUNLOCK number is 20881 then your key would open lock numbers 21881, 22881, toUNLOCK to 29881. UNLOCK The Up direction should be used in conditions such as mountains,UP hills, or walls. Normally objects travel up such as ladders or stair-UP cases. The DM could also edit the long room description with textUP indicating that you see a staircase. The direction Up could then beUP used instead of creating an object (staircase). UP Magic items will only discharge a spell with the Use command. TheUSE command forms are: "USE ITEM", "USE ITEM MONSTER", "USE ITEM ITEM".USE A magic item can contain cure, offense, teleport, wish or otherUSE spells. Every time you use a magic item its charges are decrementedUSE until zero. Then it becomes discharged and must be recharged by theUSE Alchemist or by an MU. The first command form discharged a magic itemUSE spell on the player. The second form discharges on a monster. TheUSE third discharges on another item. In the third case the first itemUSE must be an enchant device and the second item must be an empty orUSE discharged magic item. USE Listing of all players in the Dnddoor can be obtained with the UsersUSERS command. Each user file record is output if the user has not suicided,USERS or locked his mailbox. Type USERS and the message "Press Control-KUSERS to discontinue.." will be displayed followed by the user codenames,USERS levels, and classname. Users is one list of the players online, thereUSERS is also the top command. USERS Your player character can hold a weapon, hold a shield, and wear someWEAR armor all at once. Type WEAR ARMOR and the message "Ok" will output ifWEAR you have that treasure in your inventory. The armor and shield plusWEAR combine to your Fatigue (shown in the information command). They areWEAR subtracted from the monster hits during combat. Armor has strikesWEAR which are decremented for each successful hit until zero then theyWEAR crumble. After that the armor must be repaired by the Blacksmith. WEAR Travel occurs in one of the four compass directions (N, E, S, W) andWEST Up (or Climb), Down, and Out (or Exit, Leave). You will use theseWEST directions and the Enter command to get to any room in the game.WEST If the room does not have any links then teleportation is required.WEST One of the main system features is the rooms where you can adventureWEST into and find unknown realms. WEST In order to cause more damage to monsters in combat you must find aWIELD weapon such as A Sword, or A Battle-Axe. Use the Wield command toWIELD ready your weapon for battle. For example, WIELD SWORD. The weaponWIELD plus is directly added to your Strength (seen in the informationWIELD command) and used in the attack formulas. Each time your weapon hitsWIELD the monster its strikes are decreased by one. WIELD