#HELPS 0 "REMOVE INVIS"~ Syntax: cast 'remove invis' This spell will make an invisible object in the character's inventory visible. ~ -1 _DIEMSG_~ ...Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel more free than you have ever felt before... However, before your deity comes to collect your soul, you feel a strange pulling sensation as strange and colorful mists swirl around you... ~ 52 ZONES~ Syntax: zones [low] [high] Lists the name of the file, and room/mob/object vnum range for each non-prototype zone in the mud. ~ 0 WIZLIST~ Syntax: wizlist Displays a hierarchical list of immortals. ~ 51 WIZHELP~ Syntax: wizhelp WIZHELP provides a list of all the immortal commands. ~ 1 WISDOM WIS~ Wisdom (WIS in your 'score') represents your character's wisdom and ability to incorporate learning. Among other things, it affects: - the number of practices a character gains each time it levels - the mana a character gains each time it levels, though intelligence affects this much more heavily - the percentage a character learns of a new language at each practice, though intelligence affects this slightly more - the ability to remove a trap or poison a weapon Wisdom is the prime attribute of druids and clerics. ~ 0 'WINTER MIST' WINTER MIST~ This spell makes the victim more susceptible to all forms of coldness. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 WHOIS~ Syntax: whois The WHOIS command will tell you a bit of information about a player who is online. See BIO ~ 0 WHO~ WHO shows the characters currently in the game. Invisible characters will not appear on this list if you cannot detect invisible. Immortals who are wizinvis higher than your own level also will not appear. Syntax: who who who race> who who deadly who With arguments, WHO can show players of certain classes, races, or levels: For example: who 10 lists all characters level 10 or above who 15 20 lists all characters between level 15 and 20 who cleric lists all clerics playing who cleric elf lists all cleric elfs playing who immortal lists all Immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who deadly lists all deadly (pkill) characters playing NEW ADDITIONS: who 'guild of mages' lists all online members of the specified Guild who lists all online members of the specified Order who lists all online members of the specified Clan ~ 0 WHERE~ Syntax: where Syntax: where WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 53 WEARLOCS~ Here are the various locations where items may be equipped: --------------------------------------------------------- | 0 | light | 1 | finger1 | 2 | finger2 | | 3 | neck1 | 4 | neck2 | 5 | body | | 6 | head | 7 | legs | 8 | feet | | 9 | hands | 10 | arms | 11 | shield | | 12 | about | 13 | waist | 14 | wrist1 | | 15 | wrist2 | 16 | wield | 17 | hold | | 18 | dual_wield | 19 | ears | 20 | eyes | --------------------------------------------------------- See RESETS and RESETCMDS. ~ 53 WEARFLAGS~ These flags should be self explanitory: take finger neck body head legs feet hands arms shield about waist wrist wield hold ears eyes See OSET and RESETCMDS. ~ 53 WEAPONTYPES~ For items of type "weapon", the value3 field specifies the weapon type: Value3 | Type | Weapons ------------------------------ 0 | hit | general 1 | slice | knife/sword 2 | stab | dagger 3 | slash | sword 4 | whip | whip 5 | claw | claw 6 | blast | magical 7 | pound | club/hammer 8 | crush | club/hammer 9 | grep | 10 | bite | 11 | pierce | dagger 12 | suction | See OSET. ~ 0 WEAKEN~ Syntax: cast weaken This spell reduces the strength of the victim by two points. ~ 0 WARRIOR WARRIORS~ Warrior are the epitome of fighters, able to use all weapons and armours in excercise of their most lethal of combat skills. A warrior must be strong in body to survive his dangerous lifestyle, and though he has no magic and limted skills he is nevertheless a formidable force with which to be reckoned. Warriors learn no magic, and have no use for mana. ~ 2 WAR WARTALK~ Syntax: war Wartalk is a channel created as a haven for those players who like to openly discuss their exploits in combat - and brag against their opponents. It is most often used for those who declare war on other deadlies and is desirable for those who like to invite others to battles in player versus player whether it be in the arena or around the Realms. Wartalk can be seen by all players in the game, and has the same rules as other channels. No harassment, profanity, spamming, or inappropriate subject matter. ~ 58 VSEARCH~ Syntax: vsearch Returns all instances of the target object presently in the game, as well as their level. Allows location of objects via vnum instead of by keyword, useful for locating rekeyed and renamed objects. See OWHERE ~ 1 VOTING VOTE VOTES~ Syntax: note vote open/close/yes/no/abstain Once a note has been posted on a bulletin board, the author may open voting with 'note vote open'. All those who can read the board may then vote on the issue in the note with 'note vote yes/no/abstain'. The author may close the voting; the syntax for that should be clear enough. Note list will show whether a note is not a voting note, open to voting or closed to voting. The character that separates the author and the recipient in 'note list' will be a colon, a capital V or a capital C accordingly. ~ 56 VNUMS~ Syntax: vnums [low] [high] Lists the vnum range for rooms/mobs/objects in all prototype areas. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 53 VARIABLES~ This is the list of variables to be used in actiondescs for objects and in mob/room/object programs. VARIABLE MOBILE ACTOR VICTIM RANDOM OBJECT 2ND_OBJECT --------------- ------ ----- ------ ------ ------ ---------- Name $i $n $t $r $o $p shrt_desc/title $I $N $T $R $O $P he/she/it $j $e $E $J -- -- him/her/it $k $m $M $K -- -- his/hers/its $l $s $S $L -- -- a/an -- -- -- -- $a $A See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, IFCHECKS. ~ 0 VAMPIRE VAMPIRES~ Vampires are powerful beings which require copious quantities of fresh blood. Here is a brief summary of how they compare to the other classes: - Vampires use blood points (bp) instead of mana for casting spells. - Blood points can be lost by taking large amounts of damage during battle. - Spare blood points can save a vampire during battle by providing a small burst of extra hit points (hp). - Vampires get a penalty to armor class during the day, and a bonus during the night. - Vampires may mist walk to their victims under cover of darkness. (help 'mist walk') ~ 0 VALIANCE~ This spell increases your perserverence when you are on the verge of losing consciousness. ~ 52 USERS~ Syntax: users Syntax: users USERS reports all of the visible users connected to the server, including users in the process of logging in. If used with an argument, it will show all users from that host ip. Shortforms of host will work -- e.x. 205, or 205.113, etc. Shortened names will also work. e.x., users fre would show Fredrick and Fred if they were on at the time. The first number, (desc), is the descriptor number that this user is on. The second number is the user's connected state. (See CONSTATES) The third number is the number of seconds the user has been idle. The fourth number is the remote TCP port on the user's host machine. Next is the user's character name, then the user's host address. (Usually the IP number as name resolving is normally disabled.) The FORCECLOSE command can be used to force a connect to close by its descriptor number. ~ 54 USEPROG~ Syntax: opedit [number] [use_prog] [percentage] The use_prog is an objtrigger that can be used in object programs. The use_prog will be executed when the item is used. To define what will trigger the use_prog, here is a list: * Wands - when you zap * Staves - when you brandish * Food/pills - when you eat * Blood/fountains/drink containers - when you drink * Lights/armour/weapons - when you wear/wield/hold * Potions - when you quaff * Pipes - when you smoke When the use_prog is executed you will not see the standard 'use message' (ie You quaff a violet potion). What you will will be any mpechoes placed in the program. Also, any mobprog commands can be used in use_prog (see MPCOMMANDS). **NOTE** The use_progs on lights, armour, and weapons are executed BEFORE the player wears/holds/wields any item. Therefore, a mpforce to remove the item will not work in the use_prog. You will have to use a wear trigger to accomplish this. ~ 59 UNFOLDAREA~ Syntax: unfoldarea This command will load up an area file. NOTE: It could be quite dangerous to unfold an area that is already loaded, or one that has not been tested. ~ -1 TSR D&&D AD&&D~ . Dungeons && Dragons (tm) and TSR Hobbies Inc. Here we'd like to duplicate the original credits from the Basic Rules, Dungeons && Dragons (tm), (c) 1974, 1977, 1978, 1981, 1983 TSR Hobbies Inc. Acknowledgements: The following individuals have made this work possible through its years of evolution: Dave Arneson, Brian Blume, Dave Cook, Anne C. Gray, Ernie Gygax, E. Gary Gygax, Allen Hammack, Kevin Hendryx, John Eric Holmes, Harrold Johnston, Tim Kask, Jeff Key, Rob Kuntz, Alan Lucien, Steve Marsh, Tom Moldvay, Mike Mornard, Jon Pickens, Brian Pitzer, Michael Price, Patrick L. Price, Paul Reiche, Evan Robinson, Gordon Schick, Lawrence Schick, Don Snow, Edward G. Sollers, Garry Spiegle, Stephen D. Sullivan, Ralph Wagner, Jim Ward, Jean Wells, Bill Wilkerson, Donald Paterson, and Frank Mentzer. DIKUMud's concepts were directly based on TSR's D&&D concepts. ~ 65 TRUST~ Syntax: trust TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again. ~ 1 TRUE TRUESIGHT~ Syntax: cast truesight Syntax: c true Truesight confers the caster with a very brief immunity to blindness (from attacks such as gouge or the blindness spell itself). While under the spell's effect, the caster continues to see. Be warned that when the spell wears off the caster will become blind should the effects of the blinding attack still remain. Truesight cannot be cast on anyone but the caster itself. ~ 57 'TRUE SIGHT'~ Syntax: cast 'true sight' This spell can only be cast upon yourself. It is a combination of infravision (enabling you to see in the dark), detect invisible, and detect hidden. This spell also allows you to see through blinding attacks. ~ 0 'TROLLISH VIGOR' TROLLISH VIGOR~ This spell increases your stamina during its duration. ~ 54 TRIGGER~ A trigger is an action, phrase, or game event that causes a program held within a room, mob or object, to begin playing out its commands. Triggers can be anything from a player or mob entering a room, to a player stating a particular phrase within a room, or to a mob or an object. For detailed information on triggers, see: RPTRIGGERS, MPTRIGGERS, OPTRIGGERS ~ 52 TRAPTYPES~ Types of traps: -------------------------------------------------------------------- | Number | Description | Number | Description | -------------------------------------------------------------------- | 1 | Poison gas | 8 | Flame | | 2 | Poison dart | 9 | Explosion | | 3 | Poison needle | 10 | Acid Spray | | 4 | Poison dagger | 11 | Electric Shock | | 5 | Poison arrow | 12 | Blade | | 6 | Blindness gas | 13 | Sex change spell | | 7 | Sleeping gas | | | -------------------------------------------------------------------- See RESET, TRAPSETTING and TRAPFLAGS. ~ 52 TRAPSETTING~ Setting a trap is a little tricky. Parameters: VNUM - The vnum of either the room or object to be trapped. TYPE - The type of trap. (See TRAPTYPES) CHARGES - The number of charges this trap should contain. FLAGS - Flags specifying the characteristics of the trap. (ie: room trap or object trap, what triggers the trap, etc.) See RESETS, TRAPTYPES and TRAPFLAGS. ~ 53 TRAPFLAGS~ Flags to describe a trap and what triggers it: ROOM - Trap is in a room OBJ - Trap is on an object ENTER - Trap is triggered by entering the room LEAVE - Trap is triggered by leaving the room OPEN - Trap is triggered by opening CLOSE - Trap is triggered by closing GET - Trap is triggered by getting the object PUT - Trap is triggered by putting the object EXAMINE - Trap is triggered by examining the object PICK - Trap is triggered by picking the object UNLOCK - Trap is triggered by unlocking the object NORTH - Trap is triggered by moving north SOUTH - Trap is triggered by moving south EAST - Trap is triggered by moving east WEST - Trap is triggered by moving west UP - Trap is triggered by moving up DOWN - Trap is triggered by moving down See RESET, TRAPSETTING and TRAPTYPES. ~ 52 TRANSFER~ Syntax: transfer Syntax: transfer all Syntax: transfer Syntax: transfer all TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 1 TRANCE~ Syntax: trance A character in possession of this skill may use it to briefly focus its energies toward restoring a small burst of mana. ~ 0 TRAIN~ The TRAIN command is no longer functional; you must keep your assigned attributes and can modify them with objects. ~ 0 TRACK~ Syntax: track Track will assist you in tracking down a mob that is within the area, giving you its general direction. ~ 1 TOPICS~ Additional topics you may want to look over: *TICK *WIZLIST *EXPERIENCE *EQDAMAGE *CLANS *CHANGES *DAMAGE *NEWS *STORY To view a topic type: HELP ~ 58 TONGUE TONGUES~ The different PC languages include common, elvish, dwarven, pixie, ogre, orcish, trollese, goblin, halfling and gith. NPC languages include rodent, insectoid, mammal, reptile, dragon, spiritual, magical, god, and ancient. ~ 0 TITLE~ Syntax: title Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 65 TIMECMD~ Syntax: timecmd Example: timecmd mpstat Returns the time required to execute the specified command for that instance of its execution. ~ 0 TICK~ Many of the actions in the game are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks in the game average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if there are no characters in in the area; less often (15 minutes) if any characters are present. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. Area resets are indicated by 'squeaking noises' just prior to the reset. ~ 58 THINK~ Syntax: think Allows you to use the 'think' channel, which functions the same as all other channels and can only be seen by those of high enough level. The level for access to think can be controlled with 'cset'. See CSET ~ 0 THIEF THIEVES~ The thief is a dark character which makes use of many skills often deemed improper by the rest of society. The skills of the thief reflect his way of life, namely sneaking in the dark, picking locks, and attacking from behind with deadly backstabs. Thieves have always had a bad reputation so don't be suprised if you are always under suspicion. Thieves start off fairly weak, but as they gain skills such as backstab and circle they soon become dangerous foes. A thief is always usefull when there is a lock that needs opening or an item that needs to be stolen. ~ 0 TELEPORT~ Syntax: cast This spell takes you from your current location to a random location somewhere in the world. ~ 55 TARGETTYPES~ . Target Function -------------------------------------------------------------------- ignore Spell affect relies on the casting argument offensive Spell will initiate combat defensive Can be cast on anyone safely self Spell only affects the caster objinv Casted onto an object in the caster's inventory ~ 0 TAMP~ Syntax: tamp This empties your pipe so that you may fill it with fresh herbs. See FILL, LIGHT, SMOKE ~ 0 SWORDBAIT~ This spell makes the victim more susceptible to slashing attacks. ~ 51 SWITCH RETURN~ Syntax: switch Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 10 SUPPLICATE~ Syntax: supplicate Supplicate begs your deity (if you have one) for aid. You may supplicate for 'corpse', which retrieves your corpse, 'avatar', which summons an avatar of the deity, 'object', which summons an object of the deity and 'recall', which sends the player back to his recall point (bypassing norecall flag). Note: All deities offer corpse and recall, while object and avatar are for particular deities only. Deadlies may not supplicate for their corpse. SEE ALSO: deities, favor, devote. ~ 1 SUMMON SUMMONING~ Syntax: cast summon This spell summons a character from elsewhere in the game to your own location ... and stuns your character. Characters who are fighting cannot be summoned. Do not summon aggressive mobs into an area lower in level than the one from which they came, and do not summon aggressive mobs of any level into Darkhaven. ~ 51 SUMMARY~ |--------------------------------------|--------------------------------------| | MOVEMENT | GROUP | | north east west south northeast exit | follow group gtell ; split | | northwest southeast southwest sleep |--------------------------------------| | rest sit wake stand somewhere unlock | INFORMATION | | lock open close scan scry look leave | death CR reimb rules damage commands | | up down enter climb where fly float | areas experience score title weather | |--------------------------------------| channels description experience note | | CONFIG OPTIONS | who wizlist story tick MOTD news bug | | autoloot autogold telnetga autoexit | mail time password slist report typo | | nice flee norecall blank combine rip | spells skills weapons languages idea | | nointro prompt ansi autosac shovedrag|--------------------------------------| |--------------------------------------| COMMUNICATION | | OBJECTS | social quest clan ordertalk guildtalk| | get put drop give sacrifice hold | say tell chat question answer auction| | wield wear remove inventory value | avatar shout yell counciltalk newbie | | appraise list buy sell equipment |--------------------------------------| | recite quaff zap brandish compare | COMBAT | | empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast| |--------------------------------------|--------------------------------------| Also see help on: !, save, quit, pagelength, and practice. To use the help menu, just type "help ". To see help on individual areas, you can now type "help ". If you are new to the game, type HELP NEWBIE to see a special help series. ~ 1 'SULFUROUS SPRAY'~ With the incantation 'Sulfurous Spray,' the casting mage culls from the air the elements necessary to form a strong acid which rains down upon his opponent or opponents. This strength and velocity of the spray is such that it can work its way into various forms of armor and clothing, and it is also able to harm opponents one might think resistant to such attacks, due to its magical nature. ~ 0 STUN~ Syntax: stun Stun is a skill which can only be used once a fight has started. It will stun your opponent if successful. ~ 1 STRENGTH STR~ Strength (STR in your 'score') represents your character's physical power. The most common concern with strength deals with how much your character can carry. For each additional point of strength you gain an additional amount of maximum carryable weight. Any character with 20 strength can carry 500kgs; Warriors and Rangers can have a maximum of 25 strength, and can therefore carry up to 999kgs when their strength is at its maximum. Strength also affects (among other things): - damage roll and hitroll; for each additional point of strength, each of these will increase - chances of success for bash, stun, bashdoor, shove and drag, and the ability to dual-wield heavier weapons Strength is the prime attribute of warriors and rangers. ~ 0 STEAL~ Syntax: STEAL coins Syntax: STEAL STEAL attempts to steal coins, or an object, from a mob or another player. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the skill. ~ 55 SSET~ Syntax: sset or: sset all or: sset name the name of the skill or spell code for spells, the code executed when the spell is cast target for spells, the target of the spell (see TARGETTYPES) minpos the minimum position required to use this skill/spell slot for spells, the slot number used in area files mana for spells, the amount of mana consumed by the spell beats how long this skill takes to be used (in 1/4 seconds) dammsg a word to describe the damage done by this skill or spell wearoff for spells, the message given when the spell wears off type the type of skill (Spell, Skill, Weapon, Tongue) difficulty how difficult the spell/skill is to learn and/or use damtype for spells, the class of damage it does components the components required for this spell (see SPELLCOMPONENTS) teachers will restrict the teaching of this skill to these mob vnums participants the minimum number of required participants (for spells) For the special fields used by SMAUG spells (spell_smaug) see SMAUGSPELLS ~ 0 SPLIT~ Syntax: SPLIT SPLIT splits some gold between you and all the members of your group who are in the same room as you. It's customary to SPLIT the gold after a kill. ~ 1 'SPIRAL BLAST~ Syntax: c 'spiral blast' Abbrev: c spiral A powerful, spinning blast of coloured gas conjured by an Augurer, it attacks every enemy target in the area. The spell is hostile to all creatures in the room, and will cause them to engage the caster in combat. ~ 55 SPELLSAVES~ Here are the saving throws you can set for use in SMAUG spells: none victim doesn't get a saving throw poison_death save vs. poison or death wands save vs. wands para_petri save vs. paralysis or petrification breath save vs. (dragon) breath spell_staff save vs. spells or staves ~ 58 SPELLS~ Type 'practice' to get a list of spells currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all spells available at each level to your class. ~ 56 SPELLFLAGS~ water water based (create water, ice spells) earth interracts with nature (earthquake) air involve the air or winds astral involve the astral plane (astral walk) area an "area spell"... affects everyone in the room distant affects something far away reverse has a reverse affect save_half_dam victim can save for half damage save_negates victim can save for no effect accumulative can be cast repeatedly to have an increased effect recastable can be cast again to refresh the spell nobrew cannot be brewed into a potion noscribe cannot be scribed onto a scroll group affects everyone in the caster's group (same room only) object specifically affects an object (for target 'ignore') character specifically affect a character (for target 'ignore') ~ 56 SPELLCOMPONENTS~ T### check for item of type ### V##### check for item of vnum ##### Kword check for item with keyword 'word' G##### check if player has ##### amount of gold H#### check if player has #### amount of hitpoints Special operators: + don't consume this component @ decrease component's value[0], and extract if it reaches 0 # decrease component's value[1], and extract if it reaches 0 $ decrease component's value[2], and extract if it reaches 0 % decrease component's value[3], and extract if it reaches 0 ^^ decrease component's value[4], and extract if it reaches 0 && decrease component's value[5], and extract if it reaches 0 and ! will make the spell fail if the caster is carrying that component. Example: V1100 V+1101 The spell will only succeed if the caster is carrying objects of vnums 1100 and 1101. The object of vnum 1100 will get consumed by the spell, and the object of vnum 1101 will not. With the decremental operators (@#$%^^&&), the object must have at least a value of 1 in the respective location for the spell to succeed. ~ 53 SPECFUNCS~ These special functions are available to assign to mobiles. Use them sparingly: To add spec: mset spec (ex. mset guard spec spec_guard) To remove: mset spec none spec_breath_any Mobiles breathes one of the four breaths randomly. spec_breath_acid Mobile has breath of acid. spec_breath_fire Mobile has breath of fire. spec_breath_frost Mobile has breath of frost spec_breath_gas Mobile has gas breath. spec_breath_lightning Mobile has lightning breath. spec_cast_adept Mobile casts helpful spells. spec_cast_cleric Mobile casts healing spells. spec_cast_mage Mobile casts offensive spells during battle. spec_cast_undead Mobile casts offensive spells during battle. spec_guard Mobile attacks KILLERS and THIEVES. spec_executioner Same as above except summons guards to help. spec_fido Mobile eats corpses. spec_janitor Mobile picks up trash. spec_mayor Reserved for the mayor... don't use. spec_poison Mobile poisons during battle. spec_thief Mobile steals gold from players. ~ 0 SPEAK~ Syntax: speak Syntax: speak Syntax: speak all (immortals only) The speak command changes the current language in which you are speaking. To speak your native tongue, type 'speak' alone. To speak a specific language (such as common, for example), type "speak common". Immortals have the unique ability to speak so that everyone can understand, by typing "speak all". ~ 1 'SONIC RESONANCE'~ The magick of 'Sonic Resonance' allows the casting Mage to realign the component particles of his foe in such a way that they are susceptible to a certain mystical tone. By the completion of the spell, this tone is conjured, causing the particles to vibrate violently causing intense pain and tissue damage. ~ 1 'SOLAR FLIGHT'~ Syntax: c 'solar flight' This spell allows the caster to merge from an outdoor area to their victim in an outdoor area. The spell has a few restrictions: you will only succeed in casting it during daytime hours, between 7 A.M. and 5 P.M. and you will only succeed in casting if both you and your victim are in an outdoor area -- you need the power of the sun in order for this spell to work (thus it will also not succeed in bad weather). ~ 52 SOBER~ Syntax: sober Removes a character's inebriation and all affects of alcohol. ~ 1 SMOKE~ You may 'smoke' a pipe after first filling it with a smokable herb or tobacco. ~ 55 SMAUGSPELLS~ SMAUG has a specially coded spell type "spell_smaug", which is a generic spell handler that uses the extra spell fields to determine what the spell is going to achieve. damtype the class of damage done (see DAMTYPES) acttype the action of the spell (see ACTTYPES) classtype the class of spell (see CLASSTYPES) powertype the power ranking of the spell (see POWERTYPES) flag special extra flags this spell has (see SPELLFLAGS) hit Message displayed when spell is successful miss Message displayed when spell misses or fails die Message sent if spell causes death imm Message sent if victim is immune (Messages must specify char, vict or room, ie: hitchar, hitvict, hitroom) dice a dice formula used for rolling things like damage (see DICEFORMULAS) saves saving throw victim gets (see SPELLSAVES) bitvector see AFFECTED_BY, the bitvector applied by the spell, if any affects see AFFECTTYPES, the effect the spell has, if any value an extra field reserved for things like the vnum used in spells that create objects, or summon monsters to the caster's aid. ~ -1 SMAUG THORIC~ . [S]imulated [M]edieval multi-[U]ser [A]dventure game SMAUG is an ongoing project headed up by Derek Snider (Thoric), who has taken on several assistants in expanding and improving the code. Thoric Altrag Blodkai Narn Haus Scryn Swordbearer Rennard Tricops Gorog ~ 52 SLOOKUP~ Syntax: slookup Syntax: slookup all SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells. ~ 0 SLIST~ Syntax: SLIST Syntax: SLIST SLIST without an argument gives you a compleat list of the spells and skills available to your class, also indicating the maximum level to which you can practice it. SLIST lo hi gives you a list of spells and skills available to your class from levels lo to hi. Example: <554hp 156m 700mv> <#2> slist 2 2 SPELL && SKILL LIST ------------------ Level 2 skill : mount Current: 75 Max: 85 ~ 0 SLINK~ This spell makes you more dexterous for its duration. ~ 0 SLEEP~ Syntax: cast sleep This spell puts its victim to sleep. ~ 57 SLAY SLA~ Syntax: slay [immolate/shatter/demon] SLAY kills a character in cold blood, no saving throw. The optional parameters cause different messages to be sent to the actor, the victim and the room, just for a bit of variety. Slay bypasses auto actions such as autoloot and autosac. Slay should not be used to test death_programs on mobs, as it is not the same as an actual death to the mobile and may not return accurate results. ~ 1 SKILLS~ Type 'practice' to get a list of skills currently available to you and to see to what extent you have them practiced. Type 'slist' to view a list of all skills available at each level to your class. ~ 0 SIT~ Syntax: sit Sit makes your character sit down. ~ 51 SHOWGUILD~ Syntax: showguild 'guild of ' Displays the statistics on a guild. ~ 51 SHOWDEITY~ Syntax: showdeity Used to display statistics for the specified deity. See SETDEITY, MAKEDEITY, DEITIES ~ 1 SHOWCOUNCIL~ Syntax: showcouncil Displays the statistics of the specified council. See SETCOUNCIL, MAKECOUNCIL, COUNCILS ~ 52 SHOWCLAN~ Syntax: showclan Example: showclan guild of mages, showclan Retribution Used to display statistics for any clan organization, which includes clans, Orders and guilds. See SETCLAN, MAKECLAN and CLANS ~ 0 SHOVE DRAG~ Syntax: drag Syntax: shove These commands can only be used between deadly characters. Drag will drag the victim in the specified direction if they are not standing up, while shove will shove them in the specified direction only if they are standing. Characters who have been in a safe room for longer than 30 seconds will be unable to be shoved or dragged out of that room until they either leave of their own choice or they shove/drag another player. ~ 65 SHOPVALUES~ Syntax: shopset buy# 1 - light 21 - pen 41 - rune 2 - scroll 22 - boat 42 - runepouch 3 - wand 23 - corpse 43 - match 4 - staff 24 - corpse_pc 44 - trap 5 - weapon 25 - fountain 45 - map 6 - _fireweapon 26 - pill 46 - portal 7 - _missile 27 - blood 47 - paper 8 - treasure 28 - bloodstain 48 - tinder 9 - armor 29 - scraps 49 - lockpick 10 - potion 30 - pipe 50 - spike 11 - _worn 31 - herbcon 51 - disease 12 - furniture 32 - herb 52 - oil 13 - trash 33 - incense 53 - fuel 14 - _oldtrap 34 - fire 54 - shortbow 15 - container 35 - book 55 - longbow 16 - _note 36 - switch 56 - crossbow 17 - drinkcon 37 - lever 57 - projectile 18 - key 38 - pullchain 58 - quiver 19 - food 39 - button 59 - shovel 20 - money 40 - dial 60 - salve See SHOPSET ~ 53 SHOPSTAT~ Syntax: shopstat Shows statistics on a mobile's shop. See MAKESHOP, SHOPSET, SHOPS and SHOPVALUES ~ 53 SHOPSET~ Syntax: shopset ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | buy# | Types of items the keeper will buy | | buy | Profit on buying items | | sell | Profit on selling items | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of shop keeper | ----------------------------------------------- Lets you set certain stats on a shop. see MAKESHOP, SHOPSTAT, SHOPS and SHOPVALUES ~ 53 SHOPS~ Syntax: shops Displays statistics on all the shops. See MAKESHOP, SHOPSET, SHOPSTAT and SHOPVALUES ~ 0 'SHOCKSHIELD'~ Syntax: cast 'shockshield' This spell will surround you with a shield of electric energy that will return your enemies attacks with bolts of lightning! ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SHADOWFORM~ Entering Shadowform makes you almost untouchable by non-magical attacks, at a great cost to your strength. ~ 61 SETDEITY~ Syntax: setdeity Used to define a deity (created with 'makedeity'). The fields are as follows: name: name of the deity filename: filename for the deity data, should be set before other fields description: description of the deity, seen with 'deities ' Alignment: Deity's alignment. Followers lose favor for all actions when 650 or more out of alignment. Worshippers: # of followers Npcrace: A mob race protected by the deity. The _npcrace fields only apply to this race. Npcfoe: A mob race detested by the deity. The _npcfoe fields only apply to this race. Race: A race the deity is restricted to. Class: A class the deity is restricted to. Sex: A sex the deity only accepts. Element: Resistance deity bestows on followers. Suscept: Susceptible deity bestows on followers. Affected: 'affected by' spell deity bestows on followers. Deityobj: vnum of deity object Avatar: vnum of deity avatar Scorpse, Savatar, Sdeityobj, Srecall: Prices (in favor) to supplicate for these for a particular deity. Kill, kill_npcrace, kill_npcfoe: favor adjustment made when something killed Kill_magic: favor adjustment for each offensive spell cast Sac: favor adjustment for sacrificing a corpse Bury_corpse/dig_corpse: Favor adjustments for burying/digging up corpses. Aid_spell: favor adjustment for helping someone with a spell Aid: favor adjustment for aiding someone physically (aid, rescue) Steal: favor adjustment for theft Backstab: favor adjustment for circling and backstabbing Die, die_npcrace, die_npcfoe: favor adjustment for dying spell_aid: favor adjustment for having a help spell cast upon you. See MAKEDEITY, SHOWDEITY and DEITIES ~ 61 SETCOUNCIL~ Syntax: setcouncil Field being one of: name - name of the council filename - filename in which to store the council data desc - description of the council head - leader of the council members - manually set the number of members board - roomvnum of the council's board meeting - roomvnum in which the council meets powers - commands all members will receive regardless of their level (similiar to council-wide bestowments) Used to define a council after it has been created with 'makecouncil'. The filename must be specified before other fields can be set. See SHOWCOUNCIL, MAKECOUNCIL ~ 58 SETCLAN~ This command is used to define clan, Order and guild files. The filename field must be defined before other fields can be entered. Syntax: setclan Field being one of: filename- filename of the clan, guild or Order type - 13 is an Order (peaceful clan) - 14 is a Guild - 0 is a deadly clan class - class # accepted by the clan (for use with Guilds, leave 0 if none) name - name of the clan motto - motto of the clan desc - description of the clan favour - favour bestowed by the gods (not currently supported) strikes - displeasure of the gods toward the clan (not currently supported) deity - name of the clan's Deity leader - name of the clan's Leader number1 - name of the clan's Number One number2 - name of the clan's Number Two members - manually set the number of members board - roomvnum of the clan's board recall - roomvnum to which members of the clan recall storage - roomvnum of the storage room of the clan (so that items in the room will save over reboot/crash; use the clanstoreroom roomflag in this room as well) align - alignment to which members must adhere (commented out in code) obj1, obj2, obj3 - vnums of the objects which the Leader can 'make' guard1, guard2 - mobvnums of the clan's primary guardians See SHOWCLAN, MAKECLAN ~ 57 SETBOOT~ Syntax: setboot time setboot manual <0|1> The setboot command is useful for planning a reboot, (to save you from the trouble of all those echos :) ) and for the daily boot. The manual bit is used by the mud to determine whether the boot time was set by hand. When the mud starts up, the boot time is set to 0600hrs (6am) and the manual bit to 0. If 'setboot time' is used, the mud sets the manual bit to 1. When it comes time to do the reboot, the mud checks how long it has been running. If it has been running less than 18 hours and the reboot time has not been set manually, the reboot does not take place (nor do the automatic warning echoes). Echoes: when a scheduled reboot is coming up, the mud will send out echoes to that effect. The echoes start 30 minutes before the reboot and are repeated at t minus 15, 10, 5, 4, 3, 2 and 1 minute(s). ~ 59 SEDIT~ View, create, edit or delete socials online. Sytanx: sedit Syntax: sedit [field] Syntax: sedit create Syntax: sedit delete Syntax: sedit Field being one of: cnoarg onoarg cfound ofound vfound cauto oauto Use sedit to view the current settings of an existing social. Use sedit [field] to set one of the fields: CNoArg: response to character if no argument given ONoArg: response to room if no argument given CFound: Response to character if target is someone else OFound: Response to room if target is someone else VFound: Response to target if target is someone else CAuto : Response to character if target is self OAuto : Response to room if target is self Use sedit create to create a new social, then edit with sedit field. Use sedit delete to delete an existing social. Use sedit save to save the new social or changes to existing socials. ~ 52 SECTORTYPES~ INSIDE 0 CITY 1 FIELD 2 FOREST 3 HILLS 4 MOUNTAIN 5 WATER_SWIM 6 WATER_NOSWIM 7 UNDERWATER 8 AIR 9 DESERT 10 UNKNOWN 11 OCEANFLOOR 12 UNDERGROUND 13 ~ 0 'SECOND ATTACK' 'THIRD ATTACK' 'FORTH ATTACK' 'FIFTH ATTACK'~ These skills let you attack more than once during a combat round. Use of these skills is automatic once you have practice them. You can practice THIRD ATTACK before you have mastered SECOND ATTACK, although it isn't efficient to do so. ~ 0 SEARCH~ Syntax: search Syntax: search Sometimes not all there is to find is in clear view. Some things may be concealed or hidden, and will require some searching to find. ~ 0 SCRY~ Syntax: cast scry This spell will allow the caster to scry (look) into nearby rooms. After casting the spell, the caster needs only to "look" in the desired direction. ~ 0 SCRIBE BREW~ A mage of sufficient level holding a 'blank scroll or 'empty flask' may transform them into spelled scrolls or potions via the scribe and brew commands. It takes significantly more mana to bind a spell to a potion or scroll than to simply cast it. ~ 1 SCORE~ Syntax: score SCORE is a sheet filled with your characters statistics. When you type score, only you can see what is listed there. Should you want to let others see your characters health, you can type REPORT. ~ 1 'SCORCHING SURGE~ Syntax: c 'scorching surge' Abbrev: c scorching, c scorch A powerful wave of heat created by an Augurer and directed at its victim. The spell inflicts fire damage on the target, the higher the level of the Augurer the greater the damage. ~ 1 'SCAN'~ Syntax: scan This skill enables you to scan for one or more rooms in the direction specified, dependent on the percent to which the skill is practiced, and the type of area you are in. ~ 53 SAVINGTHROWS~ Saving throws: sav1 - Saving vs. poison or death sav2 - Saving vs. wands sav3 - Saving vs. paralysis or petrification sav4 - Saving vs. breath sav5 - Saving vs. spells or staves See MSET or type MSET by itself. ~ 52 SAVEAREA LOADAREA~ Syntax: savearea loadarea Savearea and loadarea will save or load your prototype area. A God or higher may load or save any other prototype area by simply specifying the area name. Example: savearea/loadarea Joseph.are See also BESTOWAREA, AASSIGN ~ 1 SAVE~ Syntax: Save SAVE saves your character and its inventory; you must be at least second level to save. The system automatically saves one character approximately minute, but with the high number of players usually online it may take hours before your own is auto-saved. For this reason, you should not rely on auto-save to keep your character updated -- save frequently. Type SAVE immediately after recovering your corpse, gaining experience or a level in battle, getting new items, making purchases or repairs, etc. Some objects (such as keys) may not be saved. You cannot SAVE and QUIT with objects of a higher level than your own, as they will vanish when you log out. Every character is auto-saved at reboot. ~ 0 SAGACITY~ This spell increases your wisdom for its duration. ~ 1 SACRIFICE~ Syntax: sacrifice Sacrifice offers an object to the gods, or to your Order or Clan's deity. The gods may reward you for the sacrifice, and the nature of the reward depends upon the type of object. Hint: the gods like corpses. ~ 60 RRESET~ Syntax: rreset Syntax: rreset remove <#> Syntax: rreset mobile [limit] Syntax: rreset object [limit [room]] Syntax: rreset object give [limit] Syntax: rreset object equip [limit] Syntax: rreset object put [limit] Syntax: rreset hide Syntax: rreset trap Syntax: rreset trap room Syntax: rreset bit door Syntax: rreset bit object Syntax: rreset bit mobile Syntax: rreset bit room Syntax: rreset random ~ 53 RPSTAT~ Syntax: rpstat Rpstat will display all of the roomprograms that have been written for a room. You must be standing in the room that you are rpstatting (though you can also use 'rpstat' in conjunction with the 'at' command to rpstat a room remotely). See RPEDIT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 53 RPEDIT~ Syntax: rpedit [number] [program] [arguments] Syntax: rpedit add Syntax: rpedit insert Syntax: rpedit edit [program] [arguments] Syntax: rpedit delete Syntax: rpedit list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments ssociated with that trigger. To edit a toomprogram you must be in the room. See RPSTAT, TRIGGER, RPTRIGGERS, RPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 53 ROOMTRIGGERS RPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} [emotes, socials, actions, bamfs] Speech {p} [says or tells from same room as mob] Rand [randomly triggered based on percentile] Fight [random, within a fight, based on percentile] Hitprcnt [percent is % of mob's max H.P.] Greet [entry that mob can see, by mob/player] Allgreet [entry by a mob/player, regardless if seen] Entry [when the mob itself enters a room] Bribe [when a player gives the mob money] Death [when the mob dies] Script {hour} [loops a line at a time. Hour triggers start] Time [script prog, runs once on hour specified] Hour [loops as Script for an hour from start hour] *NOTE* {hour}/ is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ~ 52 ROOMFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- DARK | 1 | Room is always dark DEATH | 2 | Room causes instant death NOMOB | 4 | Mobs cannot wander into this room INDOORS | 8 | Room is indoors - MUST also use sectortype 0 LAWFUL | 16 | Room is oriented to those of lawful alignment NEUTRAL | 32 | Room is oriented to those of neutral alignment CHAOTIC | 64 | Room is oriented to those of chaotic alignment NOMAGIC | 128 | Magic cannot be used in this room TUNNEL | 256 | Room is a tunnel - x number of players allowed (use 'redit tunnel #' to set the number) PRIVATE | 512 | Room is private (restricted to 2 people) SAFE | 1024 | Room is safe... no violence allowed SOLITARY | 2048 | Room is solitary (restricted to 1 person) PETSHOP | 4096 | Petshop (next vnum must be the storeroom) NORECALL | 8192 | Players cannot recall out of this room DONATION | 16384 | Donation room... cannot get all NODROPALL | 32768 | Cannot drop all in this room SILENCE | 65536 | Not a sound can be made or heard in this room LOGSPEECH | 131072 | All speech in this room is logged NODROP | 262144 | Nothing can be dropped in this room CLANSTOREROOM | 524288 | Clan storage room NOSUMMON | 1048576 | Player cannot be summoned out of this room NOASTRAL | 2097152 | People cannot astral to this room TELEPORT | 4194304 | People in this room will be teleported out TELESHOWDESC | 8388608 | Players will see the room desc of the dest room NOFLOOR | 16777216 | Room has no floor: exit down + no fly = fall PROTOTYPE | 1073741824 | Room is a prototype, (under construction) ~ 52 RMENU~ Syntax: rmenu [menu letter] (defaults to 'a' if none given) Rmenu will bring you into a menu system of editing rooms. To use rmenu, you must be in the room that you are editing. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 52 RLIST~ Syntax: rlist : rlist : rlist This command will list all of the prototype rooms in your area, when used with no arguments. When used with a single argument it will list all rooms including and after the argument, and when used with two arguments, it will list all rooms including and between the two. ~ 53 RIS RESISTANT IMMUNE SUSCEPTIBLE~ Players and mobiles may have resistance, suceptibility or immunity to certain types of attack: FIRE COLD ELECTRICITY ENERGY BLUNT PIERCE SLASH ACID POISON DRAIN SLEEP CHARM HOLD NONMAGIC PLUS1 PLUS2 PLUS3 PLUS4 PLUS5 PLUS6 MAGIC PARALYSIS ~ 0 RIP~ Syntax: rip The rip command will either enable or disable rip graphics. Rip graphics will only work provided you are using a rip compatible terminal program. ~ 52 RETRAN~ Syntax: retran This command will return that player or mob to the room from which you last transferred it from. ~ 59 RETIRE~ Syntax: retire This command will 'retire' an active immortal and place them on the wizlist under 'retired immortals'. They will retain their level in number only; they will be trusted to Savior level, and will have access only to Savior-level commands. They will not be able to see logs of anyone higher than Savior, and their commands will be logged as if they were a Savior. A retired immortal can, however, manually be given a higher trust level. To bring an immortal out of retirement, simply 'retire immortal' again. ~ 57 RESTRICT~ Syntax: restrict Syntax: restrict show Used to restrict a command to a higher or lower level. You cannot rstrict a command you yourself cannot access. Changes to a command's level are not permanent unless they are saved using 'cedit save'. A command's level may also be changed using 'cedit'. Use 'restrict show' to see the level a command is currently restricted to. See CEDIT ~ 54 RESTORETIME~ Syntax: restoretime Displays the last 'restore all' performed by you, as well as the last time a 'restore all' was done by anyone else. See RESTORE ~ 54 RESTORE~ Syntax: restore Syntax: restore all Restore returns the victim to full hitpoints, mana, blood and movement. Restore all can be done once per day (real time) by any Saint and above, and will 'restore' every link-live player in the game. Restore alls such as this are limited to once every 6 hours, so if one Savior does one, another cannot do one until 6 hours has passed, regardless of whether or not they have not done one that day. A Greater God or higher can do a restore all whenever they wish, and are not constrained by the above limitations. Use 'restoretime' to see when the last restore all was done. See RESTORETIME ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 53 RESETCMDS RESETCOMMANDS~ Syntax: reset edit Syntax: reset insert Syntax: reset add Commands: MOB [limit] loads a mobile into a room OBJ [limit] loads an object into a room GIVE [limit] gives object to last loaded mobile EQUIP [limit] equips object on last loaded mobile PUT puts and object into another object DOOR resets a door to a certain state RAND randomizes a range of exits TRAP sets a trap HIDE hides an object For EQUIP position, see WEARLOCS. For DOOR door dir, see DOORDIRS. For TRAP setting see TRAPSETTING. See RESETS, INSTAROOM and INSTAZONE ~ 53 RESET RESETS~ Syntax: reset list [start] [end] Syntax: reset delete [number] Syntax: reset add Syntax: reset insert Syntax: reset edit Syntax: reset area (will "reset" your area based on the defined resets) WARNING: The order that resets are in is VERY important. You cannot equip a mobile with an object before putting the mobile into a room first. Likewise, you cannot put an object into a container until the container is put into a room first. This command is used to display, edit, delete, add and insert resets for your area. See INSTAROOM, INSTAZONE and RESETCMDS ~ 1 'REPORT' 'TIME' 'WEATHER'~ Syntax: report; Syntax: time; Syntax: weather REPORT shows your current statistics to you and also announces them to other players in the room. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. You must be in an outside room to see the weather. ~ 53 REPAIRSTAT~ Syntax: repairstat Shows statistics on a mobile's repair shop. See MAKEREPAIR, REPAIRSET and REPAIRSHOPS. ~ 53 REPAIRSHOPS~ Syntax: repairshops Displays statistics on all the repair shops. See MAKEREPAIR, REPAIRSET and REPAIRSTAT. ~ 53 REPAIRSET~ Syntax: repairset This command allows you to set the following fields for repair shops: ----------------------------------------------- | Fields | Meaning | ----------------------------------------------- | fix# | Types of items the keeper will fix | | | - armor, weapon, wand, staff | | profit | Profit on fixing items | | type | Repair shop type | | | type 1 = standard | | | type 2 = recharge | | open | Hour shop opens | | close | Hour shop closes | | keeper | Vnum of repair shop keeper | ----------------------------------------------- See MAKEREPAIR, REPAIRSTAT and REPAIRSHOPS ~ 1 REPAIR~ Syntax: repair repair all Repair allows you to repair equipment and swords at metal blacksmiths, and recharge staves and wands at magical 'blacksmiths.' Repair all attempts to repair every item in your inventory. There is a 10% surcharge for using "repair all". This surcharge is for the convenience of having all the equipment in your inventory repaired at once. ~ 1 RENT~ Syntax: RENT ... characters never have to rent! There is no RENT here. Just SAVE and QUIT whenever you want to leave the game. ~ 0 'REMOVE TRAP'~ Syntax: cast 'remove trap' This spell will magically disarm a trap on an object. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' This spell removes a curse from a character, or one of the objects a character is carrying or using. ~ 51 REGOTO~ Syntax: regoto Returns an immortal to the previous roomvnum from which that immortal used the 'goto' command. See GOTO ~ 1 REFRESH~ Syntax: cast refresh This spell refreshes the movement points of a character who is out of movement points. ~ 52 REDRAW~ Syntax: redraw This will redraw the whole screen, and update the menu that is being worked on if any. See REFRESH. ~ 52 REDIT~ Syntax: REDIT FIELD [parameter list] FIELD | PARAMETERS -- DESCRIPTION / NOTES --------------------------------------------------------------------- name | -- sets the room name / short description exit | [vnum] [exit-type] [key] [keywords] bexit | same as above, but does the exit in both directions desc | none -- you will be placed into the buffer editor exdesc | [text] -- sets/clears an exit's description ed | -- adds/edits an extra description to the room rmed | -- removes an extra description from the room sector | -- sets the sector type flags | [flag] -- toggles room flags exflags| [flags] -- displays/toggles exit flags exname | [keywords] -- sets an exit's keywords exkey | -- sets an exit's key vnum/value Note: Put a '+' before the direction to force ADDing of that exit and use a '#' to specify the exit by sequential order. See EXITTYPES, EXFLAGS, EXITMAKING, SECTORTYPES and ROOMFLAGS. ~ 0 'RECHARGE'~ Syntax: cast 'recharge' This spell is used to recharge wands and staves after use. The mage or cleric performing the recharge should always insure the item is not fully charged, as overcharging is considered dangerous. Also, there is always a small chance of destroying the staff, or in even rarer instances multiplying the charges available. ~ 1 RECALL 'WORD OF RECALL'~ Syntax: recite Syntax: c 'word of recall' The 'word of recall' spell will return you from most areas to your home sanctuary. Scrolls with this spell are available at the wizard's shop in Darkhaven... ~ 58 REBOOT SHUTDOWN WIZLOCK~ Syntax: reboot Syntax: shutdown Syntax: wizlock REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 51 may not log in. Players who lose their links, however, may reconnect. If nosave is specified for reboot or shutdown, it will not automatically save all of the players. ~ 54 RDELETE MDELETE ODELETE~ Syntax: rdelete Syntax: mdelete Syntax: odelete These commands will allow you to delete a vnum's entry online. They are not currently functional. ~ 0 RAZORBAIT~ This spell makes the victim more susceptible to stabbing attacks. ~ 58 RAT~ Syntax: rat vnum1 vnum2 command [parameters] Rat, or 'range at' is the at command with the added parameters of two room vnums. Assuming the vnums are valid, your 'at' command will be executed in every room in the range you give. Example: rat 100 110 redit flags 0 This will clear the room flags in all rooms from 100 to 110 inclusive. ~ 61 RASSIGN MASSIGN OASSIGN~ Syntax: rassign These commands allow you to assign a range of vnums to an immortal for so that they may build inside that range. Use the 'checkvnums' command before assigning a range to ensure that there will be no vnum conflicts. You can also use the 'vnums' command for a complete list of currently allocated ranges, and the 'newzones' command for a complete list of prototype vnum ranges. Warning: *Never* assign any vnums to a character who has another vnum range assigned to them via 'aassign'. Simply be sure to have the character type 'aassign none' before assigning vnums to them. Example: massign Joseph 9000 9099 This will assign the vnum range from 9000 to 9099 for rooms to Joseph. It is best to keep an areas object, room and mob range the same. Be sure to always use 'checkvnums' to ensure the vnums you are going to assign are clear. See CHECKVNUMS, ZONES, NEWZONES, VNUMS ~ 57 RANK~ Syntax: rank Allows the character to change the text of their 'rank' on the who listing. (ranks are such things as 'Avatar', 'Immortal', etc.) ~ 0 RANGER~ A ranger is the outdoorsman and adventuresome free spirit of the times. A self-sufficent person, the ranger is adapatable and can survive in almost any locale. Skilled with weapons and able to utilize some of the finest armor available, a ranger is more than skilled enough to defeat most of his foes. However, for especially hardy opponents, a ranger also can cast many useful spells to both hinder his opponent and aid himself. From minor curative magics, to calling down lightning from a cloudy sky, the ranger is the most adept class at surviving on its own. A ranger typically travels light, but he does have the mighty strength of a warrior to carry equipment needed in his travels. Like the druid (a class he closely resembles), his need for help from outside sources is low. ~ 0 RACE RACES~ There are currently 9 races: Type "help [race]" for specific information on the specified race: Human ...... the generic race, with no inherent strengths or weaknesses. Dwarf ...... short, hardy and hairy; often cantankerous in personality. Elf ........ tall, thin and swift like the wind; close to nature and earth. Halfling ... Short, quick and furry; mischevious and head-strong. Pixie ...... a winged race, small of stature and with keen minds. Half-Elf ... a mix of Human and Elf, possess the advantages of both. Half-Ogre .. tall, powerful and deadly in combat; the prototypical warrior. Half-Orc ... large, squat and smelly; make exceptionally deadly warriors. Half-Troll.. a constitution just short of god-like; a truly deadly race. Gith........ gaunt and long of limb, these astral beings naturally detect invis ~ 1 QUIT~ Syntax: QUIT QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room, unless that room has a prog that moves you upon re-entry. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless, it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT here. Just SAVE and QUIT whenever you want to leave. ~ 0 QUEST~ Syntax: QUEST The quest channel is one which is typically used when a quest is being run, to notify players who are involved as to new updates. ~ 1 'QUANTUM SPIKE'~ The 'Quantum Spike' is one of the Sorceror's most awesome attacks. With this spell, the casting Mage is able to form, within the body of his victim, a sphere of Quantum probability optimized in such a way as to cause the most bizarre contortion of bodily order imaginable. Organs and tissues are rendered into unrecognizable blobs interconnected in fiendish, unknowable geometries. Obviously, such an attack has astonishing effects on any physical creature, as well as any entity which has an extention into the physical world. ~ 51 QPSET~ This command is used for giving/taking Glory from players. The syntax is as follows: qpset Where one of give or take is used, and the amount is always a positive integer. ~ 53 PURGE~ Syntax: purge Syntax: purge PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. ~ 0 PUNCH~ Syntax: punch Punch is a skill which can only be used once a fight has started. It will reduce the hit points of your opponent if successful. ~ 0 PULL PUSH LEVERS PULLCHAINS SWITCHES BUTTONS~ Syntax: pull Syntax: push Levers, switches, pullchains and buttons can do all sorts of interesting things... open or unlock doors, change exits around, teleport you to another location, cast a spell, summon a monster... you name it! ~ 0 PUGILISM 'LONG BLADES' 'SHORT BLADES' 'FLEXIBLE ARMS' 'TALONOUS ARMS' BLUDGEONS~ These skills represent your facility with various type of weapons. Different classes have different maximum proficiencies with different types of arms, i.e. mages are best with 'short blades' and clerics with 'bludgeons.' Proficiency less than 50% with a given weapon type means that damage inflicted is less than "normal," proficiency greater than 50% increases your damage per hit. These skills are automatic: you need not type anything to invoke them. "Pugilism" affects your proficiency with otherwise unclassified weapons. ~ 0 PROTECTION SANCTUARY~ Syntax: cast protection Syntax: cast sanctuary The PROTECTION spell reduces the damage taken from any attack by an evil creature by one quarter. The SANCTUARY spell reduces the damage taken by the character from any attack by one half. These spells may be used simultaneously for cumulative effect. ~ 0 PROMPT~ Syntax: prompt Sets your prompt to a given string. The game automatically sets your prompt when your character is created. You can use PROMPT to change your prompt to something else. If you type 'default' as the string, your prompt will be set back to the game default. Otherwise you may use any string you want. A few special characters may be embedded into the string to customize it to your player, followed by a token indicating what action to take. The first special character is: % Tokens for % are: %h - current hitpoints %H - maximum hitpoints %m - current mana (vampires will always have 0) %M - maximum mana (vampires will always have 0) %b - current blood (non-vampires will always have 0) %B - maximum blood (non-vampires will always have 0) %v - current movement %V - maximum movement %g - gold held %a - your alignment %r - vnum of current room (Immortal only) %R - vnum of current room (Immortal only, and only if config +vnum is set. Shows '<#vnum> ', including trailing space) %x - current experience %X - experience needed to gain a level %i - Wizinvis (Immortal only, shows '(Invis Lv) ', including trailing space) %I - Raw wizinvis (Immortal only, only shows 'Lv', and only if wizinvis is active) The other special characters are: && - Foreground color ^^ - Background color Example: Prompt %h%m%v Will give you a prompt of current hit points, mana, and movement. Please see HELP PCOLORS for a list of the color tokens. ~ 1 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage starts off at 0% (unlearned), and can be practiced once. After this initial practice, the skill/spell must be used to develop it to the level of 'adept' (Adept is not always necessarily 100%) You must be at a guild master to practice. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. All characters may practice skills, spells, and weapons in the Academy. ~ 57 'POSSESS'~ Syntax: cast 'possess' This spell enables you to switch into a mob for a short amount of time. ~ 0 'POISON WEAPON'~ Syntax: 'poison weapon' Poison weapon is a skill, unique to thieves, which enables them to coat the tip of their weapon with a deadly poison. In battle, this poison will cause ill effects on its recipient. Be warned however, it has been told that poison has a strong lessening effect on the lifetime of weapons. To poison a weapon, you must have the weapon, poison, and a full waterskin in your inventory. ~ 0 POISON~ Syntax: cast poison This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. ~ 58 PLRSTATS~ The following results were obtained by leveling a character with maxed attributes from 1 to 50 a total of 20 times. The results were averaged and are as follows: --------------------------------------------------- | Class | Hitpoints | Mana | Movements | |---------------------------------------------------| | Mage | 560 | 335 | 600 | | Cleric | 630 | 340 | 600 | | Warrior | 850 | 100 | 600 | | Vampire | 790 | 60 bp | 600 | | Druid | 775 | 347 | 600 | | Ranger | 855 | 320 | 600 | | Theif | 730 | 100 | 600 | `---------------------------------------------------' A characters's armor class (AC) will vary in relation to its dexterity. The higher the dexterity, the lower the AC will be. In general, the base AC on a character will vary between 60 and 100. In the worst case, if the character's dexterity is very low (3 - 5) its AC can drop to 130 or so. Various races have been imbued by the gods with certain effects: * detect magic -- Elves * sneak -- Halflings * flying -- Pixies * infrared -- Dwarves, Half-elves, Half-orcs, Half-trolls * none -- Humans * detect invis -- Gith ~ 0 'PLANT PASS'~ Syntax: cast 'plant pass' This spell allows the caster to merge with nearby foliage, and flow though it to emerge near the victim. Obviously this spell requires a good deal of natural foliage in both the caster's and the victim's location. ~ 0 PIXIE PIXIES~ Pixies are small Elfin creatures with gossamer wings. They are very much more intelligent than most other races, but their strength and constitution suffers from their small size. Because of this, the Pixie often choose the calling of magic and excels especially in the arts of the Mage; the mind of the Pixie knows no equal. Pixies possess the obvious ability of flight. Pixies are slight of stature, standing less than five feet in height. Both their skin and hair color varies from among all the colors of the rainbow. ~ 1 'PICK LOCK'~ This skill enables you to pick open locked doors. ~ 0 PET PETS~ You can buy pets in the pet shop. You may buy one more pet each time you advance in level. Your pet-buying opportunities do not accumulate; use them or lost them. This policy prevents wholesale abuse of pets. You are responsible for the actions of your pets. ~ 0 PEEK~ This skill shows you a character's inventory when you look at a character. Use of the skill is automatic once you have practice it. ~ 51 PEACE~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 0 PCOLORS 'PROMPT COLORS'~ The foreground special character is: && Tokens for && are: &&x - Black &&r - Red (blood) &&g - Green &&O - Orange (brown) &&b - Dark Blue &&p - Purple &&c - Cyan &&w - Gray (default color) &&z - Dark Grey &&R - Light Red &&G - Light Green &&Y - Yellow &&B - Blue &&P - Pink &&C - Light Blue &&W - White The background special character is: ^^ Tokens for ^^ are: ^^x(z) - Black ^^r(R) - Red ^^g(G) - Green ^^O(Y) - Orange ^^b(B) - Blue ^^p(P) - Purple ^^c(C) - Cyan ^^w(W) - Grey The tokens in brackets are the same colors, but cause the foreground color to flash. Note: If setting both foreground and background colors. The foreground must precede the background color. Example: Prompt &&Y^^b%h&&x^^r%m Will give you hit points in yellow with a blue background, and mana in black with a red background. See also: HELP PROMPT ~ 1 PC NPC~ PC = player character NPC = non-player character ~ 0 PASSWORD~ Syntax: password PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. Passwords can not contain certain characters, or spaces. As well, we advise that you use an alphanumeric password (containing both numbers and letters) as they are harder to guess. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 53 PART BODYPARTS XFLAGS~ Misc body parts: HEAD ARMS LEGS HEART BRAINS GUTS HANDS FEET FINGERS EAR EYE LONG_TONGUE EYESTALKS TENTACLES FINS WINGS TAIL SCALES Used for attacking: CLAWS HORNS TUSKS TAILATTACK SHARPSCALES ~ 0 PARRY~ This skill wards off incoming attacks, taking no damage from them. Use of the skill is automatic once you have practice it. You must be wielding a weapon to parry. ~ 53 PARDON~ Syntax: pardon killer Syntax: pardon thief PARDON pardons a player for their crimes. ~ 0 PAGELENGTH~ Syntax: pagelength This command sets your screen to only display a certain amount of lines. After setting pagelength, type clear to reinitialize your screen. ~ 54 OWHERE MWHERE~ Syntax: owhere Syntax: mwhere Owhere displays the location of all instances of the specified object. Mwhere displays the location of all instance of the specified mobile. See VSEARCH ~ 53 OSET~ Syntax: oset oset object on If the copy of the object you are currently modifying has the PROTOTYPE flag, your modifications will also modify the index of that object, which all other instances of the object are based on. In the future, every copy of that obj will reflect your modifications. Also be aware that modifications to the object affect list (everything that is listed after 'object values') will affect _every_ copy of that object in the game, including old copies (even if they are not online). Thus if you change a prototype-flagged copy of a sword to +4 damroll, every copy of that vnum ever made will reflect that change. If you add a 'magic' flag to that sword, however, only copies made after the change will be affected. If the copy of the object you are modifying does NOT have the PROTOTYPE flag, your modifications will affect only that copy. OSET ON will lock you onto a particular object. Once locked on, all commands commands will imply 'oset '. Hitting enter while in OSET ON gives you an ostat of the object you are working on. To get out of OSET ON, simply type the word DONE. Example: oset staff on long A long gnarled staff of burnished oak lies here. type staff done See AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ARMORCLASS ITEMVALUES, WEAPONTYPES, VARIABLES, OMENU and LAYERING ~ 0 ORDERTALK~ Syntax: ordertalk Provided that you are in an Order, ordertalk will send the message to all members currently online, as well as the deity if they are online. ~ 0 ORDERS~ Syntax: orders Displays a list of active Orders, their deity, their leader, their mkills (number of mobs the Order has killed) and their mdeaths (the number of Order members who have died to mobs). ~ 0 ORDER~ Syntax: order command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 53 OPSTAT~ Syntax: opstat Opstat will display all of the objprograms that have been written for the specified object. If a copy of the object exists in the game, it can be accessed by its vnum. See OPEDIT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2 VARIABLES ~ 65 OPENTOURNEY~ Not currently functional. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open Syntax: close Syntax: lock Syntax: unlock Syntax: pick OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 53 OPEDIT~ Syntax: opedit [number] [program] [arguments] Syntax: opedit add Syntax: opedit insert Syntax: opedit edit [program] [arguments] Syntax: opedit delete Syntax: opedit list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. Object programs are like mobprograms, with trigger differences. To edit an Objprogram, you must be holding the object in your inventory. See OPSTAT, TRIGGER, OPTRIGGERS, OPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 53 OMENU~ Syntax: omenu [menu page] (defaults to 'a' if none given) Omenu will bring you into a menu system of editing objects. To use omenu, you must be holding the object that you are editing in your inventory. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 53 OLIST~ Syntax: olist : olist : olist This command will list all of the prototype objects in your area, when used with no arguments. When used with a single argument it will list all objects including and after the argument, and when used with two arguments, it will list all objects including and between the two. ~ 0 OLDSCORE~ Syntax: oldscore Oldscore shows the score information in a different way than 'score'. ~ 65 'OGRUB DATA~ Syntax: ogrub [keywords] [operands] Here is some reference data you will need in order to use OGRUB. FIELDS TYPES WEAR MODIFIERS cname - chr name 1 light 1 take or - select any count - obj count 2 scroll 2 finger +field - sort up vnum - obj vnum 3 wand 3 neck -field - sort down type - obj type 4 staff 4 body np - no players name - obj name 5 weapon 5 head nm - no mobs level - obj level 9 armor 6 legs ng - not on the ground wear - obj wear locn 10 potion 7 feet d2 - display saving throws avg - obj avg dam 15 container 8 hands hr - obj hit roll 16 note 9 arms OPERATORS dr - ojj dam roll 18 key 10 shield = equals hp - obj hit pts 19 food 11 about != not equal mp - obj mana pts 23 mcorpse 12 waist > greater than ac - obj armor class 24 pcorpse 13 wrist >= greater than or equal str - obj str affect 26 pill 14 wield < less than dex - obj dex affect 24 book 15 hold <= less than or equal con - obj con affect 16 dual <> substring wis - obj wis affect 17 ears int - obj int affect 18 eyes luck - obj luck affect 19 missile sav0 - save_poison sav1 - save_rod sav2 - save_para sav3 - save_breath sav4 - save_spell Don't be scared by the fact that things like "pill" are referenced by a number like 26. If you want info about pills, you can request the info either by the name "pill" or the number "26". ***SMILE*** See also: HELP OGRUB ~ 54 OGRUB~ Syntax: ogrub [keywords] [operands] ogrub 20 level<8 avg>12 Display weapons below level 8 that do more than 12 average damage. ogrub 20 +wear type=armor hp>100 dr>20 Display armor with more than 100 added hp and 20 added dam roll. Sort by wear location. ogrub 20 +type nm ng vnum>=900 vnum<=951 level>45 hp>0 Display all eq from Olympus that is above level 45 and affects hp. Sort by object type in ascending order. Display only that eq held by players - ignore any on mobs or on thee ground. ogrub 20 +name name<>gloves Display all eq with the substring "gloves" in the name field. Sort by object name. Note that often objects are named with two or three keywords like "gauntlets steel gloves". The substring operator <> is used to search fields for substrings. ogrub 20 +cname np ng type=light int>0 Display lights on mobs that raise intelligence. Sort by character name. Ignore any lights on players or on theground. ogrub 20 -dr np ng luck>0 level>=10 level<=20 Display eq that raises luck and is between levels 10 thru 20. Sort by object damroll in descending order. Only display eq on mobs. ogrub 20 +level or hr>25 dr>25 hp>100 mp>100 ac<-100 Display eq that raises hit roll more than 25 or dam roll more than 25 or hit points more than 100 or mana points more than 100 or lowers armor class by more than 100 (remember the lower the AC the better) Sort by object level in ascending order. ogrub 20 or d2 sav0>1 sav1>1 sav2>1 sav3>1 sav4>1 Display equipment that have affects resulting in any saving throws that are greater than one. Note that positive saving throws are bad for characters and negative ones are good. The more negative the better. The d2 keyword requests an alternate form of display which shows the saving throws. ogrub 20 nm cname=joe type=weapon Display Joe the player's weapons ogrub 20 np cname=joe type=armor Display Joe the mob's armor See Also: HELP OGRUB DATA ~ 53 OBJTRIGGERS OPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Wear [when a player wears the object] Remove [when a player removes the object] Speech {p} [says or tells from same room as mob] Rand [randomly triggered based on percentile] Sac [when a player sacrifices the object] Zap [when the player is zapped due to alignment] Get [when a player gets the object] Drop [when a player drops the object] Damage [when the object is damaged] Repair [when the object is repaired] Greet [when a mob/player enters the room] Exa [when the object is Examined or Looked upon] Look ** THIS TRIGGER IS NOT CURRENTLY IN USE ** Push [when a player pushes an object] Pull [when a player pulls an object] Use [see 'help useprog' for details] For objects see also: OPSTAT, OPEDIT, TRIGGER, OPCOMMANDS, IFCHECKS, VARIABLES. ~ 53 OBJECTTYPES~ Object types listed in bit order: None Light Scroll Wand Staff Weapon Fireweapon Missile Treasure Armor Potion Worn Furniture Trash Oldtrap Container Note Drink_con Key Food Money Pen Boat Corpse_npc Corpse_pc Fountain Pill Blood Bloodstain Scraps Pipe Herb_con Herb Incense Fire Book Switch Lever Pullchain Button Dial Rune Runepouch Match Trap Map Portal Paper Tinder Lockpick Spike Disease Oil Fuel Short_bow Long_bow Crossbow Projectile Quiver Shovel Salve Not all are implemented. See OSET ITEMVALUES ARMORCLASS. ~ 1 OBJECTS~ To see the objects you currently posess, type INVENTORY and EQUIPMENT. INVENTORY is the items you are carrying, but are not currently wearing. EQUIPMENT shows you the equipement you are currently wearing. You may WEAR, WIELD, or HOLD equipment to use it. To stop using a piece of equipment, you REMOVE it. Before you may wield a new weapon, you must first REMOVE the old weapon. You can gain information on your objects by using LOOK or EXAMINE. EXAMINE tells you the condition of your item, as a more detailed form of LOOK. ~ 53 OBJECTFLAGS~ Flags that objects can have: Flag Affect Flag Affect ==== ====== ==== ====== glow n/a hum n/a dark n/a loyal loyalty ('help loyal') evil glow on det. evil invis invisible magic prevents enchant nodrop cannot drop bless +20% resist dam. antigood zap if align +350 dbl. duration poison weapon antievil zap if align -350 antineutal zap if align -350 to +350 noremove cannot remove inventory purge upon char. death antimage zap if mage antithief zap if thief antiwarrior zap if warrior anticleric zap if cleric organic +20% suscept. dam. metal +20% resist damage donation prevents get all clanobject n/a clancorpse n/a prototype n/a Additional flags: covering items inside this are 'covered', use 'look under ' to see 'inside'. The object does not have to be a container to be a covering object. Use 'reset put' to indicate objects to be covered by this object. ~ 53 NPCRACES NPC_RACES~ A mobile may be any of the following races: human elf dwarf halfling pixie vampire half-ogre half-orc half-troll half-elf gith ant ape baboon bat bear bee beetle boar bugbear cat dog dragon ferret fly gargoyle gelatin ghoul gnoll gnome goblin golem gorgon harpy hobgoblin kobold lizardman locust lycanthrope minotaur mold mule neanderthal ooze orc rat rustmonster shadow shapeshifter shrew shrieker skeleton slime snake spider stirge thoul troglodyte undead wight wolf worm zombie bovine canine feline porcine mammal rodent avis reptile amphibian fish crustacean insect spirit magical horse animal humanoid monster god See also: ACTFLAGS, SPECFUNCS, BODYPARTS, SAVINGTHROWS, RIS, ATTACKS, LANGUAGES, DEFENSES, MSTAT, MCREATE, MMENU. ~ 51 NOTITLE NOEMOTE NOTELL SILENCE UNSILENCE~ Syntax: notitle Syntax: noemote Syntax: notell Syntax: silence Syntax: unsilence NOTITLE, NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from setting their title, emoting, telling, and using channels, respectively. Characters who are notelled will also not recieve those forms of communication. Use UNSILENCE to remove a player's silence. Simple use notell, noemote or notitle on the character again to remove each of those restrictions. ~ 0 NOTE~ Syntax: note list Syntax: note read Syntax: note read all Syntax: note write Syntax: note subject Syntax: note to Syntax: note take Syntax: note show Syntax: note post Syntax: note remove NOTE LIST lists notes which you can read. NOTE READ reads one or all notes. By specifying a number after NOTE LIST, you will list all notes including and after that number. NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players, and the recipient IMMORTAL means all immortals. NOTE WRITE puts you into edit mode, where you can easily enter your note with use of some simple editor commands: /? - help /s - save /l - list /c - clear NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST posts your note for reading. Posting is not automatic. NOTE REMOVE removes the entire note if you are the sender, or just removes you from the to-list if you are a recipient. NOTE TAKE takes the note as in NOTE REMOVE, as well as physically taking it in your inventory. Notes now require a blank note to be held in your hands, and a quill to be in your inventory. See also 'voting'. ~ 1 NOSTRUM~ Syntax: c nostrum A restorative spell of the Augurer which heals the caster of wounds. The spell cannot be cast on others. ~ 1 NORTHEAST NORTHWEST SOUTHEAST SOUTHWEST~ Syntax: northeast or ne Syntax: northwest or nw Syntax: southeast or se Syntax: southwest or sw Use these commands to walk in a particular direction. ~ 1 NORTH SOUTH EAST WEST UP DOWN~ Syntax: north or n Syntax: south or s Syntax: east or e Syntax: west or w Syntax: up or u Syntax: down or d Use these commands to walk in a particular direction. ~ 61 NORESOLVE~ Syntax: noresolve Toggles resolution of incoming player ip's into names. ~ -1 NMOTD~ . &B __________________________________________________________________________ / \ &B[&w=&B] &wNMOTD, Updated January 24th, 1997 &B[&w=&B]&w &W"&wYou will enter the Realms at the Spectral Gates, an area to explore while awaiting authorization. You will enter the Realms at this area's end...&W"&w &B[>&w Consult your Guide for detailed information on all topics &W\>&w See &W'help start'&w for a list of helpful files &B[>&w See &W'help pager'&w for screen pausing information &B[>&w See &W'help deities'&w for information on devoting (&W'deities'&w) &B[>&w Enjoy your stay within the Realms, but don't ruin it for the others: &W\>&w Do not attack another character unless you are both pkillers &W\>&w Everyone must abide by the laws - no exceptions (&W'help rules'&w) &B[>&w Read &W'help news'&w often to keep aprised of changes in the Realms &B\__________________________________________________________________________/ / \ &w... And in the time which passed, great tumult and misery was wreaked upon the stronghold of Darkhaven by the dark gods, and much change visited upon the carnage which remained by the gods of the light ... &B\__________________________________________________________________________/~ 54 NEWZONES~ Syntax: newzones [low] [high] Lists the vnum range for rooms/mobs/objects in prototype areas that have been loaded. ~ -1 NEWS~ Listing of recent news ~ 51 NEWBIESET~ Syntax: newbieset NEWBIESET puts the default (i.e. Darkhaven Academy) equipment into the character's inventory. Recipient must be level 5 or lower. ~ 58 NEWBIE~ Newbiechat is a channel created for and use by only low-level new players. It is designed to lessen the confusion of their transition into the game, and can be used to gain answers to any questions or problems the player may have. ~ 1 'NEW' 'NEWBIE' 'NEWBIECHAT' 'START' 'BEGIN'~ SPAM - Will explain what spam is, and why you should not do it. CONFIG - Will teach you about our configuration menu. SCORE - Will tell you about your characters personal score sheet. MOVEMENT - Will teach you various commands for moving about the game. OBJECTS - Will teach you various commands to use your equipment. CONTAINER - Will teach you about using containers to hold belongings. CHANNELS - Will teach you about communication with other players. GROUP - Will help you with grouping with other adventurers. COMBAT - Will teach you how to choose, start and stop a fight. DEATH - Will tell you about the death experience in the game. PRACTICE - Will teach you about training spells, skills, and weapons. INFORMATION - Will cover ways to find certain types of information. To use these help files, type HELP from the topics listed in capital letters above. ~ 0 NAME~ Syntax: name This command allows a pre-auth player to change their name to something else if their original choice has been denied. ~ -1 M_GODLVL9_~ You suddenly feel much more powerful! ~ -1 M_GODLVL8_~ You suddenly feel much more powerful! ~ -1 M_GODLVL7_~ You suddenly feel much more powerful! ~ -1 M_GODLVL6_~ You suddenly feel much more powerful! ~ -1 M_GODLVL5_~ You suddenly feel much more powerful! ~ -1 M_GODLVL4_~ You suddenly feel much more powerful! ~ -1 M_GODLVL3_~ ...You feel slightly faint as your head begins to spin. Your hands begin to tingle once more... A vortex of energy starts to swirl throughout your hands, going faster and faster... becoming almost painful! Beams of light break through your skin, one at a time, then more and more until the light is almost to bright to bear... As your squint your eyes, you perceive a vision of great beasts of wonder, dangerous and unnatural fiends, pixies, faeries, tribes and clans, peoples of all kinds, ancient forgotten artifacts, weapons of vast untapped powers, crystal balls, magick rings, staves, wands, rods, arcane tomes of untold secrets... your mind is bursting with inspiration... You sense a new, reborn feeling of unlimited potential and power... In your hands the power to build and create these visions for yourself! The bright light from your hands fades away... but strange faint glow remains always. ~ -1 M_GODLVL2_~ ...You begin to feel light-headed. Your hands begin to tingle softly... The feeling quickly grows into a strange radiating pulse of energy! The tingle rises up your arms and into your head, filing your mind with visions of worlds of wonder, far off places, great towers, vast mountains, oceans, seas, lush valleys, dark caverns and twisted passages... You sense a feeling of wonderous potential and power in your hands... Enough power to build and create these visions for yourself! You feel much more powerful, eager and inspired! ~ -1 M_GODLVL1_~ ...Everything begins to fade to black. You feel yourself leaving your body... rising up into the air, you feel indeed much more free than you have ever felt before... You float high into the heavens... a vortex of ever-changing curved beams of colored light swirling around you faster and faster... Your soul is bursting with emotions you can barely conceive... You feel a burning inside... both cold and hot... a tingle of electricity grows into a powerful buzzing surge jolting through every inch of your body. A strange chorus of voices begins to sing indecipherable and long forgotten words... the singing grows louder and louder... a million voices as one. You feel yourself losing touch with reality... and all goes quiet. ~ -1 M_GODLVL10_~ You are all powerful! ~ -1 M_BALZHUR_~ Suddenly out of nowhere, a hideous beast appears, bringing with it the horrible smell of brimstone, death and decay! The demon gives you the most evil and spine tingling sneer that makes you fall to your knees, and release your bladder... The next second, the immense mass of slimey muscle and claws is all over you ...shredding you to a bloody mess! Mercifully, everything goes black as it moves its widening maw towards your head... ~ -1 M_ADVHERO_~ Immortality is finally within your grasp... ~ 55 MUSE~ Syntax: muse Allows you to use the 'muse' channel, which functions the same as all other channels and can only be seen by those of high enough level. The level for access to muse can be controlled with 'cset'. See CSET ~ 52 MSTAT OSTAT RSTAT~ Syntax: mstat Syntax: ostat Syntax: rstat Syntax: rstat MSTAT shows you statistics on a character or mobile. If a copy of the mobile is present in the game, you can access it using its vnum. OSTAT shows you statistics on an object. If a copy of the object is present in the game, you can acces it using its vnum. RSTAT shows you statistics on a location. The location may be specified as a roomvnum, as the name of a mobile, or as the name of an object. Rstat with no argument returns the statistics on your present room. See MSET OSET and REDIT ~ 53 MSET RSET~ Syntax: mset Syntax: rset MSET and RSET set the properties of mobiles and rooms respectively. RSET has been replaced with REDIT, which allows you to change every part of a room. MSET: See ACTFLAGS, SPECFUNCS, SAVINGTHROWS, RIS, NPC_RACES, ATTACKS, DEFENSES and MSTAT. If a mobile has the PROTOTYPE flag, modifying an instance of the mobile will also modify the index mobile, which all other instances of the mobile are based on. See MCREATE and REDIT. For objects see OSET. Also see MMENU, RMENU, and OMENU for the menu editing system. ~ 51 MRANGE ORANGE~ These functions, when complete, will function similarly to 'rat', but will be used to manipulate ranges of mobiles and objects instead of rooms. ~ 53 MPTRANSFER~ Syntax: MPTRANSFER Transfers one or all in the room to a specified location. ~ 53 MPSTAT~ Syntax: mpstat Mpstat will display all of the mobprograms that have been written for the specified mob. If an instance of that mob exists in the game, it can be accessed with its vnum. See MPEDIT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 52 MPSLAY~ Syntax: mpslay This command orders the mob to slay the victim in cold blood; the victim gets no saving throw. ~ 52 MPRESTORE~ Syntax: mprestore This command restores a specified number of hitpoints to the victim. ~ 54 MPPURGE~ Syntax: MPPURGE Purges the room, or a specified object/mobile. ~ 52 MPPRACTICE~ Syntax: mppractice This command will set the victim's percentage of proficiency in the specified skill/spell/language to the specified amount. It cannot train a character in a skill/spell/language the character does not have as a part of its class and that it does not already have as a result of its level. In other words, it canot train a warrior in fireball, or a level 1 thief in gouge. ~ 52 MPPKSET~ Syntax: mppkset yes/no This command tells the mob to set the victim to either deadly or non-deadly status. Mppkset yes will set the victim to deadly status. Mppkset no will set the victim to non-deadly status. ~ 53 MPOPENPASSAGE MPCLOSEPASSAGE~ Syntax: MPOPENPASSAGE Opens a passage to a room (does not affect pre-existing doors) Syntax: MPCLOSEPASSAGE Closes a passage to a room (does not affect pre-existing doors that were not created with mpopenpassage) ~ 54 MPMLOAD MPOLOAD~ Syntax: MPMLOAD MPOLOAD [ timer] Loads a mob or object. ~ 53 MPKILL~ Syntax: MPKILL Kills a player without using murder. ~ 53 MPJUNK~ Syntax: MPJUNK Destroys an object in inventory/being worn - can be used with all.object . ~ 52 MPINVIS~ Syntax: mpinvis Syntax: mpinvis This command controls a mob's ability to use a modified form of wizinvis. Use 'mpinvis' alone to toggle the invisibility. Use 'mpinvis ' to set the level at which the mob will be invis. Mortals under the mobinvis level of the mob will be unable to see the mob when it goes mobinvis; they cannot see it with any spell, it will be completely invisible to them. Be warned, however, that its programs will still function as normal, the mortal will simply see a 'someone' if it performs an action or an echo that they see, just as if a wizinvis immortal performed the action. Also be warned that at the present time, area attacks _will_ hit a mobinvis creature even if it is invisible. ~ 54 MPGOTO~ Syntax: MPGOTO Goes to any room which is not private. ~ 53 MPFORCE~ Syntax: MPFORCE Forces a player/mob to do a command (non-functional on immortals, all will only force all in room). ~ 53 MPEDIT~ Syntax: mpedit [number] [program] [arguments] Syntax: mpedit add Syntax: mpedit insert Syntax: mpedit edit [program] [arguments] Syntax: mpedit delete Syntax: mpedit list Add, insert and edit will put you into the line editor to edit your program. The arguments consist of a trigger, plus any arguments associated with that trigger. For complete infomation, reference the mob program documentation available via FTP on realms.game.org: (building.tar.gz/building.tar.Z/building.zip ) See MPSTAT, TRIGGER, MPTRIGGERS, MPCOMMANDS, IFCHECKS, IFCHECKS2, VARIABLES ~ 54 MPECHOAT~ Syntax: MPECHOAT Displays a phrase to only the victim. The abbreviation "mea" may be used for mpechoat. ~ 53 MPECHOAROUND~ Syntax: MPECHOAROUND Displays a phrase to all in the room except victim. The abbreviation "mer" may be used for mpechoaround. ~ 54 MPECHO~ Syntax: MPECHO Displays a phrase to the entire room. ~ 53 MPDREAM~ Syntax: MPDREAM Sends a message to a sleeping character. ~ 52 MPDEPOSIT MPWITHDRAW~ Syntax: mpdeposit Syntax: mpwithdraw This command orders the mobile to deposit or withdraw a specified number of gold coins from an area. These can be used in conjunction with mpat to tell the mob which area to withdraw/deposit money in. Example: mpat 21000 mpwithdraw 5000000 This would cause the mob to withdraw 5 million coins from the new Darkhaven area, as that is the area vnum 21000 is in. If no mpat is used, the mob will withdraw or deposit the gold from the area in which it is located at the time. ~ 52 MPDAMAGE~ Syntax: mpdamage This command inflicts a specified amount of damage on the victim. This damage will be affected by sanctuary, but is not affected by protect, saving throws or resists. A mob should _never_ mpdamage itself, at risk of crashing. ~ 53 MPCOMMANDS RPCOMMANDS OPCOMMANDS~ The following commands can be used for Room, Mob and Object progs. The commands listed at the bottom are for mob progs only. A ** indicates command under development. Each command also has its own help file. Type HELP . MPCOMMAND PARAMETERS MPCOMMAND PARAMETERS -------------- -------------------- ------------- -------------------- MPASOUND MPJUNK MPECHOAROUND MPECHOAT MPECHO MPMLOAD MPOLOAD MPPURGE MPADVANCE MPTRANSFER MPFORCE MPSLAY MPDREAM MPDAMAGE <#hps> MPCLOSEPASSAGE MPOPENPASSAGE ** MPPRACTICE (skill|spell) (max_percent) Mobs only: MPKILL MPGOTO MPAT See also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, IFCHECKS, VARIABLES. ~ 54 MPAT~ Syntax: MPAT Lets the mobile perform a command at another location. ~ 53 MPASOUND~ Syntax: MPASOUND Displays a phrase to all surrounding rooms. ~ 52 MPAPPLY MPAPPLYB~ Syntax: mpapply Syntax: mpapplyb These commands are used in the pre-auth area to signal a new character's authorization status. When a character first enters the game, it will be targeted by an 'mpapply ' which will inform the immortals that the character is waiting for authorization. Once the character is authorized, a mob will attempt to 'mapplyb ' the character, and the character will be sent into the actual game. ~ 53 MPADVANCE~ Syntax: MPADVANCE Advances the level of a player (not functional in prototype programs). ~ 1 MOVEMENT~ This discusses the process of moving your character from one place in the game to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK . To open a door, you type OPEN . At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. ~ 1 MOVE~ This discusses the process of moving your character from one place in the game to another. The common movements are north, east, south, west, up down, northeast, southeast, southwest, and northwest. You may also move in these directions by the use of n, e, s, w, u, d, ne, se, sw, and nw. If you need to pass through a door, at times they require being unlocked and opened. To unlock a door, you type UNLOCK . To open a door, you type OPEN . At times, you may run out of movement points or require healing. To allow for faster recovery, you may SIT, REST, or SLEEP. When are finished with your recovery, and wish to continue adventuring, type WAKE or STAND. ~ 0 MOUNT DISMOUNT~ Syntax: mount Syntax: dismount Mount is a skill, which allows you to mount certain mobs. Being mounted on a mob cuts down on movement points that are used whenever you move. New water sectors allow a person mounted to traverse them without damage from drowning. If you are in an area where your movement points begin to drop suddenly and/or you begin to lose hps quickly, you should try to mount immediately. ~ 51 MOTDS~ The motds are 'messages of the day', and there are several: New characters will see the 'nmotd', containing info relevant only to new characters (level 1). Leveling characters (2 through 49) will see the 'motd', containing information relevant to those who are still playing to level. Avatars (level 50) will see the 'amotd', containing information relevant to avatar characters. Immortals (level 51 and higher) will see the 'imotd', containing information specifically relevant to all immortals. Any of the motds may be seen with 'help ' ... for example: 'help nmotd' The motds are edited with hedit and saved with hset like all helpfiles. ~ -1 MOTD~ Message of the Day ~ 53 MOBTRIGGERS MUDTRIGGERS MPTRIGGERS~ Trigger Optnl Triggering Variable Explanation ------- ----- ------------------- ----------- Act {p} [emotes, socials, actions, bamfs] Speech {p} [says or tells from same room as mob] Rand [randomly triggered based on percentile] Fight [random, within a fight, based on percentile] Hitprcnt [percent is % of mob's max H.P.] Greet [entry that mob can see, by mob/player] Allgreet [entry by a mob/player, regardless if seen] Entry [when the mob itself enters a room] Bribe [when a player gives the mob money] Death [when the mob dies] Script {hour} [loops a line at a time. Hour triggers start] Time [script prog, runs once on hour specified] Hour [loops as Script for an hour from start hour] *NOTE* {hour}/ is in military time. ie, 15 hours is 3p.m. mud time. *NOTE* The mpcommand MPDONOTHING currently only works in Script progs, NOT in Time or Hour progs. For mobs, see also: MPSTAT, MPEDIT, TRIGGER, MPCOMMANDS, IFCHECKS, VARIABLES. ~ -1 MOBPROG MOBPROGRAMS OBJPROG ROOMPROG MUDPROG~ . The MOBprograms have been contributed by N'Atas-ha. Haus hacked together room && obj programs 'cause he got sick of failing to add lever bitvectors, and cause he thought Carnage was a Trancendentally Cool Mud. ~ 53 MMENU~ Syntax: mmenu [menu page] (defaults to 'a' if none given) Mmenu will bring you into a menu system of editing mobiles. To use mmenu, the mobile that you are editing should be in the same room as you. To choose an option in the menu, type the number of the section followed by the desired letter, and any variables that may follow. See MENU for generic menu commands. ~ 53 MLIST~ Syntax: mlist : mlist : mlist This command will list all of the prototype mobs in your area, when used with no arguments. When used with a single argument it will list all mobs including and after the argument, and when used with two arguments, it will list all mobs including and between the two. ~ 0 'MIST WALK'~ Syntax: cast 'mist walk' This spell allows a vampire to become a fine mist, capable of traveling with speed and precision through the smallest of cracks and crevices to to reach its victim. Due to the nature of this spell, it only works in darkest night (between the hours of 9 o'clock in the night and 5 o'clock in the morning). ~ 53 MINVOKE OINVOKE~ Syntax: minvoke minvoke Syntax: oinvoke oinvoke oinvoke MINVOKE invokes an instance of the mobile specified. OINVOKE invokes an copy of the object specified. It accepts an optional parameter for the level of the object to be invoked. ~ 1 'MIDAS TOUCH'~ Syntax: cast 'midas touch' obj [where obj is in your inventory] Turns an object in your inventory into gold. ~ 53 MFIND OFIND~ Syntax: mfind Syntax: ofind MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ -1 MERC FUREY KHAN HATCHET~ Originally based on the Merc 2.1 code which was created by Furey, Hatchet, and Kahn. This original code base is available as Merc_21.tar.gz via FTP from: ftp.tcp.com, ftp.math.okstate.edu and game.org. E-mail to 'merc-request@kpc.com' to join the merc mailing list. Merc would like to thank ... ... Diku Mud for their code base. ... The Free Software Foundation and DJ Delorie for kick-ass tools. ... Copper Mud and Alfa Mud for releasing their code and worlds. ... Aod of Generic for ... well, everything. You're a hoopy frood, Aod. ... Alander for many ideas and contributions. ... John Brothers of Silly for permission to use Silly code and worlds. ... Zrin for administering the mailing list. ... Abaddon for proofreading our comm.c. ... Hind, Quin, Vic, Diavolo, Oleg, Trienne, and others for porting help. ... Diavolo, Grodyn, Morgenes, and others for code and bug fixes. ... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris, Glop for worlds. ... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers of Mud, Ruhr Mud, and Mystic Realms for bug reports, ideas, new code, and hours of enjoyment. Share and enjoy. ~ 52 MENU~ When in one of the menu systems (RMENU, OMENU, MMENU), to switch from one page to another, type '- '. (For example, '- a' will bring you to the first page in the current menu system). '- h' will bring up a help file in any menu system. '+ ' in OMENU or MMENU will change the object or mobile being edited if it exists in your inventory/room respectively. See RMENU, OMENU, MMENU. ~ 57 MEM MEMORY~ Syntax: memory Reports the current counts of objects, mobiles, rooms, etc... Affects (# of affects) Areas (# of areas loaded) ExtDes (# of exdescs) Exits (# of exits) Helps (# of help files) Resets (# of resets) IdxMobs (# of unique mob indexes) Mobs (# of mobs in game total) IdxObjs (# of unique obj indexes) Objs (unique items) (total items) Rooms (# of rooms in the game) VRooms (# of virtual rooms present) Shops (# of shops defined) RepShps (# of repair shops defined) CurOq's (Not used) CurCq's (Not used) Players (Current # link-live players) Maxplrs (max players this reboot) MaxEver (Max # of players ever) Topsn (top sn used) (top sn open) MaxEver time recorded at: (date and time max users was reached) ~ 56 'ME I'M A MORON'~ We all know this, but put up with you anyways! ~ 53 MCREATE OCREATE~ Syntax: mcreate Syntax: ocreate Create and new mobile / object. A prototype monster or object will be created with the selected vnum, and set up with the plainest of default values. A material image of the magical prototype will appear before you, for you to futher modify with MSET or OSET. See MSET or OSET. ~ 1 MAP~ Town of Darkhaven: (Guilds) +===PATHWAY========== ====================+ 1 Clerics (Good) | || | 2 Clerics (Evil) | +===JUSTICE=ST==== =================+ | 3 Druids | | V| | | 4 Warriors | F E| H | 5 Rangers | A Cathedral R| (4) A | 6 Mages Pixie | L (1)|(2) T| | W | 7 Thieves Forest-+ C | I| .-+-\ K | 8 Vampires | O /-----------. C| .-/ (5) | | * Academy Haon | N (3) \||/ | | (Shops) Dor -+== ================[ ]==HORIZON=ST==== ==+-Cross 9 Scrolls | | Bar Inn Hall || Ann. (6) * | | Roads 10 Potions | | (9) (10) (11) || (15) (16) (17) | | 11 Magic Items | +===MARKET=ST===== =================+ | 12 Jewelry | | (12) (13) (14) || (18) (19) (20) | | 13 Courier | | (7) || | | 14 Notes/Quills | +--thieve's-alley- | | | 15 Butcher | | (8) (21) Art || Cult Pets | | 16 Baker | +================= ===LAW=ST========+ | 17 Dairy | || | 18 Blacksmith +==================== ===+==PATHWAY=======+ N 19 Armour | | w+e 20 Weapons Graveyard Marina s 21 Tailor ~ 1 'MANA'~ Mana is the living inner power used by Druids, Clerics, Mages, Rangers and even Thieves to cast their magic. Warriors also have mana, but do not cast spells. As undead beings, Vampires neither have nor need mana. ~ 61 MAKEWIZLIST~ Syntax: makewizlist Used to generate a new wizlist during game operation (a new wizlist is automatically created at each reboot). A character recently immortalized may need to 'save' first if they don't show up on the newly created wizlist. ~ 53 MAKESHOP~ Syntax: makeshop Creates a new shop and assigns it to a mobile. The levels of the items in the shop are picked randomly based on item type: -------------------------------------------- |Item Type | Level Range | -------------------------------------------- | default | 0 | | pill | 0 to 10 | | potion | 0 to 10 | | scroll | value[0] of the scroll object | | wand | 10 to 20 | | staff | 15 to 25 | | armor | 5 to 15 | | weapon | 5 to 15 | -------------------------------------------- See SHOPSTAT, SHOPSET, SHOPS and SHOPVALUES ~ 57 MAKEREPAIR~ Syntax: makerepair Automatically gives the mobile the ability to repair damaged equipment. Use 'repairset' to set the parameters by which the shop will function. See REPAIRSET, REPAIRSTAT, REPAIRSHOPS ~ 61 MAKEDEITY~ Syntax: makedeity Creates a new deity, which can then be defined using 'setdeity'. See SETDEITY, DEITIES ~ 61 MAKECOUNCIL~ Syntax: makecouncil Example: makecouncil Newbie Council Used to create a new council, which can then de defined using 'setcouncil'. See SETCOUNCIL ~ 61 MAKECLAN~ Syntax: makeclan Example: makeclan Retribution Used to create a new clan, Order or guild, which can then be defined using the 'setclan' command. Orders, guilds and clans are distinguished using the 'type' field in 'setclan'. See SETCLAN, SHOWCLAN ~ 61 MAKEBOARD~ Syntax: makeboard Example: makeboard newboard.brd Used to create a board file, which can then be defined using 'bset'. See BSET, BSTAT and BOARDS ~ 51 MAKE~ Syntax: make For use by clan, Order or guild leaders only to make one of the three clan, Order or guild objects. See SETCLAN ~ 0 MAIL~ Syntax: mail list Syntax: mail read Syntax: mail read all Syntax: mail write Syntax: mail subject Syntax: mail to Syntax: mail take Syntax: mail show Syntax: mail post Syntax: mail remove The mail command is very similar to the note command. To write mail, as in notes, you must have a blank note held in your hands, and a quill or pen in your inventory. Mail can only be addressed to real players, or 'all'. There is a charge for reading and taking mail. ~ 1 'MAGNETIC THRUST'~ 'Magnetic Thrust,' much like 'Sonic Resonance,' allows the casting Mage to control the nature of space and time in the immediate locale of his victim. In this sorcery, the Mage forms a wedge of magnetic energy within the body of the victim. As the spell progresses, the victims organs are violently rent and internal tissues are torn. The resulting pain and damage are formidible, indeed. ~ 0 MAGICUSER MAGE MAGES~ A mage is one of the weakest class when it comes to body, but their minds have no par. As a mage you will begin weak, but as you grow in knowledge and power, you will become a powerful fighting force. Mages' spells are varied and sundry, but they get many more combat spells than the clerics. With a mage's vast repertoire of useful spells you will become a much sought after commodity ... for your spells can mean victory or defeat for other players. ~ 1 LOYAL LOYALTY~ The item flag 'loyal' reflects a weapon's loyal status. Such a weapon will return to a player's inventory when disarmed. Note that a weapon will only be loyal to a deadly character, and it will be loyal regardless of whether or not a mob or a player (peaceful or deadly) disarms the wielder. Non-deadly characters will gain no advantage with a loyal weapon. ~ 54 LOG SNOOP~ Syntax: log Syntax: log all Syntax: snoop LOG causes all of a character's commands to be logged into the server's log file and to the log channel. Like FREEZE, it is a permanent character toggle that persists across reboots until removed. Certain commands (such as password) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character and mob commands and actions to the server's log file, but does not send the output to the log channel. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. The input from the player will be displayed with a header of the players name and a percentage sign (i.e. Mudder%) SNOOP yourself to cancel all outstanding snoops. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' This spell reveals the location of all objects with the given name. ~ 56 LOADUP~ Syntax: loadup LOADUP allows one to load up a player's character (playing or not), to do whatever needs be done to the character. (Modifying a flag, changing a password... etc). Use FORCE to make the character do your bidding. See FORCE. ~ 52 LITTERBUG~ Syntax: litterbug Places/removes the litterbug flag, allowing/prohibiting a player from dropping any objects. ~ 52 LIQUIDTYPES~ Value | Liquid Type ------------------------------ 0 | water 1 | beer 2 | wine 3 | ale 4 | dark ale 5 | whiskey 6 | lemonade 7 | firebreather 8 | local specialty 9 | slime mold juice 10 | milk 11 | tea 12 | coffee 13 | salt water 14 | cola See OSET and ITEMVALUES. ~ 0 LIGHT~ Syntax: light This lights the herb in your pipe. Once lit, the herb will continue to burn until it burns itself out, is smoked out, or you tamp your pipe. See SMOKE, TAMP, FILL ~ 52 LEVERFLAGS SWITCHFLAGS BUTTONFLAGS PULLCHAINFLAGS DIALFLAGS~ FLAG NAME | BITVECTOR | DESCRIPTION ---------------------------------------------------------------------- UP | 1 | Trigger is UP UNLOCK | 2 | Trigger unlocks something LOCK | 4 | Trigger locks something D_NORTH | 8 | Affects the north exit D_SOUTH | 16 | Affects the south exit D_EAST | 32 | Affects the east exit D_WEST | 64 | Affects the west exit D_UP | 128 | Affects the exit up D_DOWN | 256 | Affects the exit down DOOR | 512 | Affects a door CONTAINER *| 1024 | Affects a container OPEN | 2048 | Opens something CLOSE | 4096 | Closes something PASSAGE | 8192 | Creates a passage OLOAD *| 16384 | Loads up an object MLOAD *| 32768 | Loads up a mobile TELEPORT | 65536 | Teleports the puller TELEPORTALL *| 131072 | Teleports everyone in the room TELEPORTPLUS *| 262144 | Teleports everything in the room DEATH *| 524288 | Causes instant death CAST *| 1048567 | Casts a spell (sn in value1) FAKEBLADE *| 2097152 | Lever is a wax covered sword blade (OUCH) RAND4 | 4194304 | Randomizes the exits N, S, E, W RAND6 | 8388608 | Randomizes the exits N, S, E, W, U, D TRAPDOOR *| 16777216 | Opens a trap door, everthing falls down See OSET and ITEMVALUES. * = not yet implemented. ~ 53 LAYERS2~ . &gLayer Bit Vectors &G|1 | | |2|6|3|1 | | |8|4|2|6|8|4|2|1| Layer | Suggested Armor Type +-+-+-+-+-+-+-+-+-------+--------------------------------------------- |0 0 0 0 0 0 0 0| 0 | (Default - Nothing Layers) |0 0 0 0 0 0 0 1| 1 | silk shirt, light cloth tunic (Lowest Layer) |0 0 0 0 0 0 1 0| 2 | leather vest, heavy cloth |0 0 0 0 0 1 0 0| 4 | light chainmail, padded gambeson |0 0 0 0 0 1 1 0| 6 | padded chainmail |0 0 0 0 1 0 0 0| 8 | leather jacket, reinforced chainmail |0 0 0 0 1 1 0 0| 12 | platemail, similarly rigid armor |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 0 1 0 0 0 0| 16 | light cloak, loose robes |0 0 0 1 1 0 0 0| 24 | heavy fur cloak |0 0 1 0 0 0 0 0| 32 | loose cloaks, surcoats |0 1 0 0 0 0 0 0| 64 | capes |1 0 0 0 0 0 0 0| 128 | magical effects (auras, clouds of dust, etc) |1 1 1 1 1 1 1 1| 255 | (Highest Layer - Nothing Layers) +-+-+-+-+-+-+-+-+-------+--------------------------------------------- &g* Thick or bulky items may need to occupy more than one layer. (example; padded chain covers 2 layers) * A "body" wear position will have more layers than other positions such as "arms", "hands", "legs", and "feet". (example for "hands"; silk gloves | leather gloves | chain gauntlets) See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS, and OMENU. ~ 53 LAYERS~ . &gLayers are currently available on the following wear locations: &GAbout, Arms, Body, Feet, Hands, Legs, Waist. &gLayers are set with a numeric value, or combination of values. The lower the value, the lower the layer, or thinner the item of clothing/armor is. Valid numeric values are: &G0, 1, 2, 4, 8, 16, 32, 64, 128. &gOr any combination of the above. A value of zero means no other items came be layered with this item. Items of clothing can be layered over one another as long as their layer values do not overlap. ie, if leather armor were set to a value of 56 (8, 16, and 32), it could not layer with, say, a set of heavy chain that is set to a value of 96 (32 and 64), as they overlap on the layer value of 32. See also OSET, AFFECTTYPES, WEARFLAGS, OBJECTFLAGS, OBJECTTYPES, ITEMVALUES, WEAPONTYPES, VARIABLES, ARMORCLASS, LAYERS2, and OMENU. ~ 56 LAST~ Syntax: last Returns the last connected date of the victim. ~ 0 LANGUAGES~ Syntax: languages Syntax: language learn Languages alone shows which languages you know, and "language learn " will add to your percentage of language knowledge. To learn a language, a scholar who is knowledgable in that tongue must be present. If someone is speaking in a language, and you know it, you will understand what they are saying. However, to change the language in which you are speaking, you must change that manually. (See help on SPEAK). Also see help on TONGUES. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' This spell reveals the alignment of the target character. ~ 1 'KNOCK'~ Syntax: cast 'knock' This skill enables one to unlock doors. ~ 1 'KINDRED STRENGTH'~ This spell increases the strength of the recipient by three points. It can be cast on yourself or other players. ~ 53 ITEMVALUES~ In these values, 'sn' is a spell number; a negative value means 'no spell'. Item Type |V0 |V1 |V2 |V3 |V4 |V5 ----------|-----------|------------|-----------|-----------|---------|------- armor |current AC |original AC | | | | container |capacity |flags |key vnum |condition | | drinkcon |capacity |quantity |liquid # |poison? | | food |food value |(condition) | |poison? | | herb | |charges |herb # | | | key |(lock #) | | | | | lever |leverflags |vnum/sn |vnum |vnum/value | | light | | |hours left | | | money |# of coins |coin type | | | | pill |spell level|sn 1 |sn 2 |sn 3 |food val | potion |spell level|sn 1 |sn 2 |sn 3 | | salve |spell level|max charge |charges |delay |sn |sn scroll |spell level|sn 1 |sn 2 |sn3 | | staff |spell level|max charges |charges |sn | | switch |leverflags |vnum/sn |vnum |vnum/value | | trap |charges |type |level |flags | | treasure |(type) |(condition) | | | | wand |level |max charges |charges |sn | | weapon |condition |num dice |size dice |weapontype | | See OBJECTTYPES, WEAPONTYPES, SLOOKUP, LIQUIDTYPES, LEVERFLAGS, OSET, ARMORCLASS, and WEAPONCONDITION. ~ 0 INVIS 'MASS INVIS'~ Syntax: cast invis Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 1 INTELLIGENCE INT~ Intelligence (INT in your 'score') represents your character's mental capacity. Among other things, it affects: - heavily influences the amount of mana a character gains at level - affects the amount of mana regenerated or recovered at each tick if a character is resting or sleeping - the rate at which a character learns a new skill or spell - the percentage rate at which a character practices a new language Intelligence is an important factor in learning between combatants. If a character fights a creature several times, the more intelligent of the two opponents will gain an advantage over time... Intelligence is the prime attribute of the mage. ~ 54 INSTAROOM INSTAZONE~ Syntax: instaroom Functions the same as instazone, but is room-based instead of area-based. Syntax: instazone [nodoors] This command lets your instantly create a whole set of resets for your area based on all the mobiles and objects contained within your area. All you have to do is place each mob in its proper room, wearing what it should be wearing, carrying what it should be carrying, and objects in their proper places, or in their proper containers, and doors in their proper states, (open, closed, locked). The instazone command will clear out your current resets (if any), and create new ones for you. You may optionally specify "nodoors" so that door resets will not be created. NOTE: This command will wipe out any existing resets! Do not use this command after you have added your own resets with 'reset add'. The recommended procedure is to use instazone, then use the 'reset' command to add any special resets, and NOT use instazone again. See RESET and RESETCMDS. ~ 59 INSTALLAREA~ Syntax: installarea Installs a prototype area into the mud as a non-prototype area. The filename can be fixed with aset (don't forget to foldarea afterwards). Installarea renames the installed area file from 'author.are.file' to 'author.are.installed' so that the builder may be assigned new vnums. ~ 0 'INNER WARMTH' INNER WARMTH~ This spell makes you more resistant to all forms of coldness. ~ 0 INFRAVISION~ Syntax: cast infravision This spell enables the target character to see other players and mobiles that are in the room with them. This spell will also allow you to get items from a corpse, but will not allow you to see the corpse. You must have a light source to see items, room descriptions, or "exits" in a dark room. ~ 1 INFORMATION~ SLIST - a command that lists all your spells and skills and the level at which you may practice them. AREAS - Typing AREAS will get you a list of all areas. You may get more information on each area by typing HELP . WIZLIST - This is a list of all Immortals of the game. COMMANDS- This is a list of all commands available to you. SOCIALS - This is a list of all socials available. TIME - This will tell you the current times inside the game, the time the game was last rebooted, and the current time at the sight. WHERE - Where will give you a list of other players in the same area. SAVE - After level two, typing SAVE will save your process. QUIT - If you want to leave the game, type QUIT. WHO - A list of other players visible to you in the game. TITLE - Once you reach level five, you may make your own title. PASSWORD- Your character's password can be changed with PASSWORD . DESC - You may set up a personal description, type DESC to edit. Note that this is only a very brief list of commands. ~ 50 INDUCT OUTCAST~ Syntax: induct outcast Induct and outcast are clan commands. The leader and number 1 of the clan receive the induct commands, while the deity, leader, number 1 and number 2 all receive outcast. Induct will bring a new player into the clan, while outcast will remove them. ~ 1 'IN THE AIR'~ Recommended level range: 5 - 10 The skies above Darkhaven are unpopulated save for the amusing faerie dragons. Wild rumors say that a portal to the Astral Plane exists at the end of a rainbow high above the city. ~ 50 IMOTD~ IMOTD ~ 59 IMMORTALIZE~ Syntax: immortalize Used to advance a level 50 character (avatar) to level 51 (the first level of immortality). This command will destroy the character's inventory and display to them a pre-written message. ~ 53 IFCHECKS2~ TimesKilled if timeskilled($* OR vnum) == amount - for character checks only, can use any normal mobprog operator OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv if ovnum(vnum) == amount - for objects only, counts how many objects of vnum 'vnum' exist in - can use any normal mobprog operator OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv if otype(type OR value) == amount - for objects only, counts how many objects of type 'value' are in - can use any normal mobprog operator - will convert the type names (light is 1, for example) definitions: ... room - in the room the mobile is in ... wear - worn by the mobile as equipment ... inv - in the mobile's inventory ... carry - worn or in inventory ... here - all of the above Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES, AFFECTEDBY (for a list of affect types) and IFCHECKS ~ 65 IFCHECKS 2~ TimesKilled if timeskilled($* OR vnum) == amount - for character checks only, can use any normal mobprog operator OvnumHere, OvnumRoom, OvnumCarry, OvnumWear, OvnumInv if ovnum(vnum) == amount - for objects only, counts how many objects of vnum 'vnum' exist in - can use any normal mobprog operator OtypeHere, OtypeRoom, OtypeCarry, OtypeWear, OtypeInv if otype(type OR value) == amount - for objects only, counts how many objects of type 'value' are in - can use any normal mobprog operator - will convert the type names (light is 1, for example) definitions: ... room - in the room the mobile is in ... wear - worn by the mobile as equipment ... inv - in the mobile's inventory ... carry - worn or in inventory ... here - all of the above ~ 53 IFCHECKS~ VALUE CHECKS TRUE/FALSE CHECKS (If check == #/string/vnum) Ifcheck Question Ifcheck Question --------- --------------------------- ---------- ------------------------ Hitprcnt Percentage of hit/max_hit? Isnpc Mob? Inroom Room #? Ispc Player character? Sex Sex #? Isgood Align +350 or higher? Position Position #? Isneutral Align < 350 and > -350? Level Experience level? Isevil Align -350 or lower? Objtype Type of Object? Ispkill Pkill? Objval# Value# equal to this? Isfight Fighting? Number Is its vnum equal to this? Isimmort Immortal? Name Name? (STRING) Ischarmed Charmed? Clan Clan name? (STRING) Isfollow Follow master in room? Race Race name? (STRING) Rand (#) Equal to or less? Mobinroom How many of mob? (VNUM) Isaffected Affected_by name? Guild Guild name? (STRING) Canpkill Pkill >lev 5,18 or older? Goldamt How much gold ya got? Ismounted Mounted? Class Class name? (STRING) Ismobinvis Mobinvis? (versus invis) Str What's your strength? Mobinvislevel Level of invis? Int What's your intelligence? economy if economy >=< xxx Wis What's your wisdom? Dex What's your dexterity? Con What's your constitution? Cha What's your charisma? Lck What's your luck? Not implemented: DOING_QUEST Deity What's your deity? Favor What's your favor? Norecall Is target's room norecall? Isdevoted Is target devoted? * New ifchecks : see HELP IFCHECKS2 ** - Value checks can use == (equals), > (greater than), < (less than) and ! (not). Combine for: != (not equal), >= (greater than or equal). Also: MPSTAT, RPSTAT, OPSTAT, MPEDIT, RPEDIT, OPEDIT, TRIGGER, MPTRIGGERS, RPTRIGGERS, OPTRIGGERS, MPCOMMANDS, RPCOMMANDS, OPCOMMANDS, VARIABLES, AFFECTEDBY (for a list of affect types) ~ 0 IDENTIFY~ Syntax: cast identify This spell reveals information about the object. ~ 0 ICESHIELD~ This spell will surround you with a shield of ice, that will return your enemies attacks with tongues of ice! ~ 1 I~ . COMMANDS FOR YOUR CHARACTER ----------------------------- *AFK - this adds an 'Away From Keyboard' flag to your name *CONFIG - lists all the config options available to you *DESCRIPTION - you can write a description for your character *PASSWORD - changes your password *TITLE - changes the sentence behind your name *SAVE - saves your progress (good idea to do it often) *PRACTICE - trains you to use a skill, spell, etc... *NOTE* Typing PRACTICE will show you all your spells, skills, etc... HELP - will define the spell, skill, etc... *SLIST - lists the spells you will receive and at what level *QUIT - quits the game * ! - will repeat the last command ~ 0 HUMAN HUMANS~ Humans are the most numerous and least unusual of the races. They possess no special abilities or bonuses, but also have no penalties. Because of this, Humans are extremely adaptable and are able to assume a variety of classes and roles. Humans are bipedal beings, boasting two arms, two legs and a roundish head. Amazingly, Humans have a strange tendency to look different from each the other; almost none look exactly alike. ~ 58 HSET~ Syntax: hset [value] [help topic] save Saves all help pages (to help.are) level Sets help topic to specified level keyword Sets help keyword to specified keyword remove Removes the specified help page Note: If you wish to set more than one keyword to a help topic, enclose all the keywords, space separated inside quotes. (Like in spellcasting) Note: If you have instances of multiple help files with the same keyname, using Hset Remove without a level designation will remove the one with the lowest level of access. ie: Help file XYZZY at level 57, and help file 'SAVE XYZZY' at level 58. Typing 'HSET REMOVE XYZZY' will remove the level 57 XYZZY. Typing 'HSET REMOVE 58.XYZZY' will remove the level 58 'SAVE XYZZY'. See also: HEDIT ~ 1 'HP'~ This is an abbreviation for hit points. All classes begin with 20 hp at creation and gain between 6 and 19 hp per gained level, depending on class, race and CON. Equipment can also add to your total hp. ~ 10 HOMEPAGE~ syntax: homepage example: homepage http://www.idirect.com/test.html If you have a web page somewhere, you can use the homepage command to show people a link to that page whenever they select the 'see who's on' link from the Realms of Despair home page. To remove your homepage setting, type 'homepage clear'. ~ 51 HOLYLIGHT INVIS~ Syntax: holylight Syntax: invis HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. When an immortal is INVIS, they will have a flag on the who list which indicates their level of invisibility, such as (51) for INVIS 51. A similar flag will also appear when you 'LOOK' in a room - this flag will say (Invis 51). HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold Syntax: remove Syntax: remove all Syntax: wear Syntax: wear all Syntax: wield Three of these commands will cause you to take an object from your inventory and use it as equipment: HOLD is for lights, wands and staves; WEAR is for armor; WIELD is for weapons. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. WEAR ALL will attempt to HOLD/WEAR/WIELD each suitable item in inventory. REMOVE will take an object from your equipment and place it into inventory. REMOVE ALL will remove all your equipment and place it into inventory. ~ 1 HLIST~ Syntax: hlist This command will give you a listing of available help files. The list is in alphabetical order based on the first triggering keyword. While this command was initially designed as a maintenance tool to help us track help files, it is also available to players so that they can capture a listing of the help files available to them. Note - You may only view help files that are coded for viewing by your level or lower. Note - The list of help files is quite extensive, and the command does not as yet have a way to filter/shorten the list. Screen capture is, at present, your only recourse. ~ 60 HITALL~ Syntax: hitall Hitall is a fighter skill that will start a fight by hitting all the opponents in the room. For nondeadly characters, the 'opponents' means mobs, for deadlies it means all the deadly players in the room. Be aware that area attacks are aggressive to all mobs in the room, including pets, mounts and charmed creatures. ~ 0 HIDE SNEAK VISIBLE~ Syntax: hide Syntax: sneak Syntax: visible If you successfully HIDE, other characters and creatures cannot see you unless they are affected by 'detect hidden'. If you successfully SNEAK, you can move from place to place without being noticed by other characters. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE cancels your hiding and sneaking, as well as any invisibility, effectively making you visible again to all. ~ 1 HELP SUMMARY~ |--------------------------------------|--------------------------------------| | MOVEMENT | GROUP | | north east west south northeast exit | follow group gtell ; split | | northwest southeast southwest sleep |--------------------------------------| | rest sit wake stand somewhere unlock | INFORMATION | | up down enter climb where fly float | areas experience score title weather | |--------------------------------------| channels description experience note | | CONFIG OPTIONS | who wizlist story tick MOTD news bug | | autoloot autogold telnetga autoexit | mail time password slist report typo | | nice flee norecall blank combine rip | spells skills weapons languages idea | | nointro prompt ansi autosac shovedrag|--------------------------------------| |--------------------------------------| COMMUNICATION | | OBJECTS | social quest clan ordertalk guildtalk| | get put drop give sacrifice hold dig| say tell chat question answer auction| | appraise list buy sell equipment |--------------------------------------| | recite quaff zap brandish compare | COMBAT | | empty fill eat drink examine pick |kill flee wimpy rescue aid murder cast| |--------------------------------------|--------------------------------------| Also see help on: !, save, quit, pagelength, and practice. To use the help menu, just type "help ". To see help on individual areas, you can now type "help ". If you are new to the game, type HELP NEWBIE to see a special help series. ~ 0 HELP~ Syntax: help Syntax: help HELP without any arguments shows a one-page command summary. HELP shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 51 HELL UNHELL~ Syntax: hell Syntax: unhell The hell command sends a character to hell for a given period of time. It automatically releases the character when their time has been served. Upon being helled, the character receives the message, "The immortals are not pleased with your actions. You shall remain in hell for