Acropolis Help Index (With Levels)


QITEM-SECTION-E

Visible to: Players

E1) Adamantium Tongue Barbell..1600qp

Wear: tongue
Affects hit roll by 20
Affects damage roll by 20
Affects constitution by 5
Affects armor class by -40
Affects hp by 400
Adds resistance to wood.
Adds resistance to silver.
Adds resistance to iron.
Adds shielding sanctuary.

E2) Soulstone Nose Ring........1400qp

Wear: nose
Adds resistance to mental.
Affects damage roll by 10
Affects hit roll by 20
Affects wisdom by 5
Affects saves by -15
Affects mana by 400
Adds spiritlink affect.

E3) Mithril Navel Chain........1300qp

Wear: belly
Adds haste affect.
Affects dexterity by 5
Affects armor class by -25
Affects damage roll by 12
Affects hit roll by 16
Affects hp by 150
Affects mana by 250

E4) Obsidian Ear Cuff..........1000qp

Wear: ears
Affects intelligence by 5
Affects moves by 100
Affects damage roll by 15
Affects hit roll by 13
Affects saves by -10
Affects hp by 200
Adds dark_vision affect.

E5) An ACME Piercing Gun.......800qp

A single-use piercing gun. The default ACME jewelry has no stats.

See also: QITEMS, PIERCING

QITEM-SECTION-D

Visible to: Players

D1) Endless 24oz of Faygo.........1800qp

A bottomless fountain of redpop that buffs the imbiber on use.

D2) Vial of Nightshade Poison.....1500qp

A vial of venom used by rogues with the envenom ability.
[v1] Level: 126
[v2] Applications: 50
[v3] Spell: hold person
[v4] Average damage: 500

D3) Flaming Skull.................1000qp

A perpetual source of light (wearable in the light slot).
Affects damage roll by 20
Affects hit roll by 20
Affects armor class by -15
Affects saves by -10
Affects hp by 250
Affects moves by 100
Affects strength by 3

D4) Diamond Lantern...............1000qp

A perpetual source of light (also wearable in the light slot).
Affects saves by -15
Affects armor class by -20
Affects damage roll by 15
Affects hit roll by 15
Affects mana by 100
Affects hp by 200
Adds flying affect.
Affects wisdom by 3

D5) Runed Materium Rod............900qp

A wand that can be used to cast a powerful buff affect.
[v0] Level: [110]
[v1] Charges Total: [15]
[v2] Charges Left: [15]
[v3] Spell: Dinchaks Power

D6) 100,000 gold..................500qp
D7) 20 practices..................200qp

See also:
- QITEMS
- DRINK
- ENVENOM
- WAND
- ZAP
- GOLD
- PRACTICE
- GAIN
- TRAIN

QITEM-SECTION-C

Visible to: Players

C1) Token of Ages..............3000qp

A token of ages lets you further enhance an items stats or add special
effects. However, each item also has maximum stat limits, which you cannot
exceed even with enchantments or multiple tokens.

You may choose one of the following stat bonuses:
- +5 Hit Roll / Damage Roll (HR/DR), or
- +5 AC / Saves, or
- +1 to a single stat (e.g., Str, Int, Dex, etc.), or
- +50 HP and +50 Mana and +50 Move

OR instead of the above, you can add up to three of the following affects:

detect_magic / haste / flying / invisible / sanctuary / protect_good
detect_evil / sneak / hide / berserk / protect_evil / detect_good
regeneration / infrared / pass_door / dark_vision / detect_invis
detect_hidden

* You cannot add more than 3 affects total.

MAXIMUM STAT LIMITS

An item, counting its original base stats plus all enchantments, empowers,
and token additions, cannot exceed:

- +40 Hit Roll AND +40 Damage Roll
- +30 AC AND/OR +30 Saves
- +5 to two separate stats (for example, +5 to Str and +5 to Dex)
- +500 HP AND +500 Mana AND +500 Move

Once you hit these limits, you cannot add more bonuses in that category,
even if you try using additional enchantments or tokens.

BASE STATS VS. ENCHANTS

- Base Stats refer to the item's inherent stats before you do anything to it
(no enchants or token upgrades).
- If an item is already enchanted or empowered, those stats count toward the
above maxima.
- In other words: You can't exceed the caps, regardless of how you reached
them (enchant, empower, token, etc.).

C2) Token of Freedom...........2000qp

This token can be redeemed to give your character "unlimited" inventoy
space. Your total item limit will be set to 1000, and you will be able to
carry up to 1000000 lbs of weight. This is a permanent change to your
character, and will not be removed when you log out.

C3) Token of the Jeweler.......1000qp

This token can be redeemed to modify a piece of jewelry so that it may be
worn in a different slot. Valid jewelry slots are:

finger / belly / tongue / ear / nose

Some (not all) items may also be applicable:

wrist / neck

C4) Token of Experience........1000qp

This token grants 15000 experience when eaten.

C5) Token of the Smith.........600qp

This token can be redeemed to permanently modify the class and damage type
of a weapon. Valid weapon classes are:

exotic / sword / dagger / spear / mace / axe / flail / whip / polearm / bow

Valid damage types are:

none / slice / stab / slash / whip / claw / blast / pound / crush / grep
bite / pierce / suction / beating / digestion / charge / slap / punch / wrath
magic / divine / kiss / cleave / scratch / peck / chop / sting / smash
shbite / flbite / frbite / acbite / chomp / drain / thrust / slime / shock
thwack / flame / chill / poison / pulse

C6) Token of Fluid.............200qp

This token can be redeemed to change the type of fluid inside a container.
Below is a list of all the fluids that can be used in the game.

water / beer / red wine / ale / dark ale / whisky / lemonade / firebreather
local specialty / caffeine free diet pepsi / milk / tea / coffee / blood
salt water / coca cola / root beer / elvish wine / white wine / champagne
mead / rose wine / benedictine wine / vodka / cranberry juice / orange juice
absinthe / brandy / aquavit / schnapps / icewine / amontillado / sherry
framboise / rum / cordial / immortal moonshyne / dr pepper / mountain dew
pepsi

See also: QITEMS

QITEM-SECTION-B-2

Visible to: Players

B6) Bloodstone Ring of Power......500qp

Wear: finger
[v0] Ac pierce}: [20]
[v1] Ac bash}: [20]
[v2] Ac slash}: [20]
[v3] Ac exotic}: [20]

Affects hit roll by 20
Affects damage roll by 20
Affects intelligence by 3
Affects constitution by 3
Affects mana by 200

B7) King Masterwork Shoes.........250qp

Wear: feet
[v0] Ac pierce}: [15]
[v1] Ac bash}: [15]
[v2] Ac slash}: [15]
[v3] Ac exotic}: [10]

Affects moves by 300
Affects hit roll by 5
Affects damage roll by 6

B8) Guiding hand of a God.........225qp

Wear: wrist
Affects wisdom by 6
Affects intelligence by 6
Affects dexterity by 6
Affects constitution by 6
Affects strength by 6

B9) Veil of Tranquility...........175qp

Wear: face
[v0] Ac pierce}: [25]
[v1] Ac bash}: [25]
[v2] Ac slash}: [25]
[v3] Ac exotic}: [20]

Affects hit roll by 2
Affects damage roll by 2
Affects mana by 250
Affects save vs spell by -5
Affects save vs breath by -2

B10)Cloak of Prosperity...........150qp

Wear: about
[v0] Ac pierce}: [20]
[v1] Ac bash}: [20]
[v2] Ac slash}: [20]
[v3] Ac exotic}: [5]

Affects damage roll by 2
Affects hit roll by 2
Affects hp by 250

B11)Lucky silver Bracelet.........50qp

Wear: wrist
Affects armor class by -5
Affects strength by 1
Affects dexterity by 1
Affects intelligence by 1
Affects wisdom by 1
Affects constitution by 1

See also: QITEM-SECTION-B-1, QITEMS

QITEM-SECTION-B-1

Visible to: Players

B1) Shield of Purity..............1000qp

Wear: shield
[v0] Ac pierce: [20]
[v1] Ac bash}: [20]
[v2] Ac slash}: [20]
[v3] Ac exotic}: [20]

Affects constitution by 3
Affects wisdom by 3
Affects intelligence by 3
Affects mana by 200
Affects hp by 100
Adds shielding pass_door.
Affects hit roll by 8
Affects damage roll by 8

B2) Quiver of Enchanted Arrows....1000qp

Wear: waist
[v0] Number of Arrows: 50
[v1] Number of Dice: 15
[v2] Type of Dice: 18
[v3] Spell: slow

Affects dexterity by 5
Affects hp by 100
Affects saves by 10
Affects hit roll by 10
Affects damage roll by 10

B3) Bloodstone Medallion..........500qp

Wear: neck
[v0] Ac pierce}: [20]
[v1] Ac bash}: [20]
[v2] Ac slash}: [20]
[v3] Ac exotic}: [20]

Affects hit roll by 5
Affects damage roll by 15
Affects constitution by 4
Affects hp by 150
Adds shielding fireshield.

B4) Diamond Amulet................500qp

Wear: neck
[v0] Ac pierce}: [20]
[v1] Ac bash}: [20]
[v2] Ac slash}: [20]
[v3] Ac exotic}: [20]

Affects hp by 100
Affects mana by 200
Affects hit roll by 7
Affects damage roll by 7
Affects intelligence by 4
Adds shielding planeshift.

B5) Diamond Ring of Might.........500qp

Wear: finger
[v0] Ac pierce}: [20]
[v1] Ac bash}: [20]
[v2] Ac slash}: [20]
[v3] Ac exotic}: [20]

Affects hit roll by 15
Affects damage roll by 15
Affects wisdom by 3
Affects strength by 3
Affects hp by 150

QITEM-SECTION-A-2

Visible to: Players

A7) Nine Inch Nail.............1000qp

Damage is 15d15 (average 120).
[v0] Weapon class: dagger
[v1] Number of dice: [15]
[v2] Type of dice: [15]
[v3] Type: pierce
[v4] Special type: frost vampiric sharp

Affects damage roll by 15
Affects hp by 500
Affects mana by 500

A8) Shining Silver Dagger......1000qp

Damage is 25d10 (average 137).
[v0] Weapon class: dagger
[v1] Number of dice: [25]
[v2] Type of dice: [10]
[v3] Type: pierce
[v4] Special type: flaming vampiric sharp vorpal purify

Affects mana by -100
Affects hit roll by 15
Affects damage roll by 15
Adds talon affect.

A9) Crystal Staff of the Magi..1000qp

Damage is 16d16 (average 136).
[v0] Weapon class: spear
[v1] Number of dice: [16]
[v2] Type of dice: [16]
[v3] Type: pound
[v4] Special type: flaming frost acid twohands shocking

Affects hit roll by 10
Affects damage roll by 5
Affects hp by -100
Affects mana by 500

A10)Diamond Hilted Sword.......1000qp

Damage is 19d14 (average 142).
[v0] Weapon class: sword
[v1] Number of dice: [19]
[v2] Type of dice: [14]
[v3] Type: slash
[v4] Special type: flaming sharp acid shocking

Affects hit roll by 10
Affects damage roll by 10
Affects hp by 150
Adds spellcast of cure serious

A11)Whip of Pain...............1000qp

Damage is 18d15 (average 144).
[v0] Weapon class: whip
[v1] Number of dice: [18]
[v2] Type of dice: [15]
[v3] Type: sting
[v4] Special type: sharp vorpal purify twohands

Affects hp by 100
Affects hit roll by 18
Affects damage roll by 16
Affects mana by 100

See also: QITEM-SECTION-A-1, QITEMS, WEAPON

QITEM-SECTION-A-1

Visible to: Players

A1) Bloodstone Axe of Power....1200qp

Damage is 16d15 (average 128).
[v0] Weapon class: exotic
[v1] Number of dice: [16]
[v2] Type of dice: [15]
[v3] Type: thwack
[v4] Special type: flaming vampiric acid shocking

Affects hp by 100
Adds spellcast of cause critical
Affects hit roll by 13
Affects damage roll by 13

A2) Diamond Headed Spear.......1200qp

Damage is 19d14 (average 142).
[v0] Weapon class: spear
[v1] Number of dice: [19]
[v2] Type of dice: [14]
[v3] Type: thrust
[v4] Special type: sharp vorpal purify twohands

Affects mana by 200
Adds spellcast of cure critical

A3) The Bow of Accuracy........1200qp

Damage is 15d18 (average 142).
[v0] Weapon class: bow
[v1] Number of dice: [15]
[v2] Type of dice: [18]
[v3] Type: pierce
[v4] Special type: flaming frost purify twohands

Affects moves by 300
Adds infrared affect.
Affects hit roll by 40

A4) Bloodstone Dagger..........1000qp

Damage is 16d15 (average 128).
[v0] Weapon class: dagger
[v1] Number of dice: [16]
[v2] Type of dice: [15]
[v3] Type: pierce
[v4] Special type: flaming vampiric sharp poison

Affects hit roll by 12
Affects damage roll by 12
Adds spellcast of harm

A5) Crystal Bow................1000qp

Damage is 17d15 (average 136).
[v0] Weapon class: bow
[v1] Number of dice: [17]
[v2] Type of dice: [15]
[v3] Type: crush
[v4] Special type: flaming frost shocking

Affects mana by 150
Affects hp by 100
Affects damage roll by 15
Affects hit roll by 15
Adds spellcast of magic missile

A6) Mace of Destruction........1000qp

Damage is 19d14 (average 142).
[v0] Weapon class: mace
[v1] Number of dice: [19]
[v2] Type of dice: [14]
[v3] Type: acbite
[v4] Special type: vampiric sharp acid poison

Affects hit roll by 4
Affects damage roll by 16
Affects strength by 4
Adds spellcast of faerie fire

See also: QITEM-SECTION-A-2, QITEMS, WEAPON

QUEST AUTOQUEST

Visible to: Players

The automated quest system allows players to undertake timed missions from
quest masters for rewards including quest points (QP), gold, and occasionally
practice sessions.

Syntax:
quest request - Request a new quest from a questmaster
quest info - Show information about your current quest
quest time - Display time remaining or cooldown until next quest
quest points - Show your current quest points
quest complete - Turn in a completed quest
quest giveup - Abandon your current quest
quest list - Show items available for purchase with quest points
quest buy - Purchase items with quest points
quest flag - Add/remove special flags to items using quest points

QUEST TYPES:
There are two main types of quests:

1. Hunt Quests (80% chance)
- You must find and kill a specific mob somewhere in the game
- The mob will be within 5 levels of your character
- The quest mob's location hint includes both room and area names

2. Recovery Quests (20% chance)
- You must find and retrieve a specific quest object
- The object is placed in a random room in the game
- You get hints about the object's location
- Quest objects have a 30-minute timer before they disappear

TIME LIMITS:
- Each quest has a random time limit between 10-30 minutes
- You must complete the quest within this time
- A warning appears when less than 5 minutes remain
- Failed quests result in a 5-minute cooldown before you can request another
- Successful quests have a 3-minute cooldown

REWARDS:
- Quest Points (QP): 13-35 for object quests, 20-35 for mob quests
- Gold: 100-400 for object quests, 250-600 for mob quests
- Random chance (1-2%) to receive 1-2 practice sessions
- Quest points can be spent on special equipment and items
- QP can also be used to add/remove flags on equipment:
* Adding a flag costs 750 QP
* Removing a flag costs 1000 QP

RESTRICTIONS:
- Quests will not target shopkeepers, trainers, healers, or special NPCs
- Areas marked with NOQUEST or UNLINKED flags are excluded
- Players cannot quest while on a quest timer cooldown
- Some areas may be restricted from questing

QUEST TOKENS:
Players can convert quest points into tradeable tokens:
- Minimum 10 QP per token
- Tokens can be traded or given to other players

See also: QITEMS, TOKEN, QPROMPT

QPROMPT

Visible to: Players

Syntax: qprompt

Toggles whether you see the quest prompt in your display. The quest prompt shows
information about your current quest status, including:
- Your current quest points (QP)
- Whether you're on a quest
- Time remaining on your current quest (if any)

When enabled, you will see a quest status line in your prompt that looks like:
[QP: XX Quest: Active/None]

Type 'qprompt' again to toggle it off.

See also: QUEST, PROMPT

PIERCE PIERCING

Visible to: Players

Syntax: pierce <ear|nose|belly|tongue>

Requires: piercing needle or piercing gun

You must be holding a piercing needle or a piercing gun. The item will be
consumed after use.

You can obtain these items from:
- Autoquest Master Angus (piercing gun)
- The Grand Arena (golden needle)

Piercing a body part is permanent. Once pierced, you can swap the jewelry
in that slot for a different item, provided it is wearable in that slot.

HEDIT

Visible to: Immortals (Level 103+)

Syntax: edit help - Enters the editor for help entries.

The following commands are available from within the HEDITOR:

commands - prints a list of possible commands
make <keywords> - creates a new help with specified keywords
desc - edit the text of the help entry
keywords <new keywords> - changes the keywords for the help entry
level <number> - sets the min level required to view
delete - toggles deletion flag for the help entry
show - displays the current help entry
done - exits the help editor

DISCORD

Visible to: Players

Syntax: discord <message>

Broadcasts a message to the in-game Discord channel and to the linked
"#ingame-discord-channel" on Discord.

Typing "discord" with no arguments toggles the channel on or off for you.

Notes:
- Messages from Discord are displayed in-game with an "@" before the senders
name, indicating their Discord username.
- You can join our Discord server at: https://discord.gg/a4ZNMNXR2p

MORGUE

Visible to: Players

When a player is killed by an NPC, the player's corpse is automatically
transported to the Morgue. This special location is found one room down (1d)
from the Temple of Mota in Midgaard. Players can retrieve their corpses (and
items) there without having to locate where they fell in battle.

claim unclaim call

Visible to: Players

Syntax:
claim <object>
unclaim <object>
call

The claim command will set you as the owner of an object for 100 Quest Points.
The unclaim command will forfeit ownership of a previously claimed object.
The call command will summon any objects you own to your person. It costs 10
Quest Points to call.

mudclient client

Visible to: Everyone

Use of MUD clients to connect to Acropolis is allowed and encouraged.
The recommended MUD client for use with Acropolis is TinTin++, which can be
found at (http://tintin.sourceforge.net). It is available for Windows,
Mac OS X, Linux, and can be compiled for most UNIX-like operating systems
with little trouble making it an ideal client for the many faces of
computers.

snake

Visible to: Immortals (Level 102+)


syntax snake <directions>

Example:
snake nnee

This will create a path of rooms 2 north and then 2 east from you.

Example:
snake 2n2e

This will create a path of rooms 2 north and then 2 east from you, not
unlike above.

Example:
snake 2n2e 2s2w

This will create a path of rooms 2 north and then 2 east, then create
a second path 2 south and 2 west.

'LIVING ARMOR'

Visible to: Players

Syntax: cast 'living armor' <character>

The shielding spell Living Armor will absorb 1/4 of melee damage that you
take for a number of blows equal to the level at which the spell was cast.
When it can no longer absorb damage it becomes ineffective until it wears
off, at which point it may be recast.

poll voting vote

Visible to: Players

Keyword(s): POLL VOTING VOTE

Syntax: POLL - Displays available polls.
POLL NEW - Displays the number of polls available to vote on.
POLL # - Displays the choices that can be voted on.
POLL # VOTE # - Votes for the corresponding choice number.
POLL # RESULTS - Displays the current poll results.
POLL CREDITS - Displays creation credits for the poll system.

The Voting Poll System was specifically designed for Legend of
the Nobles in order to get a better idea of what players think
about a topic. The voting is anonymous and restricted to one
vote per player file. Voting is designed to be allowed during a
pre-specified time (MM/DD/YYYY - MM/DD/YYYY), at which time the
poll will automatically close to any further voting.

NOTE: The use of polls is restricted to levels 10 and above.

PEDIT

Visible to: Immortals (Level 108+)

Keyword(s): PEDIT

Syntax: pedit <poll #> - Enters the editor for the selected poll.

The following commands are available from within the PEDITOR:

choice <#> <text> - changes the text of the selected choice
close <date> - changes the closing date of the poll (MM/DD/YYYY)
create <topic> - creates a new poll with the topic given
delete - flags the specified poll for deletion
list - shows all created polls availble for editing
open <date> - changes the opening date of the poll (MM/DD/YYYY)
publish - publishes/un-publishes the poll for voting
reopen <date> - changes the closing date of a closed poll (MM/DD/YYYY)
show - hitting return, or 'show' displays the poll information
to <all|imm|imp> - specifies who the poll will be available to
topic <topic> - changes the topic of the poll

Non-editable fields:
Created by: - dispalys the name of who created the poll and the
date the poll was created on.
[##] - the number following the topic is the polls unique
id. this number can not be changed since it is used
to keep track of what polls a player has voted on.

NOTE: All choices are compacted when exiting the editor or saving
the poll data.

immortal spell morgans healing jekelds wrath mallocs empower caines maddness dinchaks power

Visible to: Players

The Immortal Spell Group

This small group of spells represents the most ancient of the Immortal's
Power in the form of spells. They so powerful in fact, no mortal can ever
have hope of gaining them as a learnable spell. There are however reports
of artifacts and ancient scroll about the realm rumored to contain the power
of the Immortals.

The Immortal Spell Group is as follows:
Dinchak's Power - Dinchak's blessing to a mortal's combat ability
Malloc's Empower - The personal brand of Malloc himself
Caine's Maddness - A spell that wraps the victim's mind around itself

scatter

Visible to: Immortals (Level 106+)

Syntax: scatter

Scatters all objects in current room randomly around the realm.

Grand Arena GA

Visible to: Everyone

The Grand Arena is a competition hosted by the Immortals. It is a call
to the Heroes of the Land to participate in a bloodbath tournament against
eleven of the Immortals' finest trained fighters. For each round that a
hero survives they are rewarded with one arena token. If they last all ten
rounds they are given a King of the Ring token. A hero may die once in the
Grand Arena, after they must face a bonus mob, if they win they may continue
at where they were before they were killed (the opponent fully healed). For
accomplishing the arena without dying a hero will receive two King of the
Ring Tokens. These valuable tokens may be redeemed for armor and items
fashioned by the Gods for heroes strong enough to have collected appropriate
amounts. Regular arena tokens can be traded in at a rate of 35 for a King.
They can also be used to buy powerful magic items.

One ALT only may participate in GA, regardless of circumstances.
If a copyover occurs during a Grand Arena it will be reloaded as soon as possible.
If two mobs appear on a platform request immortal assistance. DO NOT CHEAT.
If you die in the Grand Arena your equipment will not leave your character.
You may only withdraw from the GA (arena forfeit) at Victory.
The Grand Arena is VERY hard, and it is meant to be that way!
DO NOT COMPLAIN ABOUT THE MOBS' DIFFICULTY!
Special changes are in effect with GA Coding as well, including:
Increased spell lag, increased vorpal, increased spell failure, etc.
You have one withdrawl from the Grand Arena, do not LD or AFK to get around this.
GAs are run on the weekends usually, but also on special occasions.

AVALON

Visible to: Everyone

Avalon, the Isle that Wanders, appears in numerous tales of mystery and
adventure, and serves as a catalyst for those said qualities in manifold
realms. The clan Avalon models itself after the mythical island, and the
name is only somewhat of a misnomer.

The true Avalon, of Arthurian legend and the like, was difficult, if not
impossible, to find. Its misty guardians and omniscient inhabitants
helped only those whose bravery could lead them to its shimmering gates.

The Acropolis Clan Avalon is considerably more accessible, especially to
those new to the realms.

We are a group devoted to good will and ambassadorship throughout the lands,
and we find it necessary to welcome all newcomers as friends and potential
Heroes. There is also the hope that by providing much need information,
equipment, and support to new adventurers, We are instilling a sense of
good will and altruism in those said people and their characters.


Please note: that we are a non-player killing organization, and that includes
Wars. Questing is all right, as it fits our wandering description.

A member of Avalon must be open-minded, patient, helpful, possess knowledge
of the realms, and most importantly, an adventurer. We are a group of
wanderers, travelers, strangers in a strange land...

Our mission is to help those in need, and thus help the realm to nurture and
keep its children.

FATE

Visible to: Everyone

The Fates were assigned to no abode wether in heaven or on the earth.
The are said to give to men at birth evil and good to have. Their
duties are simple and without question: To spin the thread of life,
dispose lots or assign to each man his destiny, and to cut the thread
at death. Those of clan fate must be unmoved by outside forces,
For them there is no rhyme or reason but that which must be.
Followers must also be strong enough to carry out even the most horrid
of these duties.

PICKUP

Visible to: Immortals (Level -105+)

PICKUP goes through all objects in the game that are on the ground and picks an
object up if it matches your criteria. "pickup evatoken" would cause all
objects on the ground named 'evatoken' to be picked up and placed in your
inventory.

There are three additional options to pickup:
pickup <argument> aggressive: Gets all objects in the game matching
argument, regardless of if it's in another
object or being used by someone.
pickup <argument> mobs: Same thing as aggressive except only mobiles
will be checked in addition to the ground.
Useful if you don't want to take things from
people accidently.
pickup <argument> vnum: argument will be a vnum to be picked up.
Example: "pickup 26 vnum".

Hint: To pickup by multiple names, such as 250 and token, and aggressively, do:
"pickup '250 token' agg", for example.

Notes:
- You can pickup by vnum and aggressive both at the same time, etc.
- Pickup Mobs will automatically pickup aggressively, so you don't need to type in both.
- If you cannot see the object or the room an object is in, you will not pick it up.
- Objects with no wear flags will not be picked up, even with aggressive.
- Most of the time you'd want to pick up aggressively or with mobs. Some mobs pick up anything on the ground.

SYNDICATE

Visible to: Everyone

Members of the Syndicate live for discord. They do as
they please when they please. The Syndicate are the spies,
sneaks, and espionage artists of Acropolis. They have a thirst
for gold and will get it at any cost. You never know where the
Syndicate are. The only rule they follow is that the Syndicate
comes before all. Betterment of the clan, through murder,
robbery, or whatever it takes. To be a part of the Syndicate
you must meet the leaders approval, you may be tested, and they
may have already tested you. If you wish to join them, write a
note to Syndicate and you will be evaluated.

ELITE

Visible to: Everyone

The members of Elite are the best of the best. They strive for excellence
in their chosen profession. Elite will do anything and everything to
better themselves and the Clan. Small raids, training, wars, you name it,
if Elite has anything to gain, they will do it. Not necessarily evil and
not necessarily good, Elite is for an adventurer that wants to be better.

WOLFLORDS

Visible to: Everyone

The WolfLord's are quiet and enigmatic. They stick to themselves but won't hesitate to lend a hand or fight for what is right. Although quiet the don't hesitate to be active in their role as valuable members of the clan. WolfLord's members will work for the betterment of the clan through orthodox or unorthodox means. But won't hurt the innocent in the process. These are very strong warriors and should not be taken lightly, They have token endowments of brawn stamina or metabolism from animals and by doing so have a primal nature. To join you must seek the leaders approval. Either Beowulf or Apollia will consider you for membership.

NIGHTMARE

Visible to: Everyone

Clan: Nightmare
Leader: Hemlock
Description: Nightmares are evil spirits of the lower planes, often serving as
mounts for baatezu, tanar'ri, night hags, liches, and powerful undead lords.
They are very small in size, as their spirit replaces your soul. They look
like large powerful horses with a jet black coat. Nightmares have glowing
red eyes, flaming orange nostrils, and hooves that burn like embers. Their
flowing manes and great tails are ragged and wild. Nightmares can only enter,
and understand commands from evil and neutral mortals. They communicate among
themselves with empathy.
Role Playing Description: When a mortal being wishes to embrace a
Nightmare, they do so in giving up their own soul to the spirit of a Nightmare
as an offering to seal the bond between the two. Once a spirit of a Nightmare
takes over, the recipient gets to feel the Nightmares presence. They get the
strength to invoke Fear into those who still have a mortal soul, as well as
the pain of a Nightmare to remain Fearless themselves. A member of Nightmares
must be Evil or Neutral to embrace a Nightmare. They must be willing to kill
anyone who does not Fear them. They must embrace and obey the Nightmare inside,
making others see the power you have accepted as your soul.
To Embrace a Nightmare: A note must be written to the leaders of the Clan,
stating your purpose to become a Nightmare. In role playing form, why you wish
to embrace a Nightmare, it can be a very powerful gift, but also an uncanny
curse. Then, a series of tests will follow to see if a Nightmare will take
control of your soul.

'BOUNTY SYSTEM'

Visible to: Everyone

The bounty system allows player killers to set bounties on one another and
to collect said bounties. To place a bounty on a player, first you must
both be player killers. If that condition is met, then you can go ahead
and find a Bounty Collector. A Bounty Collector is a particular mobile
similar to a shopkeeper, though instead of buying and selling goods he
provides a service. For a small fee the Collector will add a player's
name and a price on his head to the Dead Books, a list of all the
individuals who someone was willing to pay to have killed. To protect
your privacy, the Collector will allow you to set a bounty on a player
regardless of whether they are visible, invisible, online, or offline.
For an additional surcharge, the price on a particular player's head can
be raised. Finally, for a significant fee, a player's name can be erased
from the Dead Books, so be sure your target isn't richer than you.

If you wish to collect on a bounty rather than place one, the Collector
can help there as well. The Collector maintains the Dead Books and will
let you refer to them as needed to obtain a list of the bountied. A
would-be bounty hunter then must track down and kill his target. All that
remains to do following that is to provide proof to the Collector, namely
the victim's head. Conveniently, the victim's head will be automatically
transferred to the bounty hunter's inventory upon his killing of the
victim. This saves the player from repeating the grisly actions that his
character must perform in order to obtain the head. Return to the
Collector with the proof of the deed and he will provide payment. It's
better not to ask what the Collector does with the heads.

For further information, see the help file on the BOUNTY command.

Originally designed by Gomi no Sensei AKA Kyless of The Mind's Eye.

BOUNTY

Visible to: Everyone

Syntax: bounty
bounty collect <player>
bounty remove <player>
bounty <player> <amount>

BOUNTY is the command used in conjunction with a Bounty Collector to place
and collect bounties. With no argument, BOUNTY provides a list of all the
currently bountied individuals.

BOUNTY collect lets you collect the bounty on a player's head, assuming
you have the required proof.

BOUNTY remove lets a person remove a bounty placed on somebody's head.

BOUNTY with a player's name and amount places a bounty of that amount on
the player.

For further information see HELP BOUNTY SYSTEM.

LAG

Visible to: Everyone

Twas dial-up, and the failing mudders did toil and struggle in the fray
All checksummed were the compressed files
And the man pages, outdate
Beware the Internet my son,
The noise that hangs, the lag that kills
Beware the Usenet news, and shun the frivolous mud with frills
So took his his mudding client in hand
Longtime the virtual foe he sought
So rested he by the T1s three and paused a while in swap
And as in disk-drive swap he stayed,
The Internet, with lags of fame
Came packetwise through the T1 line
And error-checked as it came
One two one two and through and through, the mudding client went kill -9
He left it dead and with it's core he went a tracing back
And hath thou slain the Internet?
Come to my arms my disk-based bot!
Oh lag-free day, callooh callay, he chortled in his joy
Twas dial-up, and the failing mudders did toil and struggle in the fray
All checksummed were the compressed files
And the man pages, outdate.

ROM

Visible to: Everyone

ROM started in early February 1993, using Merc 1.0 code. In July of 1993,
ROM II was started, eventually replacing the original ROM. ROM was up for
a little over a year, after which the code (version 2.3) was released,
and various other ROM muds were started, including Rivers of Mud under
a new management (Zump's ROM), at rom.org 9000.

Alander's current project is Athen, the sequel to the ROM code.
It will be found at hypercube.org 6666, when it is opened.

The following people contributed to the ROM flavor of the merc base code:

Socials --
Kelsey and Liralen

New, Improved Valhalla --
Liralen

Puff's new special proc and improved poofin/poofout code --
Seth

Maps and map shop --
Ezra, Regnan (Olympus)

Nirvana zone --
Forstall (mobiles rewritten by Alander)

Mob Factory --
Pinkfloyd (originally written for ROM, mobiles rewritten by Alander)

Geographically correct Midgaard (tm) --
Alander

Ideas and playtesting --
Thousands of dedicated mudders around the world

Beta testing --
Ken Blosser, Doug Araya, and Sherene Neil all helped with bug reports
and suggestions, saving a lot of headaches

New Thalos area was donated by Onivel of Jedi, who was also the originator
of the ASCII flags used in the zone files

ROM 2.4 was developed during my time with Moosehead mud, and the release
shares many of the features I wrote while I was there. Additional code
was written by Seth Scott (enchant armor, the new poofin/poofout), and many
contributions and ideas from the Merc list were used. Portions of Rusty's
code from Moosehead also remain.

The new features of 2.4 were largely produced in bull sessions with
Gabrielle Taylor and Brian Moore, without whom this release wouldn't
have happened. In particular, the new privacy code, furniture, and
wiznet are largely the results of Gabrielle's ideas.

Changes to the standard diku mob and object format, as well as the changes
to Merc 2.1 source code, were done by Alander over many a late night of
hair-pulling. Hope you enjoy it.

(my apologies if anyone was forgotten in this list)

IMMORTAL IMMORT GOD WIZARD WIZ

Visible to: Everyone

'Immortals' on this mud are staff of experienced mudders who'd like to make
your mudding more enjoyable. They can sometimes monitor what you do and does
act to rid of cheating. However, their primary job is to add interactivity
to this mud so mud does not get stale.

Immortals may run special quests and do sometimes interfere in mortal business.
Oracles will soon be setup for each immortals where you can seek assistance
on some matters.

Immortalhood is not something you get by levelling, but rather gathering trust
from our fuzzy IMPs. If they feel that you have the needed skills and
motivation you'll likely be the next immortal. If interested, leave a note to
Malloc and Kremlin. Include in it how you'd be help for our mud.

Type 'help rebel' to see our current staff.

RELATED SUBJECT: REBEL

SOCIALS

Visible to: Everyone

This is a updated list of socials for Acropolis:
Compiled originally by: Sara

To add a social, please note the imms with the required info.
no target(to person), no target(to others), target found(to person),
target found(to target), target found(to others),
target not found(to person), target not found(to others).

Aargh accuse adjust air apologize applaud
Babble bark bcatch beckon beer beam
bearhug beg bird bite bkiss bleed
blink blush boast boggle bonk bounce
bow brb burp cackle caress charge
cheer chortle chuckle clap claw collapse
comfort comb confused cough cover cower
cringe criticize cry cuddle curse curtsey
dance daydream discodance drool duck embrace
explode eyebrow faint fart flare flash
flex flinch flip flirt flutter fondle
french frown fume gasp giggle glare
goose grimace grin groan grope grovel
growl grumble hand head hiccup highfive
homework hop howl hug hush ignore
innocent insane judge kiss knee lace
lag laugh lick lightbulb love lust
massage meditate moan moon mosh mutter
nibble nod nudge nuzzle oog pant
passout pat peck pie pinch pissed
plead point poke ponder pout pray
propose puff puke punch purr ramble
raspberry rofl roll rose rub ruffle
run scratch scream scuff serenade shake
shiver shrug sigh sing slap slobber
smile smirk snap snarl sneeze snicker
sniff snore snort snowball snuggle sob
spam spank spit squeal squeeze squirm
stare starve stretch strip stroke strut
sulk swoon tackle tank tease thank
threaten tickle tip tongue twiddle twitch
type undress view voodoo wave whine
whistle wiggle wince wine wink wonder
worry worship yae yawn yeehaw yodel
zerbert snipe gdsob mp3 prod purgeth
xeon

MERC

Visible to: Everyone

This mud is based on Merc 2.1, created by Furey, Hatchet, and Kahn.
Merc 2.1 is available as Merc_21.tar.gz from ftp.tcp.com and
ftp.math.okstate.edu.
E-mail to 'majordomo@webnexus.com' to join the merc mailing list.

Thanks to ...
... Diku Mud for starting it all.
... 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.

Also see "help ROM" for information about the Rivers of Mud code base.

MAP MAPS

Visible to: Everyone

Thanks to Ezra for drawing the originals of several maps on ROM.

GREETING

Visible to: Everyone

.
/^\
, _|.|_ ,
Original DikuMUD by Hans Staerfeldt, Katja Nyboe, _|I| |I .| |.|_
Tom Madsen, Michael Seifert, and Sebastian Hammer \II||^^| |^^|| /
Based on MERC 2.1 code by Hatchet, Furey, and Kahn `\^|-------|^/'
ROM 2.4 copyright (c) 1993-1998 Russ Taylor \|II I ..|/
/\ |II. | /\
/ \ _|III . |_ / \
Acropolis: Reborn |-^| /(|I.I I |)\ |^-|
_/(I | +-----------+ |. )\_
\^-----/____-^-____\-----^/
Creators: Dinchak |I.III| /(===)\ | .. |
Malloc /^^^-----_________---^^^\
`##########!\-#####%!!!!!| |\
_/###########!!\^^-_##%!!!\_/|
Maintainer: Kuthuman \##############!!!!!/^^-_%!!!!\
^)#################!!!!!/^^--\_
__ /#####################%%!!!!/ /
\,^\-_____##############%%%!!!!\/
In memoriam: Kyrin /!!!!\ \ \^-_###########%%%!!!!\
/#####!!!!!!!\^-_#######%%%!!!!!!\_
/#############!!!\#########%%%!!!!!!\

By what name do you wish to be known?

KYRIN

Visible to: Everyone

When was the last time you saw Kyrin on the mud before her long absence?
We're talking about the long, long time gone, it was prolly somewhere
around the end of summer 2001, and Kyrin didn't appear again until around
beginning of summer 2002, maybe later, and even then only briefly.
Everyone thought Kyrin would never come back, and well, she sorta didn't...

You see, Carin (Kyrin's real name) is dead, she was killed last September,
on a hiking trip in the backcountry. She was an outdoorsy person and we
enjoyed lightweight backpacking, we were on a three day trip and were
exploring the area around our campsite. We were clambering up a skree
slope when the skree started to move, this was the a scary thing as the
loose, sharp rocks can be very dangerous, even to experienced adventurers.
To make things a little shorter and to save myself the pain of reliving it
yet again in so much detail, I'm just going to try to summarize. Carin was
carried/slid all the way down the slope, roughly 50 meters (150 feet), she
survived the slide, probably would have had some broken ribs, a lot of
scrapes and bruises, but would be here today. I too had been on the slope,
but was further from her when the slide started just above her, when the
top layer of skree started to move, I was able to react quicker and sort of
ride the slide. Unfortunately, when I reached the bottom and ran to where
Carin was laying I found her impaled on a small branch, she was still
breathing, but the branch had entered her just under the right arm pit and
sticking out from below the ribcage still on her right side. She was also
conscious and she seemed aware of her situation. I made her comfortable as
I could, left her for two minutes to do a quick check of the area for
any other people who could lend a hand, or go for help, but there were
none. I went back to her to assess the situation and talk to her about
our options, which were few since we were roughly 3-4 hour drive from
home, 45 minute drive to nearest medical facilities, but only 10-20 minute
drive to cellphone service. The big problem was cause by the fact that
the hike to our vehicle was at least 2 hours, 1.5 at best with no pack,
so what to do? Well, she said that it was obvious, I had to go for help,
it was the only choice we had. I didn't even argue with her about
leaving because I knew it would only waste time we didn't have, I knew
she was right, it was the only choice we had, I would get in the service
area as quickly as possible and call for help on my cellphone. Although I
look back now and think I maybe chose too easily, I was making the hardest
decision of my whole life and I knew we could do nothing about her
situation without outside help. I went and got our sleeping bags from the
tents so that she wouldn't be cold when the sun went below the mountains,
also grabbed a couple water bottles for her. I went back one more time to
get her a pillow to prop her head up a bit, and also to grab my keys,
phone and a smaller water bottle for myself for the hike. When I went
back to her to let her know I was leaving, she told me that she would wait
for me. I was about to say something when she coughed a bit and then I
noticed she was wheezing a little bit, I had of course considered before
that the branch had punctured or otherwise damaged her lung, but I was now
concerned that she would not last the four hours until I got back. It was
difficult to even bring myself to say it, but I told her, "Carin, I'm
going to be gone for at least four hours... we need to say something, not
necessarily goodbye, but something at least..." Her lips trembled as she
said, "Damnnit Gavin, this sucks! What am I going to do without you?
If I am going to God's arms, I want you to pass me to him, I want you
to hold me in your arms until He takes me into His arms from yours. Will
you get my Palm from my pack, I have some things to say, some things to
do, but I want you with me and most of all, I want you to understand."
Here's where I'll summarize a lot, she wrote about 20 different memo's on
her Palm Pilot, explaining to me briefly about each when she started a new
one, but for the most part we talked about each other, our endeavors, and
some things that aren't to be shared. She finished up her last memo and
handing me her Palm said, "These things I entrust to you, the first, last
and only man in my life; we're being robbed of life together, but our
eternity together has yet to begin. Now, hold me as I sleep, let us share
the night together that we never would." Knowing from the sound of her
breathing that she was not doing well, she had been like this for roughly
two hours already, I figured she might last another hour, maybe two, three
at the most. I also kept thinking that had I left when I was going to, I
could have been back in about two hours, but instead, there I was holding
Carin in my arms, unable to speak, just holding her in silent affection.
I noticed her breathing get really long and drawn out, much slower, and I
almost thought that she was gone a couple of times, but I could still
softly feel her heart beating through my hand on her chest. When I
could no longer feel that I closed my eyes tightly trying to hold back my
tears, but I knew there was no point, I wouldn't be able to do that and
Carin deserved my tears. I prayed and cried for a while and thought about
the next difficult thing I had to do, continue to live; to live as a
person who lost a body part like a leg or something. Having to live
without Carin is like that, I've lost half of myself, and hope that like
people who have lost parts of themselves, I will grow to carry on without.
As much as anyone misses Carin, they cannot even come close to knowing how
much I miss her, only her parents may feel deeper loss, but I think
theirs may be a different kind of loss.
Rest In Peace Carin, we will miss you always.
. - 06-08-81 to 09-22-01 -

MOTD

Visible to: Everyone

****************************************************************************
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****************************************************************************
Hi there! I'm one of the original players from the late '90s/early 2000s,
and the original builder of the Starovia area. Acropolis was a MUD of
choice back in the day - a place that stood out for its simplicity, style,
tight-knit community, and impeccable documentation.

A few weeks ago, I stumbled across the Acropolis: Revival listing on MUD
Connector, and it sent me down a rabbit hole of nostalgia. It eventually led
me to proceduralrealms.com:3000 - where I reconnected with Dinchak himself!
Thanks to him and a snapshot preserved by Kremlin, I was able to breathe
life back into this world.

I cleaned up the code, got it compiling, and here we are. While I don't have
a ton of free time, I plan to add enhancements and content when I can.
Above all, I want to preserve this MUD as a piece of gaming history - one of
the better ROM derivatives from the golden age of MUDs.

Enjoy your stay, adventurer; and welcome home.

Shane (Kuthuman), Maintainer
---
* Acropolis: Reborn is alive thanks to the community who loved it then, and
who still remembers it now.

[Hit Return to continue]

IMOTD

Visible to: Immortals (Level 102+)

Welcome Immortal!

*You are responsible for following the laws of immortal behavior*.
These can be found by typing 'help laws' or 'help commandments'.

* 'help laws' has been updated, please read it.
* Do not load items for mortals.
* Type 'help jobs' to get some idea of what you should be doing.
* We are going to change a lot of things in next few months. Keep
checking your messages and try not to bother the coders too much about
them until the changes have been implemented, unless there is an urgent
need that must be addressed about the code.


[Hit Return to continue]

JOBS

Visible to: Immortals (Level 102+)

This is a partial list of what a god of any given level should be doing. It is
not complete yet.

If you find yourself with spare time here's a few jobs that always need doing:

* Create an area
* Fix typos, reduce excessively powerful eq (if you don't feel you can
fairly set eq just report what you think needs fixed)
* Test stuff.. commands, spells, skills, features, try stuff that people
normally don't. Report any strange findings.
* Assist players. This does NOT mean free spellups, restores, and eq
for everyone. Be nice, and offer information and advice whenever someone
asks. A restore or two, or a sanctuary/frenzy spell here and there is good,
complete spellups and restores for everybody all the time is BAD.
* Run a quest! This can be something as simple as a 'find the quest tokens'
type of quest, or something more complex that involves solving puzzles and
finding clues. Use your imagination!

Immortals who stand out as hard working and useful to the MUD will be promoted,
lazy/useless immortals will be demoted/deleted.

PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'

Visible to: Everyone

When you turn on your PK flag you are giving up many rights as a player.
PK players will NOT receive any reimbursements (except special circumstances)
and people can hunt you down and do anything in their power to kill you and
steal disarmed weapons, floaties, and anything in your inventory.. The benefit of having your PK flag on is that you can kill
other players. There are only a few rules to PK:

1) (MOST IMPORTANT): You may NOT attack or harm in any way a non-PK player or a
PK player 10 levels below you. You may defend yourself and even kill and loot
a lower level player but only if they initiate the fight. If you break this
rule you will be punished.

2) You cannot kill the same player until 2 minutes have past since their last
PK death. If you break this rule you will be slain an equal amount of times
at random intervals by the immortals.

BITCHING and WHINING about PK matters may result in SEVERE PUNISHMENT. Suggestions and discussions about problems with PK are one thing, but BITCHING AND WHINING WILL NOT BE TOLERATED.

IMPORTANT: If you are NOT PK you may not interfere with PK or harm PK/non PK
players. Turn your flag on if you want to do this. Players who violate this
will be punished and possibly be made to be PK. This includes looting the
corpse of a PK player.


That's it! Happy hunting.

COMMANDMENTS LAWS 'GOD RULES' GODS

Visible to: Immortals (Level 102+)

.
****************************
** The Rules of Acropolis **
****************************

1) Do not kill mortals, do not kill mortals, do not kill mortals.
This includes transferring/summoning them to aggressive mobs.

2) Do not give mortals ANYTHING including but not limited to: privelaged
knowledge, equipment, stat increases, restores, spellups, restrings, etc
.
You may get permission from one of five different immortals: Kyrin, Dinchak,
Malloc, Kremlin, and Ender. No other immortals have any say in what can be
given out.

3) Do not transfer or summon mobs to mortals or mortals to mobs.
They have legs, if they want to kill a mob, they can easilly
go there themselves.

4) DO NOT kill the shopkeepers for any reason at ALL.

5) DO NOT use reboot or copyover. <--- Note, simple English.

6) Do not give out free equipment. You don't need to win brownie
points with the mortals
. Quests are fine but handing out items
isn't.

7) A note on quests: Quests are a good thing, more or less, BUT
do not give out overly extravagant prizes. Exercise some
common sense here folks. Also {oNO PARTICIPATION in your quest
or any other immortal-run quest.

8) Do not undermine the authority of a higher level god. If you
see that someone has been frozen or nochannelled do not restore
their privileges. They are being punished for a reason.

9) Do not show arguments in front of mortals. IMMTALK should be used
to resolve difference in opinion between immortals.


Note: I know these rules seem unfair, but being an immortal is unfair to
the rest of the community. Not just because of the commands and power you
have but also because of what you know and can find out. Remember, if at
any time you feel you cannot abide by these rules you can always forfeit
your immortal on port 5500 for complete player freedom, and continue building
on port 5501 if you wish. Being a high level god on a MUD is not fun and
games, it can be rewarding but ultimately it is much more work than fun.
I know these rules seem harsh but for the good of the entire MUD we all need
to abide by and respect them, too much confusion and chaos came out of my old
'as long as everybody is happy it's cool' policy.

RULES

Visible to: Everyone

These are the rules of Acropolis. For other matters, use common sense.
* The deadline for complaints and bitching was yesterday.

* No spamming, no harrassing players, no arguing with gods, etc. Use common
sense. Immortals WILL use their powers to stop you from harrassment.

* If you are a pkiller, you can kill or steal from other pkillers without
limit (as long as they are less than 10 levels below you).
See HELP PK for all matters concerning player killing.

* Your presence here is a privilege not a right. Obey any orders from gods, and
you will be fine. Deletion does not require a reason, appeals are to be sent
to the implementors. Do not argue with any immortals!

* Cheating will not be tolerated. This includes accepting favors from gods
and exploiting bugs. If you find a bug, report it, then do not use it.
ABUSE of bugs will NOT be tolerated.

* Use of loopholes to gain power is frowned upon, but not illegal as long
as a note is posted to IMP. If there is a change in rule due to the note,
any benefit you have received will not be taken away upto the time the
rules have changed. Read the MOTD and notes. This is how we put all
information out to you.

* Botting is allowed for one purpose only, to maintain connection to the
mud. For this purpose, use "save" as the command to keep link.
Running scripts during a game play is not considered botting.
If you are found to be using any other botting besides "save" to keep
link, any your stats (level, gold, silver, balance, qp, hp, mana, skill
level, spell level and experience) may be reset to 0.(this means you lose
the skill/spell) Appeals should be made to the implementors.

* Changes to these rules are at the discretion of the immortals, and may be
done without warning, notice, or even evidence of {osanity.

SUICIDE DELETE

Visible to: Players

Use the delete command to erase unwanted characters, so the name will be
available for use. This command must be typed twice to delete a character,
and you cannot be forced to delete (however you can be banned!). Typing delete with an argument will
return your character to 'safe' status if you change your mind after the
first delete.

HEALER

Visible to: Players

The healer decided to grab a quick buck, and now charges for his heals. Some
services are still free, however. To see a full listing of the healer's services,
type 'heal' at his residence. To receive healing, bring plenty of money, and type
'heal <spell>'.

GAIN

Visible to: Everyone

The gain command is used to learn new skills, once the proper trainer has
been found. (Check New Thalos) The following options can be used with gain:

gain list: list all groups and skills that can be learned
gain points: lower your creation points by 1 (costs two sessions)
gain <name>: add a skill or skill group, at the listed cost
gain convert: turns 10 practices into one training session
gain revert: turns one training session into 10 practices

Gain uses training sessions, not practices. (see 'help train')
Gained skills and groups do NOT increase your experience per level or total
number of creation points.

CLONE

Visible to: Immortals (Level 105+)

Syntax:
clone obj <object>
clone mob <mobile>
clone <name>

The clone command duplicates an object or mobile. The level of item or mobile
that may be cloned depends on your level. The target object or mob must be in
the same room as you, or in your posession. Strung and set information is
preserved by clone, as well as any spell effects and container contents or
mobile inventory, except for items which are too high for you to clone.
Strung extended descriptions on objects are not kept, however.

SKILLS SPELLS

Visible to: Players

The skills and spells commands are used to display your character's list
of available skills (or spells, as the case may be). They are listed in
order of level, with mana cost (for spells) or percentage (for skills)
listed where applicable.

SKILLS

Visible to: Players

Syntax: Skill
Skill <highlevel>
Skill <lowlevel> <highlevel>

<lowlevel> start from this level
<highlevel> end at this level

This command will display the current skills that's available for your
character. Some will say 'n/a', which would mean you are not high enough
level to use them, yet, but will be able to once level requirements are
met.

SPELLS

Visible to: Players

Syntax: Spell
Spell <highlevel>
Spell <lowlevel> <highlevel>

<lowlevel> start from this level
<highlevel> end at this level

This command will display the current spells that's available for your
character. Some will say 'n/a', which would mean you are not high enough
level to use them, yet, but will be able to once level requirements are
met.

OUTFIT

Visible to: Players

The outfit command, usable by levels 5 and below, equips your character with
a new set of sub issue gear (banner, weapon, helmet, shield, and vest),
courtesy of the Mayor's warehouses. Only empty equipment slots are affected.

AUTO AUTOLIST AUTOLOOT AUTOGOLD AUTOSAC AUTOEXIT AUTOASSIST AUTOSPLIT AUTOALL

Visible to: Players

ROM uses varies automatic actions, to ease the boredom of always splitting
gold and sacrificing corpses. The commands are as follows:

autolist : list all automatic actions
autoloot : take all equipment from dead mobiles
autogold : take all gold from dead mobiles
autosac : sacrifice dead monsters (if autoloot is on, only empty corpes)
autoexit : display room exits upon entering a room
autosplit : split up spoils from combat among your group members
autoassit : makes you help group members in combat
autoall : turns on all the 'auto' functions

Typing a command sets the action , typing it again removes it.

RELATED: BRIEF

CLANS

Visible to: Everyone

=====================================================================
Clans
=====================================================================
A Clan is a collection of players, united to follow and further
a common cause. Each clan has rules and regulations, to find out
more about clans and their 'beliefs' type "help <clan name>". To
join a clan, ask the clan leader (found in the clanlist help file).
Joining a Clan is a dangerous step. Many adventurers live to
kill and torture others and chances are that your paths will cross.
Every clan member must be PK or risk losing his clan status. For
more information on PK type HELP PK.
If you are a clan member and decide your clan could use better
leadership you may PK the leader and steal his clan stone. If you
present this stone to an immortal they will give you leader status, but
if you give it away, you lose all rights to it. You may NOT give
a clanstone to a non-PK player, if you do, that player will have the
stone seized, and there will be no compensation.
You may then choose to appoint up to 2 more leaders.
Clans may build clan halls and create custom equiptment, for more
information on prices see HELP CLAN PRICES.
RELATED: GUILD CLANLIST
RELATED: CLAN PRICES

CLANLIST

Visible to: Everyone

Current clans Leader Restrictions
-----------------------------------------------------
Seraphims Dromar Test of the Heavens
No Stealing/Loot (Unless Necessary)
Shrieve Lorren Hunt thieves, killers, and evil PK
Loot gold only unless victim is thief or killer
Loyalty to Clan
Elite None Inactive

OLDPRICES

Visible to: Everyone

You must first purchase a clan hall before buying improvements. A clan hall
comes with two rooms, a room you recall to and a room with a portal to
Midgaard. You may choose from a healer or a questmaster as your free
service provider, you may pay for addional service mobiles at a later
time. You must also choose where the entrance to your clanhall is going
to be prior to purchasing. You will recieve as many keys as you wish to your
clan hall, and the door will be pick/bash proof.
You may sell back at full price.

A clan hall - 1000 qp, 1,000,000 gold
A healer - 200 qp, 200,000 gold
A locker flag - 100 qp, 100,000 gold
A new room - 100 qp, 100,000 gold
A questmaster - 200 qp, 200,000 gold
A shopkeeper - 200 qp, 200,000 gold (you need a shopkeeper to create clan eq)
A guildmaster - 300 qp, 300,000 gold (gain, prac, and train)
A fountain - 50 qp, 20,000 gold.
- a fountain can be in any form, even a coke machine
- following options are available for the type of fluid
This cost is in additional to the fountain, itself.
WATER- 0 gold BEER - 20,000 gold RED WINE- 50,000 gold
ALE - 25,000 gold DARK ALE- 25,000 gold WHISKY - 50,000 gold
MILK -120,000 gold LEMONADE- 10,000 gold SALT WATER- 0 gold
BLOOD- 80,000 gold COKE - 200,000 gold ROOT BEER-200,000 gold
MEAD - 95,000 gold WHITE WINE-15,000 gold CHAMPAGNE-200,000 gold
BRANDY-30,000 gold ROSE WINE- 20,000 gold ELVISH WINE-20,000 gold
Vodka- 80,000 gold SHERRY - 10,000 gold BRANDY - 30,000 gold
RUM - 80,000 gold

A portal - 20 qp, 100,000 gold.
- a portal has a destination fee.
to a non occupied room in midgaar - no fee
to an occupied room in midgaar - 25,000 gold
to a neighboring territory - 30,000 gold
- a change in destination - 5,000 + new destination fee.

Clan items - 1,000,000 gold base cost
Clan EQ starts at level 25 (0 to use). Each effect given to it raises the
level of the EQ by a small amount.
You may add up to 50 levels of bonuses from the following:
+1 to dr or hr - 20 qp, 20,000 gold +4 levels
+10 to HP - 40 qp, 45,000 gold +3 levels
+10 to Mana - 30 qp, 30,000 gold +3 levels
+10 to Move - 20 qp, 10,000 gold +3 levels
+1 to stat - 40 qp, 55,000 gold +3 levels
-1 to a save - 20 qp, 30,000 gold +3 levels
-2 to AC - 15 qp, 50,000 gold +2 levels
You can have a maximum of 2 applies on a piece of equipment:
First Apply - 200 qp, 200,000 gold
Second Apply- 500 qp, 500,000 gold
Valid applies include:
HASTE - 400,000 gold + 5 levels + 500QP
SANCTUARY - 300,000 gold + 5 levels + 500QP
PLANESHIFT - 300,000 gold + 5 levels + 500QP
DETECTION(1)- 100,000 gold + 3 levels + 200QP
SNEAK - 200,000 gold + 5 levels + 300QP
Good clans only:
PROT. EVIL - 300,000 gold + 5 levels + 200QP
FIRESHIELD - 600,000 gold + 8 levels + 800QP
Evil clans only:
PROT. GOOD - 300,000 gold + 5 levels + 200QP
LIFE STEALER- 600,000 gold + 8 levels + 800QP
Neutral clans only:
REGENERATION- 300,000 gold + 5 levels + 200QP
TALON - 700,000 gold + 9 levels + 900QP

Scrolls, potions, etc.. to be sold: 100,000 gold base, plus 1000 * level
of the potion. Some spells are not available, ask an immortal for info.
The level of the spell may not exceed 101. For more than one spell on a
potion/scroll the same rules apply except each spell cost is doubled and they
are added together. For example, a level 50 potion of heal with 3 spells
would cost: 100,000 + 50,000 = 150,000 for the first spell, 300,000 for the
second, and 600,000 for the third for a total of 1,050,000 gold. The value
of an item will be the gold it cost / 100 (this will affect how much the item
costs to buy).

Note: Please calculate the cost of what you want to buy before asking an
immortal to add it.

CLAN PRICES

Visible to: Everyone

=====================================================================
Clan Prices
=====================================================================
NOTICE: NON-PK Clans may not buy equip or weapons
=====================================================================
==> Clan Hall
2 Million gold + 5k qp Base Cost for Clanhall
Includes 2 Rooms, Pit, A portal to A location in Midgaard
2 Clan Guardians, A Secret Physical Exit w/keys for each
clan member.

==> Clan Addons
Healer 300qp + 300kgp
Questmaster 300qp + 500kgp
Trainer 300qp + 300kgp
Locker Flag 700qp + 500kgp
New Room 100qp + 75kgp

==> Shopkeeper Types
Potions/Pills 150qp + 200kgp
Armor/Weapons 100qp + 150kgp
Scrols/Wands\
Containers ) 100qp + 200kgp
Misc. /
********* Must have a shopkeeper of appropriate type *********

==> Portals
Base Cost 50qp + 250kgp
Destination Fees
* To a Non Occupied Room === No Charge
* To a Occupied Room === 10kgp
* To a room outside Midgaard === 25kgp
* Change of Destination === 10kgp + New Dest Fees
**** NO PORTALS MAY LEAD TO OR END IN A LVL 90+ HERO AREA ****

==> Fountains
Base Cost 50qp + 25kgp
Alcohol 75kgp
Food/Beverage 50qp + 100kgp (Milk, Lemonade, etc)
Blood 200qp +150kgp

==> Room Flags
Nowhere 200qp + 500kgp Makes it so you aren't seen by where
Dark 100qp + 50kgp Requires a light to see in the room
NoMagic 500qp + 500kgp Makes a room unable to cast magics.

==> Mana/HP Healing rates
Base is 100/100
For each 10% increase (Meaning +10% = 110/110)
Cost: 1000qp + 500kgp
**** Same rates apply for furniture ****

For all Rooms/Objects/Mobiles have all descriptions (Long, Short,
desc, etc) ready before you purchase.
Payment is expected on request of item, NOT delivery.
**** Calculate costs before hand, failure to may cost you more ****

RELATED: CLAN ITEMS
RELATED: CLAN ITEM ADDONS

CLAN ITEMS

Visible to: Everyone

=====================================================================
Clan Items
=====================================================================
==> Potion/Pills/Scrolls
* Allowable Spells: Any spell that can be scribed, and also
most other spells that affect only the caster (ie Psy Inf)
* DO NOT ask for Guardian Spirit, Golem, Disj, etc.
* Limit one Essence per item.
* Shop cost is total GP cost divided by 100.

Cost Base: 100kgp + ( 1kgp * level of potion )
Extended Cost: + ( Base Cost * spell number )
So An example of 3 spells Cost:
1st Spell: lvl 101 == 201kgp
2nd Spell: == add 402kgp
3rd Spell: == add 603kgp
Total == 1206kgp for level 101

==> Clan Wands
* Level of 101, Spell level 126, Max charges 50
* Base wands come with no charges
* Spell rules same as above
* Base Cost 200kgp + 20kgp per 5 charges of the Wand
Example of Cost:
Wand of Essence with 50 charges
200kgp + (20kgp * 10Charges) = 400kgp

==> Clan Armor
* Clan armor is available at different levels, the price
Increase at each level is noted below the base price
(Lvl 25) for that item.
* Shop cost is total GP cost divided by 100.
* Container base cost is 500kgp, any wear location.

Flat Base Cost: 200kgp + 100qp
Base Level Cost Aromr Classes Lvls for Addons
Lvl 25 == 250kgp 10/10/10/10 25 Lvls
Lvl 50 == 500kgp 15/15/15/15 40 Lvls
Lvl 75 == 750kgp 20/20/20/20 50 Lvls
Lvl 101 == 1Milgp 25/25/25/25 75 Lvls

* The addons for clan armor are in the help file
CLAN ITEM ADDONS
==> Special Clan Eq Flags
Aligned Eq 200qp + 200kgp + 2lvls Anti evil/good/neutral
Burnproof 200qp + 200kgp + 3lvls
Nonmetal 400qp + 400kgp + 5lvls
Invisible 200qp + 200kgp + 2lvls
Rot_death 100qp + 200kgp + 0lvls Eq disintegrates on death

**** NOTE: You may only purchase one item for each wear location ****
For all Rooms/Objects/Mobiles have all descriptions (Long, Short,
desc, etc) ready before you purchase.
Payment is expected on request of item, NOT delivery.
**** Calculate costs before hand, failure to may cost you more ****
RELATED: CLAN ITEM ADDONS
RELATED: CLAN PRICES

CLAN ITEM ADDONS

Visible to: Everyone

=====================================================================
Clan Item Addons
=====================================================================
Below are the prices for addons to clan equiptment.

==> The first line after an addition is the cost for that
addition on a level 25 item. The second line is the additional
cost for each additional 25 levels of the item.
* Level 25 Costs for Additions
MODIFIER COST MAX
+1 hit/dam 20qp + 20kgp + 4lvls 4/4
10qp + 10kgp +2/+2
+10 Hp 40qp + 45kgp + 4lvls 20Hp
10qp + 10kgp +20Hp
+10 Mana/Move 20qp + 20kgp + 3lvls None
5qp + 5kgp + None
+1 Stat 40qp + 50kgp + 4lvls 2 (Total)
10qp + 10kgp + +1
-2 Saves 20qp + 20kgp + 2lvls -10
10qp + 10kgp + -10
-2 AC 20qp + 20kgp + 2lvls -10
10qp + 10kgp + -10
* Level 25+ Applies (Max 1)
Haste 125qp +100kgp + 5lvls
125qp + 50kgp
Sanctuary 125qp +150kgp + 5lvls
125qp +150kgp
Sneak 125qp + 50kgp + 5lvls
75qp + 25kgp
Detection 50qp + 50kgp + 3lvls
25qp + 25kgp
Flying 50qp + 25kgp + 3lvls
10qp + 15kgp
Invisibility 100qp + 75kgp + 4lvls
10qp + 15kgp
* Level 75+ Applies (Max 2)
Planeshift 350qp +250kgp + 6lvls
150qp + 50kgp
Lifestealer 500qp +500kgp + 8lvls
50qp +100kgp
* Level 101 Applies (Max 3)
Talon 900qp +750kgp + 9lvls
Fireshield 700qp +600kgp + 7lvls
Regeneration 300qp +400kgp + 5lvls
Pass Door 200qp +350kgp + 4lvls

==> Example item addon.
At level 25: +1 hit/dam costs 20qp, 20k gold, and 4levels,
with a max of 4 hit/dam.
At level 50: Add the second line to the cost, the total being
30qp,30k gold,4 levels, and a max of 6 hit/dam.
At level 75: Add the second line again, total being
40qp, 40kgold,4 levels, and a max of 8 hit/dam.
At level 101: Add the second line again, total being
50qp, 50kgold,4 levels, and a max of 10 hit/dam.
RELATED: CLAN ITEMS
RELATED: CLAN PRICES

COUNT

Visible to: Everyone

The count command displays the number of people (that you can see) logged
into the mud. It also displays the highest number observed that day, if
it is higher.

RELATED: WHO WHOWAS

GATE

Visible to: Everyone

The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters recieve a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as in player who has no summon set. Clan members
may not be gated to except by their fellow Clan members.

RELATED: PORTAL NEXUS

VNUM LIST

Visible to: Immortals (Level 102+)

Vnums compiled by Finkelhoff.
Formatted, updated and empties inserted by Kyrin

The following vnums are in use:

[Num] [Area Name ] (lvnum-uvnum) [Filename ] Sec [Builders ]
[ 26] Limbo ( 1- 30) limbo.are [9] [None ]
[ ] EMPTY ( 31- 99)
[ 43] Smurfville ( 100- 199) smurf.are [9] [None ]
[ 80] Krem's Arena ( 200- 299) kremaren.are [1] [None ]
[ 4] Plains ( 300- 399) plains.are [9] [None ]
[ ] EMPTY ( 400- 599)
[ 1] New Ofcol ( 600- 699) ofcol2.are [9] [None ]
[ ] EMPTY ( 700- 899)
[ 37] Olympus ( 900- 999) olympus.are [9] [None ]
[ 6] In the Air ( 1000- 1099) air.are [9] [None ]
[ 2] Shire ( 1100- 1199) shire.are [9] [None ]
[ 0] Valhalla ( 1200- 1299) immort.are [9] [None ]
[ 24] High Tower of Sorc( 1300- 1499) hitower.are [9] [None ]
[ 21] Gnome Village ( 1500- 1599) gnome.are [9] [None ]
[ 47] Wyvern's Tower ( 1600- 1799) wyvern.are [9] [None ]
[ ] EMPTY ( 1800- 1999)
[ 10] Catacombs ( 2000- 2099) catacomb.are [9] [None ]
[ 25] Gangland ( 2100- 2199) hood.are [9] [None ]
[ 13] Dragon Tower ( 2200- 2299) draconia.are [9] [None ]
[ 27] Mahn-Tor ( 2300- 2399) mahntor.are [9] [None ]
[ ] EMPTY ( 2400- 2799)
[ 45] Troll Den ( 2800- 2899) trollden.are [9] [None ]
[ ] EMPTY ( 2900- 2999)
[ 3] Midgaard ( 3000- 3399) midgaard.are [9] [None ]
[ 11] Chapel ( 3400- 3499) chapel.are [9] [None ]
[ 30] Miden'nir ( 3500- 3599) midennir.are [9] [None ]
[ 22] Graveyard ( 3600- 3699) grave.are [9] [None ]
[ 42] mud school ( 3700- 3799) school.are [9] [None ]
[ 50] Mists of Dreams ( 3800- 3899) mists.are [9] [Glory ]
[ 33] Moria ( 3900- 4199) moria.are [9] [None ]
[ ] Stealth ( 4200- 4299) stealth.are [1] [Gladiator ]
[ ] EMPTY ( 4300- 4999)
[ 19] Sands of Sorrow ( 5000- 5099) eastern.are [9] [None ]
[ 15] Drow City ( 5100- 5199) drow.are [9] [None ]
[ 16] Thalos ( 5200- 5299) thalos.are [9] [None ]
[ 31] Old Thalos ( 5300- 5399) mirror.are [9] [None ]
[ 36] Ofcol ( 5500- 5599) ofcol.are [9] [None ]
[ ] EMPTY ( 5600- 5699)
[ 53] Elemental Essence ( 5700- 5799) essence.are [9] [None ]
[ 52] Kung Lao Temple ( 5800- 5909) ktemple.are [9] [None ]
[ ] EMPTY ( 5910- 5999)
[ 5] Haon Dor ( 6000- 6199) haon.are [9] [None ]
[ 7] Arachnos ( 6200- 6399) arachnos.are [9] [None ]
[ 77] Quests ( 6400- 6499) quests.are [1] [None ]
[ 17] Dwarven Kingdom ( 6500- 6599) dwarven.are [9] [None ]
[ 12] Day Care ( 6600- 6699) daycare.are [9] [None ]
[ ] EMPTY ( 6700- 6899)
[ 39] Quifael's ( 6900- 6999) quifael.are [9] [None ]
[ 40] Sewers ( 7000- 7499) sewer.are [9] [None ]
[ ] EMPTY ( 7500- 7699)
[ 8] Astral Plane ( 7700- 7799) astral.are [9] [None ]
[ 46] Valley of the Elve( 7800- 7899) valley.are [9] [None ]
[ 41] Redferne's ( 7900- 7999) redferne.are [9] [None ]
[ 29] Mega City One ( 8000- 8099) mega1.are [9] [None ]
[ ] EMPTY ( 8100- 8299)
[ 28] Marsh ( 8300- 8399) marsh.are [9] [None ]
[ 58] Elysium ( 8400- 8499) elysium.are [9] [None ]
[ ] EMPTY ( 8500- 8599)
[ 14] Machine Dreams ( 8600- 8699) dream.are [9] [None ]
[ 38] Pyramid ( 8700- 8799) pyramid.are [9] [None ]
[ ] EMPTY ( 8800- 8899)
[ 23] Holy Grove ( 8900- 8999) grove.are [9] [None ]
[ 35] Nirvana ( 9000- 9099) nirvana.are [9] [None ]
[ 18] Dylan's Area ( 9100- 9199) dylan.are [9] [None ]
[ ] EMPTY ( 9200- 9299)
[ 20] Galaxy ( 9300- 9399) galaxy.are [9] [None ]
[ 32] Mob Factory ( 9400- 9499) mobfact.are [9] [None ]
[ 34] New Thalos ( 9500- 9799) newthalos.ar [9] [None ]
[ ] EMPTY ( 9800- 9899)
[ 61] Autoquest ( 9900- 9999) quest.are [9] [None ]
[ 60] Forest of Sorrows (10000-10099) sorrows.are [9] [Zodiak ]
[ ] EMPTY (10100-10199)
[ 57] Solace (10200-10399) solace.are [9] [None ]
[ 44] Hell (10400-10599) tohell.are [9] [None ]
[ ] EMPTY (10600-10699)
[ 79] Finkelhoff's Area (10700-10799) cogswell.are [9] [Finkelhoff]
[ ] EMPTY (10800-10999)
[ 56] Pawmist (11000-11199) pawmist.are [9] [None ]
[ ] EMPTY (11200-11799)
[ 49] Drakyri Isle (11800-11899) drakyri.are [9] [None ]
[ ] EMPTY (11900-12200)
[ 83] Florin (12201-12329) florin.are [9] [None ]
[ ] EMPTY (12330-13399)
[ 62] The Harpers' Clan (13400-13499) harper.are [9] [Dinchak ]
[ 63] Chauntea's Childre(13500-13599) chauntea.are [9] [Dinchak ]
[ 64] AOD Clanhall (13600-13699) zhent.are [9] [Dinchak ]
[ 65] The Fate Clan Hall(13700-13799) fate.are [9] [Dinchak ]
[ 66] The Flaming Fist C(13800-13899) ffist.are [9] [Dinchak ]
[ 67] The Nightshadow's (13900-13999) nightsh.are [9] [Dinchak ]
[ ] EMPTY (14000-15099)
[ 54] The Arena (15100-15199) arena.are [9] [None ]
[ ] EMPTY (15200-15299)
[ 51] Cavern of Heroes (15600-15699) cavern.are [9] [None ]
[ 78] Grand Arena (15700-15999) garena.are [9] [Torak ]
[ ] EMPTY (16000-16499)
[ ] Grinchland (16500-16799) tbd.are [5] [Darion ]
[ ] EMPTY (16800-19100)
[ 69] Amber Palace (19101-19399) amber.are [9] [None ]
[ ] EMPTY (19400-19799)
[ 59] Geisel's Rainfores(19800-19899) geisel.are [9] [None ]
[ 74] Random Objects (19900-19999) random.are [1] [Dinchak ]
[ ] EMPTY (20000-20000)
[ 68] The Lost Vale (20001-20253) vale.are [9] [None ]
[ ] EMPTY (20254-20999)
[ 48] Depths of Doom (21000-21099) depths.are [9] [None ]
[ ] EMPTY (21100-21699)
[ 55] Kastalia (21700-21999) kastalia.are [9] [Syntha ]
[ ] EMPTY (22000-22999)
[ 70] Pasdera (23000-23199) pasdera.are [9] [None ]
[ ] EMPTY (23200-22299)
[ 71] Westland (23300-23399) westland.are [8] [Ender ]
[ ] EMPTY (23400-25499)
[ 72] Beregost (25500-25599) beregost.are [9] [Dinchak ]
[ ] EMPTY (25600-25999)
[ 82] The Community of S(26000-26399) sunalta.are [7] [Kyrin ]
[ 73] DuskToDawn (26400-26499) duskdawn.are [9] [Pheonix ]
[ 75] Synkrin (26500-26600) synkrin.are [1] [Kremlin ]
[ 76] The City of [X] (26601-26800) newcity.are [1] [Dinchak Kr]
[ 81] New area (26801-26900) area0.are [1] [None ]
[ ] EMPTY (26901-30099)
[ 84] Volcano (30100-30299) volcano.are [5] [Caine ]
[ ] BloodMare (30300-30399) tempus.are [5] [Tempus ]
[ 86] Good Faeries (30400-30599) faeries.are [9] [Caine ]
[ ] EMPTY (30600-36500)

COPYOVER EMERGENCY

Visible to: Everyone

An event which usually means the implementation of some neato new feature,
or... someone has done something bad and then we get the infamous
"WARNING!!! Emergency COPYOVER occuring NOW!!!"
The good news is, copyover means a soft crash, sure something bad happened,
but life goes on... Let the Imms know what you were last doing, it will do
a lot more good to help them figure out what went wrong and how to fix it,
rather than being complained to about what was lost and how much it sucked.
Oh, and one last thing, be patient, if it seems to be taking a long time
to copyover, just give it time, don't drop the connection, it's just one of
the coders inspecting data, trying to isolate the problem, or the cause.

AFFECTS AFFECT

Visible to: Everyone

syntax: Affects

This command is used to show all the spells affecting your character. At
low levels, only the spell name will be displayed, at higher levels the
effects and duration of the spell will also be shown. Spell effects
are no longer shown on score (this can be changed by using 'show' command).

RELATED: SCORE

SLOT

Visible to: Everyone

Slots are kewl. You can win big, you can lose big.
You can only play slots in a casino though... Usually Durnik's casino.

Type 'slot' to play. It costs 10 gold to pull.
Payoffs are in gold and as follows:

Small payouts are 150 gold.

3xLemon -= 250
3xRasberry -= 300
3xKiwi -= 500
3xBanana -= 500
3xCherry -= 750
3xApple -= 800
3xLime -= 1000
3xLucky-Seven -= 2500
3xGold-Bar -= 5000
3xLOSER -= 50000 (Very Bad)

Don't ask about odds I have no idea...

GA Strings

Visible to: Everyone

If you wish to submit strings for use in the Grand Arena, please
use the format below EXACTLY. Please do not use colors in the
shorts because this is also used as the name field. Submit these
in a note (private board) to the apropriate immortal.
8<---------------------------------->8
1 short <Name/keyword of mob>
2 short example creature
3 short
4 short
5 short
6 short
7 short
8 short
9 short
10 short
11 short
1 desc <Description of Mob>
2 desc A large creature is waiting to make an example of you.
3 desc
4 desc
5 desc
6 desc
7 desc
8 desc
9 desc
10 desc
11 desc
Theme:
8<---------------------------------->8

PK CODE OF CONDUCT

Visible to: Everyone

1) PK players are encouraged to give about a ten minute grace period
to PK afk people, but remeber if you go afk with a pk flag in a
non secure area you will probably be attacked.
2) Whiners are less likely to get eq returned.
3) Quest eq should be offered to the owner first before a sale to others.
4) Do not attack the same character soon after attacking with an alt,
this is considered double-teaming with an alt and will be punished.
5) If the victim can't find their corpse (you could offer hints), take
your one item and leave the rest for them of the scavengers of the
mud to find.
6) Clans will decide if questors are to be left alone and Clans must
post said rules and enforce them. In general pk's are asked to leave
questors alone, but this is out of curtesy.
7) Stealing/Cutpurse this is acceptable behavior, but just how much you
are allowed to do it will depend on your clan (Be reasonable, sleeping
someone and stealing everything they have is just as bad as a full loot).
PK players should try to keep things out of their inventory they don't
want to loose. Don't carry alot of cash if you can help it.
8) Stealing something out of inventory is considered your 1 item.
9) If you are cuaght corpse sitting to get quick kills, it will be brought
up to your clan leader and the imms.
10) If you have another alt online, they should not be aiding your PK
character in ANY way, including passive ways such as scouting, etc.
11) Do not use leaving the mud as a way to gain sanctuary. Logging off
In another clan's hall is NOT allowed under ANY circumstances.

PKRULES

Visible to: Everyone

1) 1 piece of eq per kill, no GA and no immquest, if you get a
container take one item and return the rest.
2) Disarms don't count against the total of 1, floaties do.
3) NO GA EQ is lootable, REGUARDLESS of HOW you obtain it,
it must be returned.
4) If a corpse dissolves before the victim can get to it (because
of getting kicked off line, or going linkdead), and you take ALL
their eq, you will forfeit your one item and your personal eq if
it is not returned in a reasonable amount of time (post note to
victim). You forfeit ALL your eq to that character if you purposely
sac theirs. (If it was an accident you should help them replace it).
5) If your non-pk alt is found aiding in an active pk fights on those
without a Thief or Killer flag they will be made pk by imms. (example:
casting disj, faierie fire, etc)
6) Newly Looted eq MUST be kept on pk alts or pk players, so the victim
has a chance to reclaim it. If it is found on a non-pk alt or player
it will be returned to its owner and the parties involved may be
punished. This rule expire one month after the item was looted.
7) If your PK alt finds a bug that allows them to kill non-pk and
doesn't report it right away they will face extreme punishments.
8) Clans stand and fall by they're memebers, if you can't keep a
reasonable number of people in your clan, then it will be dissolved.
In most cases a warning will first be given.

DIKU

Visible to: Everyone

. Original game idea, concept, and design:

Katja Nyboe [Superwoman] (katz@freja.diku.dk)
Tom Madsen [Stormbringer] (noop@freja.diku.dk)
Hans Henrik Staerfeldt [God] (bombman@freja.diku.dk)
Michael Seifert [Papi] (seifert@freja.diku.dk)
Sebastian Hammer [Quinn] (quinn@freja.diku.dk)


Developed at: DIKU -- The Department of Computer Science
at the University of Copenhagen.

SNIPPETS

Visible to: Everyone

. We've used quite a few snippets and here's the credits to them:

Clan Guardians by Feydrex (feydrex@kapow.loop.com)
Casino games and pack drop by Talon of TotG MUD (tgods.orisis.net 3333)
Home and Remotes by Dex for Metaverse Project (http://meta.mudservices.com)
Drunk talk by Apex, the Maniac from Mythran, and Kohl Desenee.
mkwSys by Michael K. Weise (http://home.att.net/-mkw/index.html)
Sacrifice All, QP Tokens by Chance (http://elusive.mudservices.com/code.htm)
Sharpen skill by Moyis (moyis@mud.op.net)

Auto Auction, Dual Wield, Multi-Buy, Social Editor, Skill/Spell Level Editor,
Disable, Signal Handler, Copyover, by Erwin Andreasen (www.andreasen.org)

MULTI PLAYING

Visible to: Everyone

Multiplaying is limited as follows:
1) You may have 2 characters on at once. No more than 2.
2) You may transfer eq between characters.
Anything more will result in punishment.
[This includes casting spells, summon monsters, helping them to complete
quests, locating equipment, grouping, using multi's as gate-points, etc.]
Do not use common sense. If there is any chance, even a slim one, that
your actions may be considered in violation, then don't do it.
As you all probably know, multi-playing is strictly not allowed on most
muds, so this is quite a priviledge we am giving you.
Don't make us take it away by abusing it, or by being ignorant of the
rules and restrictions.

NEWBIE

Visible to: Everyone

Welcome to Acropolis! If you're new to ROM MUDs or MUDding in general,
you've come to the right MUD! If you have any questions feel free to ask
a player or immortal and we will help as much as we can. The first thing
you should do is set your preferences with the 'auto' command. Typing
'auto' by itself will give you a list of options. You can toggle them by
typing their names, for example 'autoexit' and 'autoloot'. You should at
least turn on these two, turning on all of them is very nice. Next you
should head over to the trainer and train your stats. Type score to see
what your current stats are and then go north and west ('n' <enter> 'w'
<enter>) to go to the trainer. Type train to see which stats you can train.
It's a good idea to train your wisdom first since it determines how many
trains and practices you get each level, but train whichever you want. You
will begin with 3 training sessions and 5 practice sessions. To train a stat
type train and the stat name, for example 'train dex' or 'train str'. Once
you finish training go east twice and practice some skills. The first skill
to practice should usually be your weapon but you may practice whatever you
want. To see a list of what you have available to practice type 'practice'
or 'prac' for short. To see a list of all the skills and spells you'll ever
get and at what level type 'skill all' and 'spell all'. You may gain more
skills later on with the 'gain' command. After you finish practicing you
should probably check the donation pit for some equipment. From the practice
room go west, south, down, north, north, or type 'recall' and go north.
The recall command will take you to the temple of Midgaard, and it can be
shortened to '/'. Once you are at the donation pit type 'look in pit' to see
what's available. To get an item type 'get [name of object] pit'. If you
want the second sword instead of the first, for example, you would type
'get 2.sword pit', 'get 4.sword pit' for the fourth, etc. You can't use all
the equipment you find in the pit right away, some of it you must wait until
higher level to use. Once you get a reasonable set of equipment go south and
up. This will take you back to MUD school, and you should stay here until you
reach about level 4 or 5. Go north twice, west, north twice more, west, and
down. You will be at a junction with exits in all directions. There are
newbie monsters to the north, south, east and west. Once you kill them wear
all the equipment by typing 'wear all'. Then go down from the middle of the
monster cages. From here you should open east to open the door and go east.
Then go north. You will see a big creature, kill it and if you don't have
autoloot on type get all corpse and get the key from the corpse. Then go south
and type unlock east. Then type open east and go east, you will see a diploma
beast. After you kill this beast you have graduated mud school and will
receieve your diploma. You should 'hold' this item in your hand, it increases
your stats. Open north after you kill the beast and explore the arena. There
are many newbie monsters to kill, but watch out for boars! If you wish to leave
the newbie arena just go up twice and you'll find yourself at the temple of
Midgaard. From here you can go north to the healer, which is a 'safe' room
(nothing can attack you here) and sleep. Sleeping causes you to gain back
hitpoints and mana at a faster rate. You will notice that the healer also
casts spells once in awhile on people in the room. You can request a spell
by typing 'heal <name of spell>'. To get a list of the spells available, type
'heal' by itself. Be warned, spells can cost quite a bit of money. Every
level you will gain practices, mana, movement, hitpoints and training sessions.
Be sure to use these whenever you get them, especially the training sessions!
After you reach level 5 you will no longer be able to enter MUD school, you
must explore the area from there! Good luck and happy hunting! You can type
'help directions' for a mostly complete list of directions to areas. Type
'area' for a list of areas and their level ranges, and try to pick an
appropriate area for your skill. Dying is not the end of the world! If you
die return to your body and type 'get all corpse' to retrieve your equipment.
Type 'help newbie2' to continue the tutorial.

NEWBIE2

Visible to: Everyone

Now that you're familiar with the interface lets go over some of the more
commonly used commands.
Syntax: flee
This command allows you to run away if you feel you might not win a fight. Be
careful though! The monster may run after you.

Syntax: backstab <monster>
This is a skill only thieves can learn. If you come upon an unsuspecting
victim and would like to stab them in the back for extra damage, use this
command. You must first practice it at the guildmaster.

Syntax: kick <monster>
trip <monster>
bash <monster>
These are a few of the skills that warriors can learn. The do a small amount
of extra damage in combat.

Syntax: cast <name of spell> <target>
Spells can be cast at all types of things, depending on the spell. For
example, if you had a healing spell you would probably want to cast it on
yourself or a friend, not an object. The MUD knows what types of things each
spell can target (some target objects, some target players) and if a spell
doesn't seem to be working make sure you're casting it at the right type of
thing. Also, if you are in combat and cast an offensive spell with no target
it will automatically target whoever you are fighting. If you cast a defensive
spell with no target it will automatically target you. Most spells have a help
file describing what they do and what to cast them on. Also if a spell is
more than one word you may have to enclose it in single quotes ('). Example:
cast 'magic missile' monster

Syntax: quaff <name of potion>
This command is used to drink (quaff) a potion. The 'drink' command is used
to drink water or other liquids from cups/fountains/etc.

Syntax: zap <target (monster or object)>
The zap command is used to activate a wand. You will not be very effective
with a wand if you don't practice the wand skill however. Wands contain
spells and are a certain 'level.' The level of the wand is the level the
spell is cast at, higher level wands are more powerful. When a wand runs out
of charges it will shatter and disappear forever. You must 'hold' a wand to
use it.

Syntax: brandish <target>
The brandish command is used to invoke a staff. Staves work a lot like wands,
except they're staves.

Syntax: recite <name of scroll> <target>
The recite command is used to cast a spell on a scroll. After you recite a
scroll the scroll will disappear. A scroll contains one spell and the level
of the scroll determines how powerful the spell is.

Syntax: locker store <item>
locker retrieve <item>
locker
rent
The rent command allows you to rent a locker. You may rent a locker at the
Healer or at a clan hall. You may only retrieve items from your locker in the locker area you rented your locker. Locker store will store an item in your locker, locker retrieve will retrieve an item from it, and locker by itself will list the contents of your locker. The items and equipment stored in a locker are saved and will be there if you quit. Locker rental is free (for now). Try not to store too many items in your locker since this has been known to cause bugs, but besides that storage is unlimited.

Syntax: war
warvote <1, 2, or 3>
warpick <name of player>
warchan
When a war is started you may join it with the 'war' command. For more info
about wars type help war. Use the warvote command to vote for a type of war
(or start one if there is none in progress) and the warpick command to pick
a player for your team. Warchan is used to toggle the war messages on or
off.

Syntax: donate <item>
If you run across some extra equipment and would like to make it available to
newbies without much effort you can use the donate command. It will
automatically transfer the piece of equipment to the donation pit and give
you a small reward (if the item has not been donated already).

Syntax: withdraw <amount>
deposit <amount>
You may deposit money in the bank for safe keeping, or if you just have too
much to carry. There is no interest but no penalties either. You may deposit
as much as you want, and the bank is safe from thieves. When you want to take
money out simply 'withdraw' an amount. The bank is located west, west, west,
north, north, east, east, south from market square.

Syntax: auction
auction <item>
auction bet <amount>
If you have a piece of equipment you would like to auction to the rest of the
mud you may do so with this command. Auction by itself will show you the
stats of the current item being auctioned, and auction bet will let you place
bets (bids) on the current auction.

You may also request a quest at the questmaster. He is located south, west,
west, south from Market Square (which is located 2 south of 'recall'). When
you reach the questmaster you can request a quest by typing 'quest request'.
When you complete the quest return to the questmaster and type 'quest
complete'. He will give you some quest points and some gold. You can use
the quest points to buy special quest equipment. To get a list type 'quest
list' at the questmaster. To buy a piece of equipment type 'quest buy <name
of equipment>' for example: quest buy bow, quest buy sword. If you cannot
complete your quest you may return to the questmaster and type 'quest giveup'
to abort it.

For a complete list of commands type 'commands'. Most of these commands have
help files, and if you find one that doesn't or isn't helpful please send
a note to the immortals! Enjoy your stay at Acropolis!

GOLD SILVER MONEY

Visible to: Everyone

Midgaard's economy is based on gold and silver coinage (and the lowly copper,
which you as an adventurer are far too proud to carry). Gold coins are worth
100 silver coins, but are also four times as heavy (25 to the pound, as
opposed to 100 to the pound for silver). Gems can be bought to alleviate weight problems
from the Midgaard jeweller, he charges a mere 10% more than they are worth.
10 gems weigh one pound, and they can be worth more than 100 gold pieces for
the highest quality stones.

BOW ARROW FIRE DRAW QUIVER

Visible to: Everyone

The simplest way to use a bow and arrow is to wield the bow,
hold the arrow and use the fire command. The syntax of the
fire command is: fire [monster or player name]
The monster or player must be one room away and cannot be in
the same room as you. After you fire the arrow you must hold
another arrow to fire again. If you find a quiver of arrows
you may wear the quiver on your waist and 'draw' arrows from
it. You must have a free hand to do this, which means you
cannot be using a shield, a held item, or a secondary weapon.
When you draw an arrow it will automatically be placed in your
held item slot, and you may then fire it at an opponent. You
can find quivers of arrows for sale in the general store of
Midgaard, and bows at the weapon shop. There are many other
bows and arrows hidden throughout the game, and some of the
arrows are enchanted with magical spells. These enchanted arrows
lose their spell after a use and just become regular arrows,
so use them wisely. If an arrow happens to get lodged in your
body you may 'dislodge' it and keep it. Be careful, dislodging
an arrow can be very painful.

QITEMS

Visible to: Players

Quest items are special rewards that can be purchased from a questmaster
using your hard-earned quest points (QP). These items often offer unique
bonuses or powerful effects that surpass ordinary equipment.

For ease of reference, quest items are divided into the following sections:
- Section A: Weapons
- Section B: Armor
- Section C: Tokens
- Most tokens require an immortal to redeem.
- Section D: Utility Items
- Section E: Jewelry
- See HELP PIERCING for more details.

Refer to each sections help file for specific details, costs, and usage
instructions on individual items.

See also:
- QITEM-SECTION-A-1
- QITEM-SECTION-A-2
- QITEM-SECTION-B-1
- QITEM-SECTION-B-2
- QITEM-SECTION-C
- QITEM-SECTION-D
- QITEM-SECTION-E
- QUEST

AUCTION

Visible to: Players

Auction lets you buy or sell items across the mud automatically. There are
a few different ways to use the auction command:
auction item - puts item up for auction
auction bid # - bets # gold on the item being auctioned
auction - by itself this command shows the stats of the item being auctioned
Buying back your own items is frowned upon by the IMMs.

LOCKERS

Visible to: Players

You may 'rent' a locker at any locker room (they are currently located one
east of clan recall or at healer if you aren't in a clan). Once you have
rented a locker you may use the commands locker store <name of item> and
locker retrieve <name of item> to access the items in your locker. The
locker command by itself will display the contents of your locker from
anywhere on the MUD. Nobody can steal the items in your locker (yet).

DIRECTIONS

Visible to: Players

Dirrections to different areas are as follows:
Amber Palace - 2s10w1n
Arachnos - 2s13w1s2w1n1w1u1w1n
Astral Plane - 1s2u1n2u
Atlantis - 2s36e1d1n2e
Autoquest - 3s2s1s1u
Beregost - 2s9w1n
Catacombs - 2s6e3n2e3n2w2n1w2n3e2s1d
Cavern of Heroes - 2s6e5s
Centaur Kingdom - 2s6e4s2e1s2e1d2e6n
Chapel - 8s1w1s2w2s2e1s2e6s
Crystalis - 6s2w3s2e6s1e1s1e1s2s1e
Day Care Center - 2s6e3n2e3s
Depths of Doom - 2s35e1n
Desert of Sorrows - 2s14e1n
Dragon Sea - 2s34e1n2e
Dragon Tower - 2s13w1s2w2s1w1s3w1n1w2n1w1s1n
Drakyri Isle - 2s11w2s1w2s
Drow City - 2s6e4s2e1s2e1d1w1s2d
Dusk to Dawn - 2s13w1d
Dwarven Kingdom - 2s6e3n1e
Dylan's Area - 6s1w4s1e4u1s
Elemental Canyon - 2s6e4s2e1s2e1d2s4u1n1d
Elemental Essence - 2s8e2n2e2n
Elysium - s4u
Florin - 2s3e4n2w3n3w
Forest of Sorrows - 2s9w2s1e2s1e1n
Galaxy - 2s13w1s2w2s1w1s3w1n1w2n3w
Gangland - 8s1e1s2e1s1e
Geisel's Rainforest - 2s34e2n
Gnoll Island - 2s36e1d2n
Gnome Village - 2s8es
Grand Arena - 2u
Graveyard - 8s1w1s2w2s2e1s2e1s
Hall of Genera - 2s14w
Haon Dor - 2s7w
Hell - 2s3w8s2e7s2e4s1w
High Tower of Sorcery - 2s13w1s2w2s1w1s3w1n1w2n1w3n
Holy Grove - 2s8e1n
Hurricane - 6s1w4s1e4u1s1u1e1n1d1n1w3n1d
Identity Crisis - 2s7e1n1e
Imperial Thalos - 2s8e2n3e1n - find path through void - 2w1s2w
In the Air - 1s2u
Inside the Sleeping Dragon - 2s6e4s2es2e5n1u1n1w
Kastalia - 2s11e1n
Kung Lao Temple - 2s3e4n2w7n6e4s4e
Lost Vale - 2s8e2n1e1n3e
Machine Dreams - 3s3e1s1u
Mahn-Tor - 2s6e4s2e1s2e1d3n1e4s1w1s1e3s1d9s2u
Marsh - 2s13w1s2w2s1w3s
Mega City One - 3s2e2s13e1s
Miden'ir - 2s3w8s2e2s
Midgaard - Just Recall.....
Mists of Dreams - 2s13w2n1d
Mob Factory - 3s3w1s1e
Moria - 2s6e4n
Mud School - 1u1n
New Ofcol - 2s3w4n2e7n4e1n1e2n
New Thalos - 2s16e
Nirvana - 2s8e2n2e1u
Ofcol -
Olympus - 2s3w4n2e8n2u1n
Pasdera - 2s3e4n2w4n1w7n
Pawmist - 2s8w1n
Pigmy Forest - 2s6w1n
Plains - 2s3w4n2e3n
Pyramid - 3s2e2s11e2n2e
Redferne's Residence - 6s1w4s1e4u
Sands of Sorrow - 3s2e2s3e
Sewers - 4s1d
Shire - 2s5w2n
Smugglers Cove - 2s21e5s1d5w1n
Smurfville - 2s7e1n
Solace - 2s3w4n2e9n
Starovia - 2s13e1s
Sunalta - 3s4w
Sword Dancer Realm - 2s13e1n
Synkrin - *
Thalos - 2s6e4s4w
Troll Den - 2s13ws2w2s1e1s1w1s1e1s
Valhalla - 1n1u
Valley of the Elves - 2s3e4n2w7n2w1n
Volcano - 2s6e4s2es2en
Westland - 2s13w2n1e1n1w1n
Wyvern Tower - 2s6e4s2es2ede

BANK - 2s3w2n2e1s
TRAINER - 3s3es
QuestMaster - 3s2ws

These directions are provided for your convenience, and are not
guaranteed correct. If you find any discrepencies please notify the
staff and we will update the dirrections.

CAUSE DISCORD

Visible to: Players

syntax: cast 'cause discord'

This spell causes the members of a PK group to quit the group and attack the
leader. This spell is mostly used in PK.

BRIEF COMPACT

Visible to: Players

syntax: brief
compact

Brief and compact help set your display options for the game. Typing brief
toggles on and off the showing of room descriptions when you move around
(considerably reducing the text to be processed), and typing compact
removes the extra blank line before your prompt.

RELATED: AUTO AUTOEXIT DEAF CHANNELS

DEAF

Visible to: Everyone

syntax: deaf

The deaf toggle turns off incoming tells, helpfull if you are being bombarded
by messages from other players. You can still use reply (see 'help reply') to
reply to people who were telling you before you went deaf, although you
cannot reply to a deaf person unless you or they are a diety (it's mostly
useful for sending a quick "I'm being spammed so I went deaf" message to
a person).

RELATED: BRIEF COMPACT AUTO

BLINK

Visible to: Everyone

syntax: blink

This skill lets you blink out of existance for a brief moment to avoid an
attack.

COMBAT SKILL

AFK AFW

Visible to: Everyone

Typing AFK or AFW puts your character in a tell-saving mode as follows: any
tell to you is stored in a special buffer, and can be seen later by typing
replay. This is useful when you need to leave the mud for 5 or 10 minutes,
but don't want to miss tells. AFK or AFW shows up in your prompt until it
is turned off.

Tells to link-dead players are stored in a similar fashion, and can also be
seen by typing replay (unless, of course, the character logs off before
reading them).

DAMAGE

Visible to: Players

Damage can be caused by health problems or someone
physically attacking or casting spells on you. Amount
of damage depends on various thing, but mainly the
levels involved, how well you know the skill, damage roll,
resistance or immunity, AC(armor class) of opponent,
and dice rolls of your weapon if applicable.

The combat damages are displayed in form of description
of the damage done and hp taken from your opponent.
The following is the list of damage descriptions:

0 - 0 miss 121 - 140 DISMEMBER
1 - 5 scratch 141 - 160 MASSACRE
6 - 10 graze 161 - 180 MANGLE
11 - 15 hit 181 - 200 *** DEMOLISH ***
16 - 20 injure 201 - 250 *** DEVASTATE ***
21 - 30 wound 251 - 300 === OBLITERATE ===
31 - 40 maul 301 - 350 >>> ANNIHILATE <<<
41 - 50 decimate 351 - 400 <<< ERADICATE >>>
51 - 60 devastate 401 - 450 <<< EVISCERATE >>>
61 - 80 maim 451 - 500 -<( CRUSH )>-
81 - 100 MUTILATE 501 - 700 -=( CLEAVE )=-
101 - 120 DISEMBOWEL 701 - 900 ||| THRASH |||

And occasionally, a mighty warrior will come along doing over
901 damage. This will read:

<<(( ELIMINATE ))>>

Hopefully, you'll attempt to climb this ladder all the way to
the top.

PROMPT

Visible to: Everyone

Syntax: prompt
Syntax: prompt all
Syntax: prompt <%*>

PROMPT with out an argument will turn your prompt on or off.

PROMPT ALL will give you the standard "<hits mana moves>" prompt.

PROMPT <%*> where the %* are the various variables you may set yourself.

%h : Display your current hits
%H : Display your maximum hits
%m : Display your current mana
%M : Display your maximum mana
%v : Display your current moves
%V : Display your maximum moves
%x : Display your current experience
%X : Display experience to level
%g : Display your gold held
%s : Display silver carried
%a : Display your alignment
%r : Display the room name you are in
%e : Display the exits from the room in NESWDU style
%c : Display a carriage return (useful for multi-line prompts)
%Q : Display your quest points
%q : Display your quest time left, or time till next quest.
%R : Display the vnum you are in (IMMORTAL ONLY)
%z : Display the area name you are in (IMMORTAL ONLY)

Example: PROMPT <%hhp %mm %vmv>
Will set your prompt to "<10hp 100m 100mv>"

SUMMARY

Visible to: Everyone

MOVEMENT GROUP
north south east west up down follow group gtell split
exits recall
sleep wake rest stand

OBJECTS INFORMATION / COMMUNICATION
get put drop give sacrifice help credits commands areas
wear wield hold report score time weather where who
recite quaff zap brandish description password title
lock unlock open close pick bug typo
inventory equipment look compare gossip cgossip say shout tell yell
eat drink fill emote pose
list buy sell value note

COMBAT OTHER
kill flee kick rescue disarm ! save quit
backstab cast wimpy practice train


For more help, type 'help <topic>' for any command, skill, or spell.
Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST

DEATH

Visible to: Players

When your character dies, you are reincarnated back at the Altar of the Temple
of Midgaard.

- If you are killed by an NPC, your corpse is automatically transported to
the Morgue, located one room down (1d) from the Temple of Mota in Midgaard.
- If you are a Pker and are killed by another Pker, you will have your corpse
in your INVENTORY.
- In all other situations, your corpse remains in the room where you were
killed, together with all of your equipment.

Any spells that were affecting you are canceled by death. Following and groups
are not affected.

You lose experience points when you die, equal to two-thirds of the way back
to the beginning of your level.

Corpses decay over time, roughly 30 hours of game time (15 minutes real-time),
and the objects inside them decay as well. If your corpse decays before you
retrieve your equipment, the equipment is gone. Immortals will rarely
reimburse lost items.

Only the player who died, or someone in the same group, can retrieve objects
from that player's corpse.

Repeatedly dying in a short amount of time (to stay at low levels) may anger
the immortals and invite their wrath upon you.

See also "HELP MORGUE"

EXPERIENCE LEVEL XP LEVELING

Visible to: Players

Your character advances in power by gaining experience. You need a set
amount of experience points for each level based on your creation points.

You gain experience by:

being part of a group that kills a monster

You lose experience by:

fleeing from combat
recalling out of combat
being the target of certain spells
dying

The experience you get from a kill depends on several things: how many players
are in your group; your level versus the level of the monster; your alignment
versus the monster's alignment; how many of this monster have been killed
lately; and some random variation. Dying, fleeing, and recalling out of combat repeatedly to stay at a low level may anger immortals.

PET PETS

Visible to: Players

You can buy pets in the pet shop. You may own only one pet at a time, after
the old one dies you may purchase a replacement.

New pets are planned for a shop in New Thalos.

RESTRING

Visible to: Players

You can restring an item anywhere with the restring command. Restringing
an item means changing the name/description of it to whatever you want.
You can use color codes as well (although this is NOT recommended for the
'name' field). It costs 20 quest points to restring an item. The restring
command is a little strange. To restring an object, first type
'restring obj ' and then the name of the object you wish to change, and push
enter. Then type 'restring name ' and the new name, 'restring short ' and the
new short description (what it says when you do an inventory command or look
in a room and see the object), and 'restring long ' and the new long
description (what you see what you 'look' at the item). After you enter all
of the new information it will send back what the new strings will look like
so you can make sure you have color codes right/etc. At this point you can
type 'restring cancel' and start the process over again, or 'restring confirm'
to restring the object.

TICK

Visible to: Players

Many of the game actions 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 on this mud 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 no one is in the area; less
often (15 minutes) if some one is. Also note that objects lying on the ground
will not be regenerated if anyone is in the area when it resets.

OLC EDIT

Visible to: Immortals (Level 102+)

Syntax: EDIT AREA [create/reset] [vnum] - Area Creation and Repoping.
Syntax: EDIT ROOM ( [create] [vnum] ) - Room Creation and Editing.
Syntax: EDIT OBJ [create] <vnum> - Object Creation and Editing.
Syntax: EDIT MOB [create] <vnum> - Mobile Creation and Editing.
Syntax: EDIT MP [create] <vnum> - MobProg Creation/Editing.

Syntax: ASAVE <world/area/changed/list> - Save Editing to Disk.
Syntax: ALIST - Listing of Areas.
Syntax: RESET See Help Resets. - Set Game Resets.

Definition: [optional] <required> (combined arguments)

The above commands are used to expand the game world. The original
code is based on was written by Surreality and installed in The Isles by Locke.
It was then converted to work with Envy by Jason Dinkel, and ported to ROM
2.3 by Hans Birkeland (Hugin). Port to Rom 2.4 by Ivan Toledo (ver 1.7).

Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. EDIT ROOM RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT

ALIST

Visible to: Immortals (Level 102+)

Syntax: ALIST

This command gives you a listing of all the areas along with their
vnum assignments and the builder(s) assigned to editing them.

AEDIT

Visible to: Immortals (Level 102+)

Syntax: edit area -Enters the editor for the current area.
Syntax: edit area <vnum> -Enters the editor for the selected area.

The follow commands are available from within the AEDITOR:

age <number> - set the age of the area
builder <player> - toggle that builder's access
commands - prints a list of possible commands
create - create a brand new area and switch to it
done - exits the area editor and returns to normal play
filename <filename> - change the file name for the area (be careful)
name <name> - change the 'AREAS' name of this area
reset - resets the current area
security <rating> - set the security rating for this area
show - hitting return, or 'show' shows the area stats
vnum <lower> <upper>- set the lower and upper vnum's
lvnum <lower> - set the lower vnum
uvnum <upper> - set the upper vnum
<flags> - area flags, type ? AREA for a list

REDIT

Visible to: Immortals (Level 102+)

Syntax: edit room -Enters the editor for the current room.

The following commands are available from within the REDITOR:

commands - prints a list of possible commands
create <vnum> - creates a room with a certain vnum
desc - edit description of room
done - exists the room editor and returns to normal play
ed - type this command for additonal extra-description help
format - format(wordwrap) the room description
name <room title> - changes the room title
show - hitting return, or 'show' shows the room stats
oshow <vnum> - shows an object with given vnum
olist - lists objects in this area.
mshow <vnum> - shows a mobile with given vnum
mlist - lists mobiles in this area.
room <flags> - room attributes, type ? ROOM for a list
sector <type> - terrain of room, type ? SECTOR for a list
<direction> - see help EXIT, or type <dir> ?

EXIT

Visible to: Immortals (Level 102+)

For exits, type the direction (north/s/e/w) followed by:

dig <vnum> - creates the room and makes a two way link
link <room vnum> - make a two way link
room <room vnum> - make a one way link (use with caution)
key <object vnum> - makes specified object the vnum of the key required
name <door name> - makes the door's name/keywords = to the given name
desc - edit the description of the exit
delete - delete this exit
<exit-flags> - type ? EXIT for a list(make exit door, locked etc.)

The exit flags are presented in the following manner. The capitalized
flags are ones not included in the reset info. i.e. closed is due to
a player closing the door and not due to the door being set to be closed.

-South to [ 3744] Key: [ -1] Exit flags: [door CLOSED bashed pickproof]

OEDIT

Visible to: Immortals (Level 102+)

Syntax: edit object <vnum> -Enters the editor for the selected object.

The following commands are available from within the OEDITOR:

addaffect - applies an affect to an object, no args for help
delaffect - removes an affect to an object, no args for help
commands - prints a list of possible commands
cost <gold> - sets the gold value of the object
create <vnum> - creates object with specified vnum
done - exits the object editor and returns to normal play
ed - type this for info on adding/editing extended descripts
long - edit long description (the one in the room)
name <keywords> - sets the keywords on an object
short <desc> - sets the 'name' of an object (a sword, a fish etc)
show - hitting return, or 'show' shows the object stats
v0 <num> - sets the value '0' on the object
v1 <num> - sets the value '1' on the object
v2 <num> - sets the value '2' on the object
v3 <num> - sets the value '3' on the object
v4 <num> - sets the value '4' on the objcet
weight <num> - sets the weight of the object
type - type of object, type ? TYPE for a list
extra - attributes of object, type ? EXTRA for a list
wear - where object is worn, type ? WEAR for a list
material - material the object is made from

MEDIT

Visible to: Immortals (Level 102+)

Syntax: medit <vnum> -Enters the editor for the selected mobile.

The following commands are available from within the MEDITOR:

alignment <value> - set the mobile's alignment
commands - prints a list of possible commands
create <vnum> - creates mobile with specified vnum
desc - edit the mobile's description (when looked at)
done - exits the mobile editor and returns to normal play
level <level> - set the mobile's level
long - edit long description (the one in the room)
name <keywords> - sets the keywords on an mobile
shop - type this command for further information
short <desc> - sets the 'name' of an mobile (a sword, a fish etc)
show - hitting return, or 'show' shows the mobile stats
spec - sets a mobiles spec proc, type ? SPEC for a list
sex - set the mobile's sex, type ? SEX for a list
act - mobiles actions, type ? ACT for a list
affect - mobile affects, type ? AFFECT for a list
ac - set the mobile's ac, type ? AC for a list
form - mobiles body-form, type ? FORM for a list
part - mobiles bodyparts, type ? PART for a list
imm - mobile is immune to, type ? IMM for a list
res - mobile is resistant to, type ? RES for a list
vuln - mobile is vulnerable to, type ? VULN for a list
material - material mobile is made from, type ? MATERIAL for a list
off - offensive behaviour, type ? OFF for a list
size - size, type ? SIZE for a list
hitdice - dice to toss to get mobile's hitpoints
manadice - dice to toss to get mobile's mana
damdice - dice to toss to get mobile's hand to hand damage

type 'help HITDICE', 'help MANADICE', 'help DAMDICE' for lists of reasonable dice
combinations on different levels.

HITDICE

Visible to: Immortals (Level 102+)

A high number of dice makes for less variance in mobiles hitpoints.
This is my suggested values:

level: dice min max mean
1: 1d2+6 7( 7) 8( 8) 8( 8)
2: 1d3+15 16( 15) 18( 18) 17( 17)
3: 1d6+24 25( 24) 30( 30) 27( 27)
5: 1d17+42 43( 42) 59( 59) 51( 51)
10: 3d22+126 129( 128) 192( 192) 161( 161)
15: 5d30+301 306( 309) 451( 451) 379( 375)
30: 10d61+956 956( 959) 1556(1556) 1356(1353)
40: 10d60+3995 4005(2005) 4595(2595) 4301(2301)
50: 10d50+5505 5515 6005 5760
60: 10d50+7505 7515 8005 7760
70: 10d50+9505 9515 10005 9760
80: 10d50+11505 11515 12005 11760
90: 10d50+13505 13515 14005 13760
100: 10d50+14505 14515 15005 14760
110: 10d50+16505 16515 17005 16760
120: 10d50+20505 20515 21005 20760

Diff = max - min. Mean is the arithmetic mean.
The values in parenthesis are the the standard merc values.

MANADICE

Visible to: Immortals (Level 102+)

A high number of dice makes for less variance in mobiles mana.
The values the server generates for merc-type mobs is

<level> d 10 + 100

where level is the level of the mobile.

set all manadice to 1d1 +1

it is not used in ROM

DAMDICE

Visible to: Immortals (Level 102+)

A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:

Level dice min max mean
1 1d2+0 1 2 2
2 1d2+1 2 3 3
3 1d3+2 3 5 4
5 2d3+2 4 8 6
10 2d5+5 7 15 11
15 3d5+8 11 23 17
20 4d5+10 14 30 22
30 5d6+15 20 45 33
50 5d10+45 50 85 73
60 10d10+45 55 145 100
70 10d10+60 70 160 115
80 10d10+75 85 175 130
90 10d10+85 100 185 140
100 10d10+95 110 195 150
110 10d10+115 130 215 170
120 10d10+190 200 290 255

Mean is the arithmetic mean. The values in parenthesis are the the
standard merc values. (Will be put in when there's time to calculate
them...)

RESETS

Visible to: Immortals (Level 102+)

Syntax: RESET <number> OBJ <vnum> <location on body> - equips last mobile
RESET <number> OBJ <vnum> inside <obj vnum> - store in container
RESET <number> OBJ <vnum> room - store in room
RESET <number> MOB <vnum> [<max #>] - load a mobile
RESET <number> DELETE - delete a reset

RESET alone will display the resets in the current room. The <number> will
be displayed with this list. Typing ? WEAR-LOC will list possible locations
that an object can be loaded to. The [<max #>] is the maximum number of
mobiles allowed in this room and will default to 1 if no number is entered.

For resets to be successful make sure that you add them in a logical order.
For example if you are equiping a mobile don't load a container in the room
and fill it with some objects and then continue equiping the mobile. It is
likely that resets will backfire if they are not carefully entered.

If you wish to reset the room then use EDIT ROOM RESET.

MOB_AC

Visible to: Immortals (Level 102+)

The values ROM generates for a merc format mob is:

level pierce bash slash exotic
1 95 95 95 95
5 70 70 70 85
10 40 40 40 70
15 5 5 5 55
20 -25 -25 -25 40
25 -55 -55 -55 20
30 -90 -90 -90 5
35 -120 -120 -120 -10
40 -150 -150 -150 -25
45 -180 -180 -180 -40
50 -215 -215 -215 -55
55 -295 -295 -295 -170
60 -325 -325 -325 -250
65 -375 -375 -375 -345
70 -400 -400 -400 -380
80 -450 -450 -450 -450
90 -500 -500 -500 -500
100 -600 -600 -600 -600
110 -700 -700 -700 -700

These values are 10 times what you would put in an area file. This
is because the server multiplies what it reads from file with 10.

ITEM_LIGHT

Visible to: Immortals (Level 102+)

. value 0 unused
value 1 unused
value 2 hours of light available, 0 is dead, -1 or 999 is infinite
value 3 unused
value 4 unused

ITEM_STAFF_WAND

Visible to: Immortals (Level 102+)

. value 0 level
value 1 max charges
value 2 current charges
value 3 spell name
value 4 unused


An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]

ITEM_SCROLL_POTION_PILL

Visible to: Immortals (Level 102+)

. value 0 level
value 1 spell name 1
value 2 spell name 2
value 3 spell name 3
value 4 unused

An up-to-date list of spells can be obtained by typing:
? SPELLS [ignore/attack/defend/self/object/all]

ITEM_ARMOR

Visible to: Immortals (Level 102+)

. value 0 ac pierce
value 1 ac bash
value 2 ac slash
value 3 ac exotic (magic)
value 4 unused

ITEM_WEAPON

Visible to: Immortals (Level 102+)

. value 0 weapon class.
value 1 number of dice to roll.
value 2 type of dice to roll.
value 3 weapon type.
value 4 special weapon type.

An up-to-date list of values can be obtained by typing
? WCLASS
help WEAPON_DICE
? WEAPON
? WTYPE

WEAPON_DICE

Visible to: Immortals (Level 102+)

These are the values the server generates automatically when
converting a merc-format mobile to ROM format. A higher
number of dice gives less variance in damage. There is no
dice-bonus on weapon dice.

level: dice
1: 1d8
2: 2d5
3: 2d5
5: 2d6
10: 4d5
20: 5d5
30: 5d7
50: 5d11

ITEM_CONTAINER

Visible to: Immortals (Level 102+)

. value 0 weight capacity
value 1 flags: closeable, pickproof, closed, locked
value 2 key vnum
value 3 unused
value 4 unused

An up-to-date list of flags can be obtained by typing
? CONTAINTER

ITEM_DRINK

Visible to: Immortals (Level 102+)

. value0 capacity
value 1 current quantity
value 2 liquid type
value 3 poisoned?
value 4 unused

An up-to-date list of liquid types can be obtained by typing
? LIQUID

ITEM_FOOD

Visible to: Immortals (Level 102+)

. value 0 hours of food value
value 1 unused
value 2 unused
value 3 poisoned?
value 4 unused

ITEM_MONEY

Visible to: Immortals (Level 102+)

. value 0 value in gold pieces
value 1 unused
value 2 unused
value 3 unused
value 4 unused

!

Visible to: Players

Syntax: !

! repeats the last command you typed.

NORTH SOUTH EAST WEST UP DOWN

Visible to: Players

Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down

Use these commands to walk in a particular direction.

SECOND THIRD FOURTH FIFTH

Visible to: Players

second attack, third attack, fourth attack, fifth attack, second cast,
third cast

These automatic skills let you get extra attacks or extra spell casts without a loss of mana. To work these skills must be at a high percentage, and it is not guaranteed that you will have # attacks.

CAST

Visible to: Players

Syntax: cast <spell> <target>

Before you can cast a spell, you have to practice it. The more you practice,
the higher chance you have of success when casting. Casting spells costs mana.
The mana cost decreases as your level increases.

The <target> is optional. Many spells which need targets will use an
appropriate default target, especially during combat.

Many spells can be cast from a distance, meaning that the target need
not be in the same room as you, but they probably must be nearby.

If the spell name is more than one word, then you must quote the spell name.
Example: cast 'cure critic' frag. Quoting is optional for single-word spells.
You can abbreviate the spell name.

When you cast an offensive spell, the victim usually gets a saving throw.
The effect of the spell is reduced or eliminated if the victim makes the
saving throw successfully.

See also the help sections for individual spells.

EXITS

Visible to: Players

Syntax: exits

Tells you the visible exits of the room you are in. Not all exits are visible.
You can use the 'bump' technique to find hidden exits. (Try to walk in a
certain direction and see what you bump into).

DROP GET GIVE PUT TAKE

Visible to: Players

Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>

DROP drops an object, or some coins, on the ground.

GET gets an object, either lying on the ground, or from a container, or even
from a corpse. TAKE is a synonym for get.

GIVE gives an object, or some coins, to another character.

PUT puts an object into a container.

DROP, GET and PUT understand the object names 'ALL' for all objects and
'ALL.object' for all objects with the same name.

EQUIPMENT INVENTORY

Visible to: Players

Syntax: equipment [optional <all|empty>]
Syntax: inventory

EQUIPMENT lists your equipment (armor, weapons, and held items).
EQUIPMENT ALL lists all equipment and unequipped slots.
EQUIPMENT EMPTY only lists unequipped slots.
INVENTORY lists your inventory.

COMPARE

Visible to: Players

Syntax: compare <object-1> <object-2>
Syntax: compare <object>

COMPARE compares two objects in your inventory. If both objects are weapons,
it will report the one with the better average damage. If both objects are
armor, it will report the one with the better armor class.

COMPARE with one argument compares an object in your inventory to the object
you are currently wearing or wielding of the same type.

COMPARE doesn't consider any special modifiers of the objects.

FLEE

Visible to: Players

Syntax: flee
Syntax: rescue <character>

Once you start a fight, you can't just walk away from it. If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you. (You can also RECALL, but this is less likely to work,
and costs more experience points, then fleeing).

If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time. Your chances
of making the recall are reduced, and you will lose much more experience.

EXAMINE LOOK

Visible to: Players

Syntax: look
Syntax: look <object>
Syntax: look <character>
Syntax: look <direction>
Syntax: look <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>

LOOK looks at something and sees what you can see.

EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'.

ORDER

Visible to: Players

Syntax: order <character> 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 aggresive nature (while charmed).

If your charmed creature engages in combat, that will break the charm.

ARENA WARPICK WARVOTE WAR

Visible to: Players

syntax: warpick <playername>
syntax: warvote <type of war>
syntax: war

The 'warvote' command lets you vote on what type of war you would like to
have. There are currently 2 types, an "every man for himself" Single war
(which is type 1) and a Team war (type 2).

If you happen to be a team
leader, then you can use the warpick command to pick players for your
team.

To join a war that has started, use the 'war' command. There are
random items laying around in the arena and rewards for the winner of the
war (or the winning team).

REST SLEEP STAND WAKE

Visible to: Players

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.

GTELL ; REPLY SAY TELL

Visible to: Players

Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>

All of these commands send messages to other players. GTELL sends a message to
all of the characters in your group, wherever they are, even if they are
sleeping or stunned or dying. ';' is a synonym for GTELL.

SAY sends a message to all awake players in your room. The single quote '''
is a synonym for SAY.

TELL sends a message to one awake player anywhere in the world.

REPLY sends a message to the last player who sent you a TELL. REPLY will work
even if you can't see the player, and without revealing their identity. This
is handy for talking to invisible or switched immortal players.

NOTE 'NOTE WRITE' 'NOTE READ' BOARD 'NOTE SYSTEM' BOARDS

Visible to: Players

Syntax:

board [number|name] Shows or changes board.
note Reads next note.
note read [number] Reads a certain note.
note remove <number> Removes a note written by you.
note list [number] Shows up to number notes.
note write Posts a note.
note catchup Marks all notes in this board read.

These commands are used for the new note system. Instead of just one board,
there are several, each with its special purpose.

Changing between the boards is accomplished using the BOARD command. BOARD
without any arguments gives you a list of all boards together with number of
unread message. To change, type BOARD <number> or BOARD <name of the board>.

To read next unread note, type NOTE. To read a note with a specified number,
type NOTE READ <number>. Typing NOTE while in a board with no unread notes
shifts you to the next board. Note that unlike the standard note system, a
note has the same number in NOTE LIST and NOTE READ.

Posting a message is as simple as writing NOTE WRITE. You will be moved
into interactive mode, where all you see are prompts for the fields like
To:, From: etc. You will be automatically put AFK while writing a note.

To see the list of the notes in the current board, type NOTE LIST. Typing
NOTE LIST <number> will list only <number> of the last notes in the area.

You can remove your own note by using NOTE REMOVE <number>. Implementors may
remove other people's notes. Implementors can also select how many days
their note is kept before being purged. Purging happens automatically at
bootup. Purged notes are not deleted, but saved into a file.

To let only immortals see your note, address it to "imm". To let players of
a specific level and above, address it to that level (no other recipients may
appear in that case).

This board system was created by Erwin S. Andreasen, erwin@andreasen.org, aka
Phunk/Drylock and is freely available. The general outlook was based on
Mystic Adventure's note system (mud.gel.ulaval.ca 4000).

SIGN

Visible to: Immortals (Level 101+)

The SIGN command will create a floating sign with your own text.
The main use for this is for creating hint signs during a quest.

sign make : starts a new sign.
sign + <text> : adds a line to a sign in progress.
sign - : remove a line from a sign in progress.
sign clear : aborts the current sign.
sign show : shows the sign you are working on.
sign save : creates the new sign in the current room. (this
MUST be done last)

GOSSIP CGOSSIP . SHOUT YELL

Visible to: Players

Syntax: gossip <message>
Syntax: cgossip <message>
Syntax: shout <message>
Syntax: yell <message>

SHOUT sends a message to all awake players in the world. To curb excessive
shouting, SHOUT imposes a three-second delay on the shouter.

GOSSIP and CGOSSIP are variants of SHOUT (without the delay). '.' is a
synonym for GOSSIP.

YELL sends a message to all awake players within your area.

Type a channel name by itself to turn it off.

SMOKE WEED BONG

Visible to: Players

Syntax: smoke <weed> in <paraphenalia>

Self explanitory. The hard part is finding some weed!

EMOTE PMOTE POSE SOCIAL

Visible to: Players

Syntax: emote <action>
Syntax: pose

EMOTE is used to express emotions or actions. Besides EMOTE, there are
several dozen built-in social commands, such as CACKLE, HUG, and THANK
(type socials or help socials for a listing).

PMOTE is similar to emote, but will substitute you and your for a target's
name (i.e. pmote bonks Alander will be read as '%s bonks you' by Alander,
and as '%s bonks Alander' by everyone else).

POSE produces a random message depending on your class and level.

SMOTE

Visible to: Immortals (Level 102+)

Syntax: smote <action>

Smote works exactly like pmote, except you must place your name somewhere in
the string, and it will show that string to everyone in the room.

HOLD REMOVE WEAR WIELD

Visible to: Players

Syntax: hold <object>
Syntax: remove <object>
Syntax: wear <object>
Syntax: wear all
Syntax: wield <object>

Three of these commands will take an object from your inventory and start using
it as equipment. HOLD is for light sources, wands, and staves. WEAR is for
armor. WIELD is for weapons.

WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your
inventory.

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.

REMOVE will take any object from your equipment and put it back into your
inventory.

BUG TYPO

Visible to: Players

Syntax: bug <message>
Syntax: typo <message>

Finding a bug or a typo and reporting it will help us make better mud for you
to play in. These commands will report bugs and typos to the implementors.

These changes will help us make the mud better place for you.

CREDITS

Visible to: Players

Syntax: credits

This command shows the list of the original Diku Mud implementors.

AREAS COMMANDS REPORT SCORE TIME

Visible to: Players

Syntax: areas
Syntax: commands
Syntax: report
Syntax: score
Syntax: time
Syntax: weather

AREAS shows you a list of areas in the game.

COMMANDS shows you all the commands in the game.

REPORT shows your current statistics to you and also announces them to other
players in the room. SCORE shows much more detailed statistics to you only.
Your ability scores are shown as true value(current value), so for example
Str: 15(23) means you have a 15 strength from training, but a 23 strength
from other factors (spells or items).

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.

WHO

Visible to: Everyone

Syntax: who
Syntax: who <level-range>
Syntax: who <class or race>
Syntax: who <clan name>
Syntax: who <class or race> <level-range> <clan name>
Syntax: who pkiller
Syntax: who arena

WHO shows the people currently in the game. Some people may choose to
remain unseen and won't appear on the WHO

WHO without any arguments shows all of the (visible) people currently playing.

With arguments, WHO can show players of certain classes or levels.
For example:

who 10 lists all players of level 10 or above
who 15 20 lists all players between level 15 and 20
who cleric lists all clerics playing
who immortal lists all immortals playing
who cleric 1 5 lists all clerics between levels 1 and 5
who elf cleric lists all elven clerics
who demise e m lists all elven mages in Demise (hi Alander!)

Classes and races may be abbreviated.

WHOIS

Visible to: Immortals (Level 1+)

Syntax: whois <name>

The whois command identifies any user who matches the name given. For
example, 'whois a' shows all characters whose name begins with A.

RELATED: WHOWAS

WHERE

Visible to: Players

Syntax: where
Syntax: where <character>

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.

HELP

Visible to: Players

Syntax: help
Syntax: help <keyword>

HELP without any arguments shows a one-page command summary.

HELP <keyword> shows a page of help on that keyword. The keywords include
all the commands, spells, and skills listed in the game.

DESCRIPTION DESC

Visible to: Players

Syntax: description <string>
Syntax: description + <string>
Syntax: description -

Sets your long description to the given string. If the description string
starts with a '+', the part after the '+' is appended to your current
description, so that you can make multi-line descriptions. You can delete
lines by uses description -.

PASSWORD

Visible to: Players

Syntax: password <old-password> <new-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.

TITLE

Visible to: Players

Syntax: title <string>

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.

WIMPY

Visible to: Players

Syntax: wimpy
Syntax: wimpy <number>

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.
You will only flee if your character is not in a wait state -- i.e. has not
been using combat commands like cast, trip and bash, and has not been
tripped or bash by an enemy.

WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.

Some monsters are wimpy.

OPEN CLOSE LOCK UNLOCK PICK

Visible to: Players

Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>

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.

DRINK EAT FILL POUR

Visible to: Players

Syntax: drink <object>
Syntax: eat <object>
Syntax: fill <object>
Syntax: pour <object> out
Syntax: pour <object> <object>
Syntax: pour <object> <character>

When you are thirsty, DRINK something.

When you are hungry, EAT something.

FILL fills a drink container with water.

POUR transfers a liquid to a container, or empties one.
You can also pour from an object into something a character is holding.

BUY LIST SELL VALUE

Visible to: Players

Syntax: buy <object>
Syntax: list
Syntax: sell <object>
Syntax: value <object>

BUY buys an object from a shop keeper.
When multiple items of the same name are listed, type 'buy n.item', where n
is the position of the item in a list of that name. So if there are two
swords, buy 2.sword will buy the second. If you want to buy multiples of
an item, use an * (buy 5*pie will buy 5 pies). These can be combined into
(for example) buy 2*2.shield, as long as the * is first.

LIST lists the objects the shop keeper will sell you.
List <name> shows you only objects of that name.

SELL sells an object to a shop keeper.

VALUE asks the shop keeper how much he, she, or it will buy the item for.

SACRIFICE

Visible to: Players

Syntax: sacrifice <object>

SACRIFICE offers an object to Mota, who may reward you.
The nature of the reward depends upon the type of object.

SCROLL

Visible to: Players

Syntax: scroll
Syntax: scroll <number>

This command changes the number of lines the mud sends you in a page (the
default is 24 lines). Change this to a higher number for larger screen
sizes, or to 0 to disabling paging.

BRANDISH QUAFF RECITE ZAP

Visible to: Players

Syntax: brandish
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap

BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed
to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the
<target> is optional, depending on the nature of the scroll. ZAP zaps a
magical wand at a target. If the target is not specified, and you are fighting
someone, then that character is used for a target.

You must HOLD a wand or a staff before using BRANDISH or ZAP.

All of these commands use up their objects. Potions and scrolls have a single
charge. Wands and staves have multiple charges. When a magical object has no
more charges, it will be consumed.

These commands may require an item skill to be succesful, see the help entries
on the skills scrolls, staves, and wands for more information.

CONSIDER

Visible to: Players

Syntax: consider <character>

CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate, following it is your own choice and risk.

FOLLOW GROUP

Visible to: Players

Syntax: follow <character>
Syntax: group
Syntax: group <character>

FOLLOW starts you following another character. To stop following anyone else,
just FOLLOW <yourself>.

GROUP <character> makes someone who is following you a member of your group.
Group members share experience points from kills and may use the GTELL and
SPLIT commands. If anyone in your group is attacked, you will automatically
join the fight.

If the <character> is already a member of your group, then GROUP will
kick out the <character> from your group. Characters can also leave your
group by using a FOLLOW command to stop following you.

GROUP with no argument shows statistics for each character in your group.

You may FOLLOW and GROUP only with characters who are within five levels of
your own.

VISIBLE

Visible to: Players

VISIBLE cancels your hiding and sneaking, as well as any invisibility,
making you visible again.

QUIT RENT SAVE

Visible to: Players

Syntax: QUIT
Syntax: RENT ... not!
Syntax: SAVE

SAVE saves your character and object. The game saves your character every
15 minutes regardless, and is the preferred method of saving. Typing save
will block all other command for about 20 seconds, so use it sparingly.
(90+ players all typing save every 30 seconds just generated too much lag)

Some objects, such as keys and potions, may not be saved.

QUIT leaves the game. You may QUIT anywhere. When you re-enter the game
you will be back in the same room.

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 in this mud. Just SAVE and QUIT whenever you want to leave.

RECALL /

Visible to: Players

Syntax: RECALL

RECALL prays to Mota for miraculous transportation from where you are
back to the Temple of Midgaard. '/' is a synonym for RECALL.

If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.

RECALL costs half of your movement points.

RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.

SPLIT

Visible to: Everyone

Syntax: SPLIT <silver> <gold>

SPLIT splits some coins between you and all the members of your
group who are in the same room as you. It's customary to SPLIT
the loot after a kill. The first argument is the amount of silver
the split (0 is acceptable), and the second gold (optional).
Examples:
split 30 --> split 30 silver
split 20 50 --> split 20 silver, 50 gold
split 0 10 --> split 10 gold

REGENERATION

Visible to: Players

Syntax: automatic skill

If you have this skill you gain back more hp/mana/movement per tick.

FORGE

Visible to: Players

Syntax: forge <weapon>

This skill lets you enhance your weapon.

DARK RITUAL

Visible to: Players

Syntax: cast 'dark ritual' <weapon>

This spell lets you empower your weapon with evil.

SMASH LOCK

Visible to: Players

Syntax: smash <door>

This skill lets you smash the lock on a door or item.

SPIT

Visible to: Players

Syntax: spit

This is a combat-only skill that allows you to spit acid at your
opponent.

FEED

Visible to: Players

Syntax: feed <victim>

This skill lets you drain hitpoints from a sleeping victim. They
have a chance of waking up and attacking you.

MAGIC DRAIN

Visible to: Players

Syntax: cast 'magic drain' <victim>

This spell drains power from your victim and gives it to you.

FAST HANDS

Visible to: Players

Syntax: automatic skill

This skill makes it close to impossible for you to fail when stealing
coins.

STEAL

Visible to: Players

Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>

STEAL attempts to steal coins, or an object, from a character.

There are penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the appropriate skill.

PRACTICE

Visible to: Players

Syntax: PRACTICE
Syntax: PRACTICE <skill|spell>

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 varies from 0% (unlearned) to a some maximum between 80% and 100%,
depending on your class. You must be at a guild master to practice.

The higher your intelligence, the more you will learn at each practice
session. 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.
NOTE- Remove materia before gaining spell groups.

TRAIN

Visible to: Players

Syntax: train <str int wis dex con hp mana>

TRAIN increases one of your attributes. When you start the game, your
character has standard attributes based on your class, and several
initial training sessions. You can increase your attributes by
using these sessions at a trainer (there are several in town).

It takes one training session to improve an attribute, or to increase
mana or hp by 10. You receive one session per level.

The best attributes to train first are WIS and CON. WIS gives you more
practice when you gain a level. CON gives you more hit points.
In the long run, your character will be most powerful if you train
WIS and CON both to 18 before practising or training anything else.

GUILD

Visible to: Players

Syntax: guild <char> <clan name>: invite a player to your clan.
guild quit: leave the clan you are in.
guild accept: accept an invitation to join a clan.
guild decline: decline an invitation to join a clan.

The expectation from a clan member is to contribute to the clan is
every aspect. Each member can benefit from the community as well as
helping the fun of the game.

Roleplay is not required, but is asked from clan members. This means
that you will take on a particular role in the clan and perform your
duties of such. This extra effort, when noticed will be rewarded to
you and your clan. Rewards will include items and furnishings, even
a whole area for you and your clans.

IMMLIST WIZLIST IMMORTALS

Visible to: Everyone

This is the list of your all mighty gods. They work extra hard for
your enjoyment, so be nice to them next time you run into one of them.

Implementors: Dinchak <Retired>
Kyrin <Deceased>
Malloc
Creator:
Supremacy:
Deities: Helm
Amon
God:
Immortal:
Demigods:
QuestImm:
Builder: Nienna

ADVANCE

Visible to: Immortals (Level 110+)

Syntax: advance <character> <level>

ADVANCE sets a character's level to the specified value. It is the
only way to create new immortal characters within the game. ADVANCE
may also be used to demote characters.

TRUST

Visible to: Immortals (Level 110+)

Syntax: trust <character> <level>

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.

ALLOW BAN PERMBAN

Visible to: Immortals (Level 108+)

Syntax: allow <site>
ban <site> <newbies|all|permit>
ban

BAN <site> prohibits players from that site from logging in. BAN with
no arguments lists the banned sites. ALLOW <site> removes a site from
the ban list, if the remover is of equal or higher level than the banner.

A site may have all players, new players, or non-permitted players (set
by editing the player file) banned, by changing the argument after the site.
*s may be used to ban either by suffix (*.edu), prefix (labmac*), or
content (*andrews*), but be careful not to accidently lock out too many
sites with a wildcard. Bans do not save unless the permban command is used.

REBOOT SHUTDOWN COPYOVER

Visible to: Immortals (Level 109+)

Syntax: reboot
shutdown
copyover

Reboot shuts down the server. When the normal 'startup' script is used
to control the server, a delay of fifteen 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.

Copyover is good for adding new stuff, and saving lives... but we need
to reboot everyonce in a while so that the log file doesn't get too big.

WIZLOCK NEWLOCK

Visible to: Immortals (Level 106+)

Syntax: wizlock
newlock

Wizlock and newlock both block login attempts to ROM. Wizlock locks
out all non-gods (i.e. level less than 102), except for link-dead players who
are returning. Newlock only locks out new character generation, typically
used for preventing a spammer from returning. Wizlocking should be avoided,
and newlocking should be accompanied by mail or a note to the imps.

A god must be at least Supreme level to wizlock the game.

DENY

Visible to: Immortals (Level 109+)

Syntax: deny <name>

Deny locks a character out of a game permanently, rendering their character
name unusable. It may only be removed by editing the file, for this reason
freeze is usually preferred.

DISCONNECT

Visible to: Immortals (Level 107+)

Syntax: disconnect <name>

Disconnect breaks a player's link to the game, dumping them back to the telnet
prompt. This is a non-lethal way of getting rid of spammers and annoying
players.

FREEZE

Visible to: Immortals (Level 107+)

Syntax: freeze <name>

FREEZE <character> is a toggle which prevents a character from issuing any
commands at all. It can be removed from within the game, so freezing a
troublemaker is usually a better option than they deny command.

FORCE

Visible to: Immortals (Level 106+)

Syntax: force <character> <command>
Syntax: force all <command>

FORCE forces one character to execute a command, except of course delete.

Below level 107 (Deity) force can only be used on mobiles, and force all is
unavailable. You also cannot 'force orc murder hugo', for example.

FORCE 'all' forces all player characters to execute a command.
This is typically used for 'force all save'.

SOCKETS

Visible to: Immortals (Level 106+)

Syntax: sockets
sockets <name>

SOCKETS reports all of the visible users connected to the server, including
users in the process of logging in. The two numbers inside brackets are the
channel number and the 'connected' state. The 'connected' states are listed in
merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in.

The optional name argument shows the site of a player, or optional can be used
to identify switched gods (i.e. socket orc shows the name of anyone switched
into an orc).

SEDIT

Visible to: Immortals (Level 105+)

Syntax:

sedit delete <social>
sedit new <social>
sedit show <social>
sedit <string-name> <social> [string]

SEDIT allows online creation, deletion and editting of socials.

SEDIT DELETE <social> deletes that social. The deletion is irrecoverable,
save for restoring a backup file, so use this command with great care!

SEDIT NEW <social> creates a new, empty social.

SEDIT SHOW <social> shows all of the strings for that social.

SEDIT <string-name> <social> [string] changes a certain of the 7 strings that
make up a social. If you leave out the string, no message will be sent to
the involved characters.

There are 7 strings that make up a social:

cnoarg: Sent to character when no argument typed. E.g. X types HUG and sees:

Hug whom?

onoarg: Sent to others in the room when no argument is given. In the case of
HUG, it is an empty string, so that nothing is shown if a player types HUG
by itself.

cfound: Sent to the character if a target is found. E.g. X types HUG Y:

You hug Y.

vfound: Sent to the victim. E.g. X types HUG Y, and Y sees:

X hugs you.

ofound: Sent to others in room, if target is found. E.g. X types HUG Y.
Everyoune but X and Y see:

X hugs Y.

cself: Sent to the character if she uses the social on herself. E.g. X types
HUG X :

You hug yourself.

oself: Sent to others in room when a player uses a social on herself:

X hugs herself in a vain attempt to get friendship.

To get the player names and sexes correct, you need to use those macros:

$n - name of player
$e - he, she or it, depending on sex of player
$m - him, her or it, depending on sex of player
$s - his, her or its, depending on sex of player.

For the victim, just use the uppercase version. E.g. $N is the name of the
victim, $E is he, she or it depending on victim's sex etc.


So, to make a new social called 'epoke' which would poke eyes out, you would
do the following:

SEDIT NEW epoke
SEDIT cnoarg epoke Poke whose eyes out? (message sent to player)
SEDIT cfound epoke You poke $N's eyes out!
SEDIT vfound epoke $n pokes your eyes out! Ouch..
SEDIT ofound epoke $n pokes $N's eyes out!
SEDIT cself epoke Being bored, you poke your own eyes out.
SEDIT oself epoke $n pokes $s eyes out!

To get more examples, type SEDIT SHOW <social-name> to see one of the
existing socials.

The socials are stored in a file called socials.txt. Manual editing of
that file is not advised. A frequent back-up is recommended. The social
file is updated by the server as soon as anything changes.

Online social editting - (c) 1996,97 Erwin S. Andreasen <erwin@pip.dknet.dk>

LOAD

Visible to: Immortals (Level 102+)

Syntax: load mob <vnum>
load obj <vnum> <level>

The load command is used to load new objects or mobiles (use clone to
duplicate strung items and mobs). The vnums can be found with the vnum
command, or by stat'ing an existing mob or object.

Load puts objects in inventory if they can be carried, otherwise they are
put in the room. Mobiles are always put into the same room as the god. Old
format objects must be given a level argument to determine their power, new
format objects have a preset level that cannot be changed without set.
(see also clone, vnum, stat)

SET

Visible to: Immortals (Level 107+)

Syntax: set mob <mobile> <field> <value>
set obj <object> <field> <value>
set room <number> <field> <value>
set skill <char> <name> <rating>
set skill <char> all <rating>

The set command is used to change the numerical values of the various data
structures. Type set <class> without an argument to see a listing of options.
Set skill all (pc's only) will set all the character's skills to the value
given. Use string to change the strings on an object or mobile.
(see also string, stat)

STRING

Visible to: Immortals (Level 106+)

Syntax: string obj <field> <string>
string mob <field> <string>

The string command changes the various strings associated with an object or
mobile. A full list of fields can be viewed by typing string obj or string
mob. Sorry, multi-line strings are not yet supported.

NOCHANNEL NOEMOTE NOSHOUT NOTELL

Visible to: Immortals (Level 105+)

Syntax: nochannel <character>
noemote <character>
noshout <character>
notell <character>

Noemote, noshout, and notell are used to muffle other characters, by
preventing them from emoting, shouting, and telling, respectively.
Characters who are noshout'ed or no'telled will also not receive those
forms of communication.

The nochannel command is similar, but more drastic. It prevents the victim
from using any of the channels (gossip, cgossip, Q/A, music) on the game.
Nochannels usually result from swearing or spamming on public channels.

PARDON

Visible to: Immortals (Level 107+)

Syntax: pardon <character> killer
pardon <character> thief

Pardon pardons a player for their crimes. Don't pardon a player unless you
are sure they deserve it. Being killed by Hassan acts as an automatic
pardon in the case the safe haven is removed and Hassan once again may kill.

PURGE

Visible to: Immortals (Level 106+)

Syntax: purge
purge <character>

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, or objects or mobiles with a NOPURGE flag
set (i.e. the pit, the fountain, shopkeepers, Hassan). Mobiles may be
purged if they are called directly by name.

RESTORE

Visible to: Immortals (Level 106+)

Syntax: restore <character>
restore room
restore all

Restore restores full hit points, mana points, and movement points to the
target character. It also heals poison, plague, and blindness.

Restore room (or restore with no argument) performs a restore on every player
in the room, restore all does the same for all connected players. Restore all
is only usable by creators and implementors. Restore should be used sparingly
or not at all.

SLAY

Visible to: Immortals (Level 105+)

Syntax: slay <character>

Slay kills a character in cold blood, no saving throw. Best not to use this
command on players if you enjoy being a god.

TRANSFER TELEPORT

Visible to: Immortals (Level 105+)

Syntax: transfer <character>
transfer all
transfer <character> <location>
transfer all <location>

Transfer transfers the target character, or ALL player characters,
to your current location (default) or to a specified location. Trans all
should almost never be used, as 100 players popping into one room can have
horrible effects on slow links. Teleport is a synonym for transfer.

AT

Visible to: Immortals (Level 104+)

Syntax: at <location> <command>

At executes the given command (which may have arguments) at the given
location. The location may be specified as a vnum, as the name of
a mobile, or as the name of an object.

At works by temporarily moving you to that location, executing the
command, and then moving you back (if the command didn't change your
location).

ECHO GECHO PECHO

Visible to: Immortals (Level 104+)

Syntax: echo <message>
gecho <message>
pecho <character> <message>

These commands all perform similar functions. Echo sends the message to
all characters in the same room as the user, with no indication of who sent
it. Gecho does the same for all players connected to the game, and pecho
sends the message to the player specified as the target. Any higher-level
god will see a prompt in front of your message, informing him or her that it
is an echo.

GOTO

Visible to: Immortals (Level 102+)

Syntax: goto <location>

Goto takes you to a location. The location may be specified as a vnum,
as the name of a mobile, or as the name of an object.

You may not Goto a room if it is PRIVATE and has two (or more) characters
already present, or if it is SOLITARY and has one (or more) characters
already present. Some other rooms are barred to players below a certain
god level.

Implementors can use the violate command to get into private rooms.

HOLYLIGHT INVIS WIZINVIS

Visible to: Immortals (Level 102+)

Syntax: holylight
wiznvis <level>

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.

Wizinvis takes a level argument, and will make you invisible to all players of
a lower level than your invisibility level. It defaults to the maximum
(your level) if no argument is given. Wizi 110 characters are totally
invisible.

INCOGNITO

Visible to: Immortals (Level 102+)

Toggling your incognito status will hide your presence from people outside the
room you are in, but leave you visible to those who are with you. It takes
a level argument similar to wizinvis, people at that level or higher can see
you regarless of location.

MEMORY

Visible to: Immortals (Level 102+)

Syntax: memory

Memory reports the size of your mud.

The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects,
not the number of instances currently in the game.

The 'Strings' line shows memory used by area-file strings. These strings have
a maximum limit, which is also shown.

The 'Perms' line shows permanently allocated memory blocks. There is no limit
on the number and size of these blocks.

VNUM

Visible to: Immortals (Level 106+)

Syntax: vnum <name>
vnum <obj or mob> <name>
vnum skill <name>

Vnum finds all objects and mobiles with a particular name, and prints out
the results. Use vnum obj or vnum mob to limit the search. This vnum is
very useful for loading. Vnum skill returns the skill number (for set) and
the slot number (for making new zones) of a skill name.
(see also load)

STAT

Visible to: Immortals (Level 102+)

Syntax: stat <name>
stat mob <name>
stat obj <name>
stat room <number>

The stat command gives you detailed information on an object, mobile, or room
within the game. Without a class argument, the command will return a object
(if found), a mobile (if no object exists, but a mobile does), or a room
(if a number is given). Stat room with no argument stats the room you are
standing in. Stat can be used to find room vnums for goto.
(see also goto, transfer)

SKILLSTAT

Visible to: Immortals (Level 102+)

Syntax: skillstat <name>

skillstat is similar to SKILL, but immortals can check the skills on target
mortals.

RELATED: SPELLSTAT

SPELLSTAT

Visible to: Immortals (Level 102+)

Syntax: spellstat <name>

Spellstat is similar to SPELL, but immortals can check the spells on tartget
mortals.

RELATED: SKILLSTAT

WHOWAS

Visible to: Players

Syntax: whowas <name>

This command will show you information on a character logged into the mud.

RELATED: WHOIS

OLEVEL

Visible to: Immortals (Level 102+)

Syntax: olevel <level>
olevel <level> <name>

This command will list see where items are in Thera which meets the exact
level or level and name.

MWHERE

Visible to: Immortals (Level 102+)

Syntax: mwhere <name>

Mwhere shows you the locations of all mobiles with a particular name.

PEACE

Visible to: Immortals (Level 106+)

Syntax: peace

Peace causes all characters in a room to stop fighting. It also strips the
AGGRESSIVE bit from mobiles.

POOFIN POOFOUT

Visible to: Immortals (Level 102+)

Syntax: poofin <message>
Syntax: pooffout <message>

The standard messages for goto are 'arrives in a swirling mist' and
'leaves in a swirling mist'. You can replace these messages with messages of
your own choosing using the poofin and poofout commands. These messages
must include your name somewhere in the string.

Poofin and poofout only show to characters who can see you.
(see also goto)

PROTECT

Visible to: Immortals (Level 109+)

Syntax: protect <character>

Protect is used to protect a character from unwanted snooping. Removing
protected status from a character WILL be seen by that character.

LOG SNOOP

Visible to: Immortals (Level 108+)

Syntax: log <character>
log all
snoop <character>

Log <character> causes all of a character's commands to be logged into
the server's log file. Like Freeze, it is a permanent character toggle.
Logs may only be used by creators and implementors, and should be accompanied
by mail to the implementors.

Certain commands (Password) are protected against log. Conversely, certain
commands (especially immortal commands) are always logged.

Log all logs all character commands. It is a server-wide toggle; it does not
persist across reboots. Please do not use this unless you tell the imps.

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. Try to respect privacy.

Snoop yourself to cancel all outstanding snoops.

SWITCH RETURN

Visible to: Immortals (Level 104+)

Syntax: switch <character>
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). You also cannot
switch into link-dead PCs.

Return returns you to your original body.

IMMTALK :

Visible to: Immortals (Level 102+)

Syntax: immtalk <message>
immtalk

Immtalk sends a message to all immortals. : is a synonym for immtalk.
Using this command with no argument turns off the immortal channel (or
turns it back on).

WIZNET

Visible to: Immortals (Level 102+)

Syntax: wiznet
wiznet show
wiznet status
wiznet <field>

Wiznet is sort of an immortal news service, to show important events to
the wiznetted immoral. Wiznet by itself turns wiznet on and off,
wiznet show lists all settable flags (they are not detailed here),
wiznet status shows your current wiznet settings, and wiznet <field> toggles
a field on and off. The events should be self-explanatory, if they are not,
fiddle with them a while. More events are available at higher levels.

WIZHELP

Visible to: Immortals (Level 102+)

Syntax: wizhelp

Wizhelp provides a list of all the immortal commands.

AVATAR:
goto wizhelp load poofin poofout holylight
incognito memory mwhere owhere mlevel olevel
lsd stat skillstat spellstat wizinvis wiznet
immtalk announce imotd smote prefix mpdump
mpstat

ANGEL:
goto wizhelp FORCE load poofin poofout
holylight incognito memory mwhere owhere mlevel
olevel PENALTY lsd stat skillstat spellstat
wizinvis wiznet immtalk announce imotd smote
prefix mpdump mpstat

DEMIGOD:
AT goto wizhelp force load poofin
poofout holylight incognito memory mwhere owhere
mlevel olevel penalty ECHO RETURN lsd
stat skillstat spellstat SWITCH wizinvis wiznet
immtalk announce imotd smote prefix mpdump
mpstat

IMMORTAL:
at goto wizhelp DISCONNECT FREEZE force
load NOCHANNELS NOEMOTE NOSHOUT NOTELL SLAY
teleport transfer poofin poofout holylight incognito
memory mwhere owhere mlevel olevel PEACE
penalty echo return lsd stat skillstat
spellstat switch wizinvis CLONE wiznet immtalk
announce imotd smote prefix mpdump mpstat

GOD:
at goto clanleader sockets wizhelp disconnect
FLAG freeze QPADD force load nochannels
noemote noshout notell PECHO PARDON PURGE
RESTORE slay teleport transfer poofin poofout
GECHO holylight incognito memory mwhere owhere
mlevel olevel peace penalty echo return
lsd stat skillstat spellstat STRING switch
wizinvis zecho clone wiznet immtalk announce
imotd smote prefix jail mpdump mpstat

DEITY SUPREMECY CREATOR:
You can figure them out.

IMPLEMENTOR:
NONE OF YOUR BUSINESS!!!

AREA

Visible to: Players

I'll be adding new area data on this help file.

LATEST: Linux is gone
Cavern of Heros is in

DIRECTIONS FROM RECALL:

Cavern of Heros: 4sdwd2wd2nwd

ARMOR

Visible to: Players

Syntax: cast armor <character>

This spell decreases (improves) the armor class of the target character
by 20 points.

BLESS

Visible to: Players

Syntax: cast bless <character>
Syntax: cast bless <object>

This spell improves the to-hit roll and saving throw versus spell of the
target character by 1 for every 8 levels of the caster. It may also be
cast on an object to temporarily bless it (blessed weapons, for example,
are more effective against demonic beings).

TALON

Visible to: Players

Syntax: cast talon
cast talon <char>
This spell transforms the hand of the target player (or yourself in the
case of no specified target) into a talon, making it impossible for them
to be disarmed in combat.

BLINDNESS

Visible to: Players

Syntax: cast blindness <victim>

This spell renders the target character blind.

COLORLIST

Visible to: Players

{ dark grey
{
normal grey
{ bold red
{ red
{ bold magenta
{ magenta
{ bold yellow
{ yellow
{ bold white
{ white (same as {)
{ bold green
{ green
{ bold blue
{ blue
{ bold cyan
{ cyan
?? {oRandom colours

'CALL LIGHTNING'

Visible to: Players

Syntax: cast 'call lightning'

This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from Gods.

'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM

Visible to: Players

Syntax: cast 'cause light' <victim>
Syntax: cast 'cause serious' <victim>
Syntax: cast 'cause critical' <victim>
Syntax: cast harm <victim>

These spells inflict damage on the victim. The higher-level spells do
more damage.

'CHANGE SEX'

Visible to: Immortals (Level 53+)

Syntax: cast 'change sex' <victim>

This spell changes the sex of the victim (temporarily unless the character is wear armor that makes it permanent).

'CHARM PERSON'

Visible to: Players

Syntax: cast 'charm person' <victim>

This spell, if successful, causes the victim to follow you and to take orders
from you. Use ORDER to order your charmed followers.

You are responsible for the actions of your followers. Conversely, other
people who attack your followers will be penalized as if they attacked you.

'CHILL TOUCH'

Visible to: Players

Syntax: cast 'chill touch' <victim>

This spell inflicts damage on the victim and also reduces the victim's
strength by one.

'CONTINUAL LIGHT'

Visible to: Players

Syntax: cast 'continual light'
Syntax: cast 'continual light' <object>

This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely. It may also be used on an object
to give it an enchanted glow.

'CONTROL WEATHER'

Visible to: Players

Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse

This spell makes the weather either better or worse.

'CREATE FOOD'

Visible to: Players

Syntax: cast 'create food'

Those who are adept at spells of creation can make the simplest of necessities.
This spell creates a Magic Mushroom, which you or anyone else can eat.

'CREATE SPRING'

Visible to: Players

Syntax: cast 'create spring'

This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.

'CREATE WATER'

Visible to: Players

Syntax: cast 'create water' <drink-container>

Most basic of nature, it's almost impossible to survive without, unless you are in mud, of course
This spell replenishes a drink container with water.

'CURE BLINDNESS'

Visible to: Players

Syntax: cast 'cure blindness' <character>

This spell cures blindness in one so unfortunate.

'CURE POISON'

Visible to: Players

Syntax: cast 'cure poison' <character>

This spell cures poison in one so unfortunate.

'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL

Visible to: Players

Syntax: cast 'cure light' <character>
Syntax: cast 'cure serious' <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal' <character>

These spells cure damage on the target character. The higher-level spells
heal more damage.

(see 'help healer' for details on the heal command)

CURSE

Visible to: Players

Syntax: cast 'curse' <character>

This spell reduces the character's to-hit roll and save versus spells.
It also renders the character unclean in the eyes of Mota and
unable to RECALL. Curse may be used to fill equipment with evil power,
allowing (for example) weapons to do more damage to particularly holy
opponents.

'DETECT EVIL'

Visible to: Players

Syntax: cast 'detect evil'

This spell enables the caster to detect evil characters, which will
reveal a characteristic red aura.

'DETECT HIDDEN'

Visible to: Players

Syntax: cast 'detect hidden'

This spell enables the caster to detect hidden creatures.

'DETECT INVIS'

Visible to: Players

Syntax: cast 'detect invis'

This spell enables the caster to detect invisible objects and characters.

'DETECT MAGIC'

Visible to: Players

Syntax: cast 'detect magic'

This spell enables the caster to detect magical objects.

'METEOR'

Visible to: Players

Syntax: cast 'meteor' <victim>

This is a powerful mage-only spell.

'METEOR SHOWER'

Visible to: Players

Syntax: cast 'meteor shower'

Hits every unfriendly target in the room with 3 meteors until somebody
dies.

'PLANESHIFT'

Visible to: Players

Syntax: cast 'planeshift' <target>

Target partially shifts into the astral plane, making them harder to hit.

'BRAND'

Visible to: Players

Syntax: cast 'brand' <object>

Target object gains a special weapon flag, such as firebrand or frostbrand.

'WRATH'

Visible to: Players

Syntax: cast 'wrath' <target>

Cleric only damage spell.

'ESSENCE'

Visible to: Players

Syntax: cast 'essence' <target>

Powerful healing spell.

'CALL SERVANT'

Visible to: Players

Syntax: cast 'call servant'

Summons a holy (or unholy) servant that obeys the caster.

'PROTECTIVE SPHERE'

Visible to: Players

Syntax: cast 'protective sphere' <target>

Target gains a protective sphere around his body.

'SHAPESHIFT'

Visible to: Players

Syntax: cast 'shapeshift' <target>

Caster takes on the shape of target.

'RAVEN SPY'

Visible to: Players

Syntax: cast 'raven spy' <target>

Caster can learn the location of any target.

'FISSURE'

Visible to: Players

Syntax: cast 'fissure'

Caster creates a huge hole in the ground damaging all unfriendly
targets in the room

'BARK SKIN'

Visible to: Players

Syntax: cast 'bark skin' <target>

Caster transforms target's skin into bark, making them harder to
damage.

'EMPOWER'

Visible to: Players

Syntax: cast 'empower' <object>

Caster places a powerful enchantment on target object, giving it a special
damage flag and hit/damage bonuses.

'CUTPURSE'

Visible to: Players

Syntax: cutpurse <target>

This skill allows you to steal all of target's gold.

'CIRCLE'

Visible to: Players

Syntax: circle

This skill allows you to quickly maneuver around your opponent in combat
and attack from behind. Only assassins may circle.

'BEHEAD'

Visible to: Players

Syntax: behead <target>

This skill allows you to attempt to cut off target's head. Only knights
can successfully behead somebody, and only while they can see their target's neck. Once suffciently wounded a beheading may cleave through a neck causing an instant kill.

'INCREASED DAMAGE'

Visible to: Players

Syntax: <none>

This skill is an automatic skill that takes effect while the user is in
combat. It increases the average damage the user does every hit.

'MENTAL BLAST'

Visible to: Players

Syntax: cast 'mental blast' <target>

This is a psionicist-only spell that does damage based on the caster's
level.

'PSYCHIC HEALING'

Visible to: Players

Syntax: cast 'psychic healing' <target>

This is a psionicist-only spell that heals target based on the caster's
level.

'REMOTE VIEW'

Visible to: Players

Syntax: cast 'remote view' <target>

This spell allows the caster to see what room the target is in.

'TELEPATHY'

Visible to: Players

Syntax: cast 'telepathy' <target>

Target must be in the same room as the caster. When successfully cast,
this spell allows the caster to intercept all tells that the target
receives or sends.

'REMORT'

Visible to: Players

The 'remort' command lets your character become reborn in a new body, and
with a new profession. The advantage to doing this is you keep all of the
old skills and spells you knew. The disadvantage is that you literally
start over. All of your eq, quest points, gold, gold in the bank, items
in lockers, etc WILL BE DELETED. Be sure to transfer everything over to
a storage character before remorting. NO reimbursements will be given. If you get one you are VERY LUCKY.
Once you remort, you cannot undo it. This is a PERMANENT decision, so
think carefully about it before doing it. Also you will not be in the same
clan you were in before, however if you meet the clan's alignment or class
requirements you may join again. NOTICE: Your character must be at least
50 hours old before you can remort. This is done so you become familiar with the mud. If you are disconnected during the remort process your character will be deleted, however I make nightly backups so contact Dinchak if this happens as soon as possible (write a note) and the Imms will try their best to help you.

Requirements for Remort:
-----------------------
1) Level 101

Note: You will retain the skills of your nearest previous class.
***NO REIMBURSMENTS*** will be given for carelessness. Remember, EVERYTHING
is wiped out.. Quest points, EQ, Inventory, Lockers, HP, Mana, Move, Gold,
Gold in bank, EVERYTHING!!

'ASSASSINATE'

Visible to: Players

Syntax: assassinate <target>

This assassin-only skill allows the caster to attempt to assassinate target.
There's a small chance (which goes up with the level of the assassin) that
the target will die in one hit.

'ANIMATE DEAD'

Visible to: Players

Syntax: cast 'animate dead' <corpse>

This necromancer-only spell allows the caster to create an animated zombie out
of a dead corpse. The caster must have the corpse in his inventory when casting.
The zombie's power is based on the level of the creature whose corpse you try
to animate.

'LIFE DRAIN'

Visible to: Players

Syntax: cast 'life drain' <target>

This necromancer-only spell drains the life out of target, giving part of
it back to the caster.

'LIFE STEALER'

Visible to: Players

Syntax: cast 'life stealer' <target>

Target gains the ability to steal life with every hit they do in combat.

'COUNTER ATTACK'

Visible to: Players

Syntax: none

This is an automatic skill which allows the user to negate one attack and
get another hit through.

'DETECT POISON'

Visible to: Players

Syntax: cast 'detect poison' <object>

This spell detects the presence of poison in food or drink.

'DISPEL EVIL'

Visible to: Players

Syntax: cast 'dispel evil' <victim>

This spell invokes the wrath of Mota on an evil victim. It can be very
dangerous for casters who are not pure of heart.

'DISPEL MAGIC' CANCELLATION

Visible to: Players

Syntax: cast 'dispel magic' <character>
cast 'cancellation' <characte>

Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.

The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.

EARTHQUAKE

Visible to: Players

Syntax: cast 'earthquake'

This spell inflicts damage on every enemy character in the room.
Beware that other characters who are not yet fighting may attack
you as a result!

'ENCHANT WEAPON'

Visible to: Players

Syntax: cast 'enchant weapon' <weapon>

This spell magically enchants a weapon, increasing its to-hit and to-dam
bonuses by one or two points. Multiple enchants may be cast, but as the
weapon grows more and more powerful, it is more likely to be drained or
destroyed by the magic. Also, every successful enchant increases the level
of the weapon by one... and there is no turning back.

'ENCHANT ARMOR'

Visible to: Everyone

The enchant armor spell imbues armor with powerful protective magics. It is
not nearly as reliable as enchant weapon, being far more prone to destructive
effects. Each successful enchant increases the plus of the armor by 1 or 2
points, and raises its level by one.

'ENERGY DRAIN'

Visible to: Players

Syntax: cast 'energy drain' <victim>

This spell saps the experience points, mana, and movement points of its
target.

'FAERIE FIRE'

Visible to: Players

Syntax: cast 'faerie fire' <victim>

This spell increases (makes worse) the armor class of its victim. For each
level of the caster, the victim's armor class is increased by two points.

'FAERIE FOG'

Visible to: Players

Syntax: cast 'faerie fog'

This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.

FLAMESTRIKE

Visible to: Players

Syntax: cast 'flamestrike' <victim>

This spell inflicts damage on the victim.

FLY

Visible to: Players

Syntax: cast 'fly' <character>

This spell enables the target character to fly.

IDENTIFY

Visible to: Players

Syntax: cast identify <object>

This spell reveals information about the object.

INFRAVISION

Visible to: Players

Syntax: cast infravision <character>

This spell enables the target character to see warm-blooded creatures even
while in the dark, and exits of a room as well.

INVIS 'MASS INVIS' INVISIBLITY

Visible to: Players

Syntax: cast 'invisibility' <character>
Syntax: cast 'invisibility' <object>
Syntax: cast 'mass invis'

The INVIS spell makes the target character invisible. Invisible characters
will become visible when they attack. It may also be cast on an object
to render the object invisible.

The MASS INVIS spell makes all characters in the caster's group invisible,
including the caster.

'KNOW ALIGNMENT'

Visible to: Players

Syntax: cast 'know alignment' <character>

This spell reveals the alignment of the target character.

'LOCATE OBJECT'

Visible to: Players

Syntax: cast 'locate object' <name>

This spell reveals the location of all objects with the given name.

'PASS DOOR'

Visible to: Players

Syntax: cast 'pass door'

This spell enables the caster to pass through closed doors.

POISON

Visible to: Players

Syntax: cast poison <victim>
Syntax: cast poison <object>

This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate. It may also be used to poison food, drink, or
a weapon in a fashion similar to envenom ('help envenom'), but with
drastically reduced effectiveness.

SANCTUARY

Visible to: Players

Syntax: cast sanctuary <character>

The SANCTUARY spell reduces the damage taken by the character from any attack
by one half.

REFRESH

Visible to: Players

Syntax: cast refresh <character>

This spell refreshes the movement points of a character who is out of movement
points.

'REMOVE CURSE'

Visible to: Players

Syntax: cast 'remove curse' <character>
Syntax: cast 'remove curse' <object>

This spell removes a curse from a character, and might possibly uncurse
a cursed object. It may also be targeted on an object in the caster's
inventory, in which case it's chance of success is significantly higher.

SHIELD 'STONE SKIN'

Visible to: Players

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.

SLEEP

Visible to: Players

Syntax: cast sleep <victim>

This spell puts its victim to sleep.

SUMMON DEMON

Visible to: Players

Syntax: cast 'summon demon'

This spell allows the caster to summon a demon to fight for him or her. The
caster must be of evil alignment.

'KUNG FU'

Visible to: Players

Syntax: automatic skill

This skill allows an unarmed fighter to have a chance of getting up to 3 more
attacks per round.

FOCUS CHI

Visible to: Players

Syntax: focus chi

This skill allows a monk to focus his spiritual energy into destructive power
that he or she can unleash in combat.

CHI BLAST

Visible to: Players

Syntax: chi blast

This skill allows a monk to focus his spirtual energy into a devastating attack.

SUMMON

Visible to: Players

Syntax: cast summon <character>

This spell summons a character from anywhere else in the world into your room.
Characters who are fighting may not be summoned.

TELEPORT

Visible to: Players

Syntax: cast <teleport>

This spell takes you from your current location to a random location somewhere
in the world.

VENTRILOQUATE

Visible to: Players

Syntax: cast ventriloquate <speaker> <message>

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.

WEAKEN

Visible to: Players

Syntax: cast weaken <victim>

This spell reduces the strength of the victim by two points.

'WORD OF RECALL'

Visible to: Players

Syntax: cast 'word of recall'

This spell duplicates the built-in RECALL ability. It is provided solely for
Merc-based muds which wish to eliminate the built-in ability while still
providing the spell.

'ACID BREATH' 'FIRE BREATH' 'FROST BREATH' 'GAS BREATH' 'LIGHTNING BREATH'

Visible to: Players

Syntax: cast 'acid breath' <victim>
Syntax: cast 'fire breath' <victim>
Syntax: cast 'frost breath' <victim>
Syntax: cast 'gas breath'
Syntax: cast 'lightning breath' <victim>

These spells are for the use of dragons. Acid, fire, frost, lightning
And, gas damages every PC in the room. Fire and
frost can break objects, and acid can damage armor.

High level mages may learn and cast these spells as well.

REMOTE

Visible to: Players

Syntax: remote set <name of remote> <code to assign>
remote connect <code you have assigned>

Remotes are small devices that are great for survailence of an area when
you don't want to have to stick around...
You assign a code to a remote, drop it somewhere, then when you connect to
is it will be as if you were in the room and typed 'look'

MLEVEL OLEVEL

Visible to: Immortals (Level 107+)

Syntax: mlevel <level>
Syntax: olevel <level>
olevel <level> <name>
Mlevel - for finding mobiles of <level> level and showing rooms in.
Olevel - for finding objects of <level> level and showing rooms in.
Olevel - can also specify <name> to limit the objects found.

GLORY

Visible to: Immortals (Level 106+)

Syntax: set obj <weapon> v4 <weapon flag value>

MAKE SURE YOU ARE CHANGING FLAGS TO THE RIGHT ONE BY:

STAT OBJ <weapon name>

Syntax: set obj <weapon> v4 <weapon flag>

Weapon flags: Flame
Frost
Poison
Sharp
Shocking
Twohands
Vampiric
Vorpal

This toggles the chosen flag, so stat the weapon first.

FLAGS

Visible to: Players

Weapon flags:
--===###===--
Flaming
Frost
Poison
Sharp
Shocking
Twohands (Usually asking for removal of this ;)
Vampiric
Vorpal

FORGET REMEMBER

Visible to: Players

Syntax: forget <character>
remember <character>

Forgetting a player will block out all global messages from that player.
Local messages (say, emote, etc..) will still be visible.

Remember will remove a player from your forget list.

Use either command without an argument for a list of players currently
forgotten.

MATERIA

Visible to: Players

Materia is kewl shit, you can find it scattered about the realm carried by
various creatures. It contains magic of varying types, the level of the
materia is the level of the mobile carrying it.
To use materia, you wear it...
You will now begin to learn the spell that is contained within that materia.
During battles the materia will flare and you will get better at the spell.
Should you remove the materia before reaching 75% with it, the spell will
reset to 0%, but after 75%, you can safely remove it and it will not go
down. Dying obviously resets too.
NOTE- Remove materia before gaining spell groups.

TOKEN

Visible to: Immortals (Level 50+)

Syntax: token <amount>

This command allows you to create a token which can be used to "store" quest
points. You can store any amount in this way, but it must be a minumum of
10.

To recover the quest points you can simply eat the token.

You must be a minimum level of 15 to create quest tokens.

JUNK

Visible to: Players

Syntax: junk <item in inventory>

Junk is like sacrifice, except that it takes the crap from your inventory
rather than from the room, so, make sure that you are getting rid of
the right stuff... There's no 'undo' button in this world. Objects
are lost FOREVER! So it might be better to use donate in case you junk the
wrong thing.

'RACE HELP' 'RACE' 'RACES'

Visible to: Everyone

Acropolis offers following races:
---------------------------------------------------------------
Acropolis currently offers one remort.
Look at the specific help by:

help 'first race'
help 'second race'

RELATED: FIRST RACE, SECOND RACE, FIRST CLASS, SECOND CLASS
---------------------------------------------------------------

'RACE INTRO'

Visible to: Everyone


-----------------------------------------------------------------------------
RACE SELECTION

Selecting your race is important part of a character creation.
There are 5(five) stats for playing on a mud.
Strength(STR) Intelligence(INT) Wisdom(WIS) Dexterity(DEX) Constitution(CON)
Each race will start with different stats. Also, each race has different
potential for each(max stat). This potential is a key factor in type of
character you would like to create.

Each race also have differnt vulnerabilities and resistence.
You will have to find this out yourself the hard way, playing.
-----------------------------------------------------------------------------
The list is just an opinion of the implementors and should be taken as
a recommendation only. Use the following Legend.

CP - Creation Point -> This determines how much experience is required to
advance to a new level. We have 101 levels, so plan ahead. Also,
You will gain more CPs through character customization in exchange
for spells and skills. The basic allowence is 60 cp After
60 cp, you will require higher experience points to gain levels.

'FIRST RACE'

Visible to: Everyone



{oAcropolis is offering following races for primary incarnation:
-------------------------------------------------------------------------
RACE CP Description Suggestion
-------------------------------------------------------------------------
Human 0 A standard race. Good for all classes. Any
Elf 6 A medium size with high intelligence. Mage
Dwarf 6 A medium size with good strength. Warrior
Halfling 6 A small creatures with hig DEX, INT and WIS. Mage
Sprite 6 A small but very dextrious race. Rogue
Giant 6 A big race with a lot of strength. Warrior
Hlf-Drgn 15 A large creature with good for everything Any

Please type HELP <race> to see further details about each race.
-------------------------------------------------------------------------

'SECOND RACE'

Visible to: Everyone



{oAcropolis is offering following races for reincarnation:
-------------------------------------------------------------------------
RACE CP Description Suggestion
-------------------------------------------------------------------------
Barbarian 10 A standard race. Good for all classes. Any
Dark-Elf 15 A medium size with high intelligence. Mage
Brownie 9 A medium size with good strength. Warrior
Mindflayer14 A small creatures with high DEX, INT and WIS. Mage
Pixie 9 A small but very dextrious race. Rogue
Titan 10 A big race with a lot of strength. Warrior
Dragon 20 A large creature with good for everything Any
Vampire 12 A strong creature of the night. Warrior

Please type HELP <race> to see further details about each race.
-------------------------------------------------------------------------

'CLASS INTRO'

Visible to: Everyone

-----------------------------------------------------------------------------
Class Selection
Choosing a class WILL determine type of character. Class selection will
determine skills and spells that will be available to you. You may customize
or not customize. We recommend customization to fit your need if you are
familiar with MUDs.

Again, all the information are based on our opinions only.
-----------------------------------------------------------------------------
Use the following legends:
KAL - Kick A** Level -> A way to compare power play with other Classes.
RP - Role Playablity -> A way to compare role playability based on
interactivity of spells, skills, and special
class commands.
-----------------------------------------------------------------------------

'FIRST CLASS'

Visible to: Everyone



{oAcropolis is offering following classes for primary incarnation:
-------------------------------------------------------------------------
CLASS KAL RP Type Description
-------------------------------------------------------------------------
Mage 5 8 (mage) Offensive spell caster
Cleric 5 8 (mage) Descent fighter. Protective and Healing.
Thief 7 6 (rogue) A good fighter. Spells are lacking a bit.
Warrior 5 5 (warrior) An excellent fighter.
Psionicist 4 8 (mage) Some spells, some psi skills.
Necromancer 6 9 (mage) Dark Evil spells.
Druid 4 5 (rogue) Nature class, depends heavily on spells.
Monk 6 7 (warrior) A good hand to hand fighter. Some spells.

Please type HELP <class> to see the details on each class.
-------------------------------------------------------------------------

'SECOND CLASS'

Visible to: Everyone



{oAcropolis is offering following classes for reincarnation:
-------------------------------------------------------------------------
CLASS KAL RP Type Description
-------------------------------------------------------------------------
Archmage 10 8 (mage) Offensive spell caster
Priest 8 8 (mage) Descent fighter. Protective and Healing.
Assassin 8 6 (rogue) A good fighter. Spells are lacking a bit.
Knight 8 5 (warrior) An excellent fighter.
Mystic 7 8 (mage) Some spells, some psi skills.
Warlock 7 9 (mage) Dark Evil spells.
Ranger 7 5 (rogue) Nature class, depends heavily on spells.
Samurai 9 7 (warrior) A good hand to hand fighter. Some spells.

Please type HELP <class> to see the details on each class.
-------------------------------------------------------------------------

DWARF DWARVES

Visible to: Everyone

Dwarves are short, stocky demi-humans, known for foul temper and great
stamina. Dwarves have high strength and constitution, but poor dexterity.
They are not as smart as humans, but are usually wiser due to their long
lifespans. Dwarves make excellent fighters and priests, but are very poor
mages or thieves.

Dwarves have infravision and they resist fire and cold, however they are
vulnerable to drowning and acid. They cost 6 creation points.

Dwarves get the forge skill.

ELF ELVES

Visible to: Everyone

Elves are slightly taller than humans, but have a much lighter build. They
lack the strength and stamina of the other races, but are for more agile,
both in body and mind. Elves are superb mages and thieves, but have at
best fair talent as warriors or priests. They cost 6 creation points.

Due to their magical nature elves can detect magical objects naturally, as
well as good aligned or evil aligned creatures. They are resistant to fire
and holy attacks, but are vulnerable to lightning.

Elves get the regeneration skill.

HUMAN HUMANS MAN

Visible to: Everyone

Humans are the most common race in the world, and make up the majority of
adventurers. Although they have no special talents like the other races,
they are more versitile, being skilled in all four classes. Humans may
also train their primary stat higher than any other race, and are able to
gain more benefit from magical devices. They cost 0 creation points.

DARKELF DARK

Visible to: Everyone

Dark elves are elves that have fled the surface for the underground. Years
of living underground have allowed them to evolve certain inherent magical
abilities, and also made them unable to handle light. Dark elves have been know for their ties to the demon queen Lloth and their evil ways. Dark elves are quick and intelligent, but not very strong.

Dark elves can detect hidden creatures with ease and can also see in the
dark. They are resistant to fire, cold, and negative energy, but they are
vulnerable to light, holy, and lightning attacks. They cost 15 creation
points.

Dark elves get the dark ritual spell.

HALFLING

Visible to: Everyone

Halflings are small, hairy humanoids, averaging about three feet in height.
They're quick and intelligent, but not very strong. Their quick hands make good them good thieves, and decent magic users.

Halflings are naturally fast and are permanently affected with the haste
spell. They also have natural skill when detecting hidden creatures. They
are resistant to disease, poison, cold, and charm, however they are vulnerable
to bashing attacks due to their small stature. They cost 6 creation points.

Halflings get the fast hands skill.

HALFDRAGON

Visible to: Everyone

Half-dragons, the result of a human and dragon breeding, are very rare, but
very powerful. Most half-dragons are not 50% dragon, more like 10% or 5%,
however they have many advantages over normal humans. They are good in every
class, but due to their rareness they cost quite a few creation points.

Half-dragons are resistant to fire, cold, and lightning attacks, however they
are vulnerable to piercing attacks like dragons. They can naturally see in the dark and detect magical objects. They cost 15 creation points.

Half-dragons get the spit skill.

DRAGON

Visible to: Everyone

Dragons are even rarer than halfdragons but are extremely powerful. They cost
a lot of creation points but they can train their stats to very high levels
and get a good set of resistances and free abilities.

Dragons resist fire, cold, lightning, and slashing attacks, but they are
vulnerable to piercing attacks. They can see in the dark and detect magical
objects as well. They cost 20 creation points.

Dragons get the spit skill, as well as fire breath, lore, and second attack
for free.

MINDFLAYER FLAYER

Visible to: Everyone

Mindflayers are disgusting octopus-looking creatures, and are not very
quick or powerful at all, but are extremely intelligent. They also have
a few special abilities such as detect magic and planeshift.

Mindflayers can naturally detect magic, invisible creatures, evil creatures,
hidden creatures, and good creatures. They also resist magic and mental
attacks. They are vulnerable to slashing attacks however. They cost 14
creation points.

Mindflayers get the magic drain spell.

VAMPIRE

Visible to: Everyone

Vampires are powerful undead humanoids, gifted with the powers of regeneration
and detect evil, plus a few other abilities. They cannot eat normal food and
must either feed on sleeping victims or eat the leftovers of defeated opponents.
They are good in just about every class.

Vampires can see in the dark, detect evil creatures, they are naturally faster
at regenerating hitpoints, and they are immune to negative energy attacks.
They are also resistant to poison and cold. They are vulnerable to holy
attacks, wood, silver, magic, and fire though. They cost 12 creation points.

Vampires get the feed skill.

TITAN

Visible to: Everyone

Titans are the largest of the races, ranging from 9-12 feet in height. They
are stronger than any other race, and almost as durable as the dwarves.
They aren't too bright, however, and their huge size makes them more clumsy
than the other races. Titans make the best warriors of any race, but are
ill-suited for any other profession.

Titans resist heat and cold with nary a mark, due to their huge mass. They
are also resistant to lightning attacks and diseases. However, their slow
minds make them extremely vulnerable to mental attacks. Titans, due to their
size and stamina, receive the fast healing and bash skills for free. (Only
Titan warriors receive bash). Titans cost 10 creation points.

Titans get the smash lock skill.

GIANT GIANTS

Visible to: Everyone

Giants are large humanoids ranging from 9-12 feet in height. They
are strong and very durable however,they aren't too bright, and their huge size makes them a bit slow. Giants make good warriors, but they are not meant for other classes.

Giants resist heat and cold due to their huge mass. However,
their slow minds make them extremely vulnerable to mental attacks. Giants,
due to their size and stamina, receive the fast healing and bash skills for
free. (Only giant warriors recive bash). Giants cost 6 creation points.

Giants get the smash lock skill.

SPRITE

Visible to: Everyone

Sprites are small fairy-like creatures that can fly around. Because of their
small size they don't make particularly good fighters however they are very
quick and make excellent thieves. They are also quite intelligent and make
for a good magic user.

Sprites are permenantly hasted, detect hidden, and are flying at all times.
They are also resistant to charm and lightning, however they are vulnerable
to bash attacks. Sprites cost 6 creation points.

Sprites get sneak, pick lock, hide, and steal for free.

PIXIE

Visible to: Everyone

Pixies are very similar to sprites, but much quicker. They get everything that
sprite's get however they also get the fast hands skill and permanent
invisibility (which can be both a blessing and a curse). They also get
slightly better stats.

Pixies are affected by invisiblity, haste, detect hidden, and flying. They
are resistant to magic, lightning and charm, and are vulnerable to negative,
bash, and fire. They cost 9 creation points.

Pixies get the fast hands skill.

BROWNIE

Visible to: Everyone

Brownies are small, quick, intelligent creatures. They make great thieves
and decent magic users, but not very good fighters.

Brownies get permanent hide, sneak, haste, and detect hidden. They are
resistant to disease, poison, cold, charm, negative, and summon, but are
vulnerable to bash. They cost 9 creation points.

Brownies get the fast hands skill.

MONKS

Visible to: Everyone

Monks are martial arts students who favor hand-to-hand combat over the use of
weapons. They can still use weapons in combat, however, they get bonuses
without. Monks do more damage using bare fists than even the strongest of
weapons. They also have the focus chi skill, the chi blast skill, up to fifth
attack, counter attack, kung fu, and more.

BARBARIAN

Visible to: Everyone

Barbarians are huge fighters, born and raised in the tundras and plains in
close-knit tribes. They are honorable and courageous however a bit dim-witted.

Barbarians are resistant to fire, lightning, and cold however they are
vulnerable to mental attacks. They cost 10 creation points.

Barbarians get the forge and smash lock skills.

WANDS STAVES SCROLLS

Visible to: Everyone

Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. Wands and staves also have set charge limits, after these charges are used up the object will explode The item skills are as follows:

scrolls The reading of magical scrolls and books (see 'help recite')
staves The use of staves and similar devices (see 'help brandish')
wands The use of wands and similar items (see 'help zap')

'GROUP HEADER'

Visible to: Everyone

The following skills and groups are available to your character:
(this list may be seen again by typing list)

'GROUP HELP'

Visible to: Everyone

The following commands are available:
list display all groups and skills not yet bought
learned show all groups and skills bought
premise brief explanation of creation points and skill groups
add <name> buy a skill or group
drop <name> discard a skill or group
info <name> list the skills or spells contained within a group
help <name> help on skills and groups, or other help topics
done exit the character generation process

'MENU CHOICE'

Visible to: Everyone

Choice (add, drop, list, help)?

'GROUPS' 'INFO' 'PREMISE'

Visible to: Everyone

The ROM skill system allows you to fully customize your new character, making
him or her skilled in the skills you choose. But beware, the skills you pick
at character creation are the only skills you will ever learn. Skills are
paid for with creation points, and the more creation points you have, the
harder it is to gain a level. Furthermore, higher-cost skills are harder to
practice.

Skill groups are like package deals for characters -- sets of skills or spells
that are closely related, and hence can be learned as a unit. There is a
default skill group for each class, which can be selected for a balanced
selection of skills at a somewhat reduced cost.

BASICS 'ROM BASICS'

Visible to: Everyone

The basic skills:

Every character starts with two skill groups, one for their class and a default
set that all characters receive. The default skills are:

recall essential escape skill (see help recall)
scrolls reading of scrolls and other magical volumes
staves use of magical staves
wands use of magical wands

for class defaults, check the classes themselves.

MAGE 'MAGIC-USER' 'MAGE BASICS' 'MAGE DEFAULT'

Visible to: Everyone

Mages specialize in the casting of spells, offensive ones in particular.
Mages have the highest-powered magic of any class, and are the only classes
able to use the draconian and enchanting spell groups. They are also very
skilled at the use of magical items, though their combat skills are the
weakest of any class.

All mages begin with skill in the dagger. Any other weapon skills must be
purchased, at a very high rate. The default skill selection for mages is
as follows:

skills:
blink blink out of existence to avoid an attack.
lore the lore of magical items

spell groups:
beguiling spells that control the mind
combat offensive magics, such as fireball and chill touch
detection informational magics, such as detect magic and identify
enhancement spells that maximize physical potential, such as haste
illusion magics for concealing and deceiving
maladictions a selection of curses fit for any witch
protective defensive magics, ranging from armor to stone skin
transporation spells for getting from here to there
weather spells for conjuring and mastering the elements
arcane powerful mage spells

CLERIC 'CLERIC BASICS' 'CLERIC DEFAULT'

Visible to: Everyone

Clerics are the most defensively orientated of all the classes. Most of their
spells focus on healing or defending the faithful, with their few combat spells
being far less powerful than those of mages. However, clerics are the best
class by far at healing magics, and they posses an impressive area of
protective magics, as well as fair combat prowess.

All clerics begin with skill in the mace. Other weapon or shield skills must
be purchased, many at a very dear cost. The default skill selection for
clerics is as follows:

skills:
flail the proper use of flails

spell groups:
attack a selection of offensive magics
creation the making of physical objects, such as food and water
curative spells that cure the sick and feeble of their ailments
benedictions powerful magics that grant the blessings of the gods
detection informational magics, such as detect magic and identify
healing spells for treating wounds, from scratches to death blows
maladictions an assortment of curses
protective defensive magics, including the powerful sanctuary spell
transportation spells for getting from here to there
weather spells for conjuring and mastering the elements
prayers powerful cleric spells

THIEF 'THIEF BASICS' 'THIEF DEFAULT'

Visible to: Everyone

Thieves are a marginal class. They do few things better than any other class,
but have the widest range of skills available. Thieves are specialists at
thievery and covert actions, being capable of entering areas undetected where
more powerful adventurers would fear to tread. They are better fighters than
clerics, but lack the wide weapon selection of warriors.

All thieves begin with the dagger combat skill, and are learned in steal as
well. Any other weapon skills must be purchased, unless the default selection
is chosen. This default skill package includes:

skills:
cutpurse steal all of somebody's gold
mace the use of maces and other blunt weapons
sword swordplay and fencing
backstab the art of hitting your opponent by surprise
dodge the best way to take a punch is not to be there
second attack with training, the skilled thief can hit twice as fast
trip a good way to introduce an opponent to the floor
hide the art of remaining undetected in a room
peek used to look into a person's belongings
pick lock a useful skill for breaking and entering
sneak with this skill, a thief can walk through a room undetected

WARRIOR 'WARRIOR BASICS' 'WARRIOR DEFAULT'

Visible to: Everyone

Warriors live for combat and the thrill of battle. They are the best fighters
of all the classes, but lack the subtle skills of thieves and the magical
talents of mages and priests. Warriors are best for those who don't mind
taking the direct approach, even when another method might be called for.

Warriors begin with skill in the sword, and gain a second attack in combat.
Other weapon skills may be purchased cheaply, or gained in the default skill
package, which includes the following:

skills:
increased damge a lot like enhanced damage
weaponsmaster this group provides knowledge of all weapon types
shield block the art of parrying with a shield
bash a forceful rush with the body, designed to flatten your foes
enhanced damage this skill multiplies your damage in battle
parry the art of parrying with weapons
rescue allows you to take the blows aimed for a companion
third attack allows the skilled warrior to land three blows in one round

PSIONICIST

Visible to: Everyone

Psionicists are generally accomplished magic users but also have quite a
talent for psionic abilities. They have access to most mage spells but also
get access to the psionics spell group. See help psionics for details.

MYSTIC

Visible to: Everyone

Mystics are generally very wise and learned men that have been blessed with
a link to the spiritual world. They have access to most mage spells but also
have access to psionics and mysticism. See help psionics and help mysticism.

NECROMANCER

Visible to: Everyone

Necromancers are sorcerers who have a taste for the darker side of magic.
They get access to most mage spells but also have access to the necromancy
spell group. See help necromancy.

WARLOCK

Visible to: Everyone

Warlocks are accomplished sorcerers who have a taste for the darker side of
magic. They have access to most mage spells but also have access to the
necromancy spell group and the dark magic spell group. See help necromancy
and help dark magic for details.

ARCHMAGE

Visible to: Everyone

Archmages are mages with unnatural magical ability. This ability allows them
acess to all mage spells plus the arcane group and the high magic group. See
help arcane and help high magic for details.

DRUID

Visible to: Everyone

Druids are magicians who have chosen a more natural lifestyle. They generally
live in solitude in the forests and they can call upon nature to help them
in times of need. They have access to most mage and cleric spell groups as
well as the earth magic group. See help earth magic.

MONK

Visible to: Everyone

Monks are martial arts students who favor hand-to-hand combat over the use
of weapons. They can still use weapons in combat however they get bonuses
without. Monks deal more damage bare-handed than using the strongest of weapons. They get the focus chi skill, the chi blast skill, up to fifth
attack, counter attack, kung fu, and more.

SAMURAI

Visible to: Everyone

Samurais are warriors of legend who have stuidied the martial arts and have incorporated weapons into their art. They get many of the skills that warrior and monks get as well as the kamikaze skill which gives large bonuses in combat. They also have vorpal swing which slightly increases their chance for a vorpal decap or allows them to preform one without a vorpal weapon.

PRIEST

Visible to: Everyone

Priests are similar to clerics but have a more powerful connection with the
spirit world. They get all cleric spells plus the prayers and blessings spell
groups. See help prayers and help blessings.

ASSASSIN

Visible to: Everyone

Assassins are thieves who have chosen an even darker path than petty theft. Assassins live in the shadows and feel as comfortable as broad daylight as they do their work from the darkness. They get the assassinate, backstab, and circle skills.

KNIGHT

Visible to: Everyone

Knights are powerful warriors usually serving a king to protect his lands. Knights of legend are noble warriors fighting for their land and people. They get the behead and whirlwind skills.

RANGER

Visible to: Everyone

Rangers are a mix between a fighter and a druid. They get decent fighting
skills but they also get earth magic as well as other clerical spells. They receive lunge also.

EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR SWORD WHIP

Visible to: Everyone

Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
If the character has the parry skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.

The weapon skills consist of the following:

weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers both spears and staves, but not polearms
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons

The exotic skill cannot be purchased, and is dependent solely upon level.

'SHIELD BLOCK'

Visible to: Everyone

Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.

BLESSINGS

Visible to: Everyone

They blessings spell group are a collection of spells that a powerful
priest can ask his god for.

divine power aids target in combat
divine intervention prevents death
divine favor aids target in combat
prayer heals and removes many negative effects

MYSTICISM

Visible to: Everyone

These spells are only available to a powerful mystic.

guardian spirit summons a spirit to watch over the caster
create golem summons a golem to shield the caster in combat
empower armor empowers an armor with energy (+hnd)
empower weapon gives a wepaon a random flag and +hnd
alternate dimension exchanges hp with target and caster

VOODOO

Visible to: Everyone

These spells are only available to a powerful mystic. They all require a
body part of the victim to work, but can be used at a distance, anywhere
on the MUD.

crush destroys the body part, does damage
tickle causes victim to laugh uncontrollably
poke does one damage to victim, body part stays in tact

DARK MAGIC

Visible to: Everyone

These spells are only available to a powerful warlock.

fireshield summons a fiery shield to protect the caster in combat
hellfire calls upon the fires of hell to destroy enemies
create golem summons a golem to shield caster in combat
energy syphon steals hp/mana from target
hold person holds a target in place
permanency makes a body part never decompose

HIGH MAGIC

Visible to: Everyone

These spells are only available to a very powerful wizard.

alternate dimension exchanges caster's current hp with target
disjunction creates a force that causes magic to work unpredictably
empower armor empowers armor making wearer better in combat (+hnd)
empower weapon gives a weapon +hnd and a random flag
hold person makes a person unable to leave the room

NECROMANCY

Visible to: Everyone

The necromancy spells are spells powered by negative energy. Only a
necromancer can master the arts of necromancy.

animate dead creates a zombie servant from a corpse
life drain drains life and adds it to the caster
life stealer allows the caster to steal life with every hit in combat
summon demon allows the caster to summon a powerful demon as a servant

PSIONICS

Visible to: Everyone

The psionics group of spells can only be mastered by a psionicist.

mental blast psionic attack spell
psychic healing heal target with psionic energy
remote view use the mind to view a remote location
telepathy create a mental link with target

ARCANE

Visible to: Everyone

The arcane group of spells are powerful magical spells that only accomplished
magic users can master.

planeshift allows the caster to exist in both planes, making them
harder to hit
brand give a weapon a special weapon flag
meteor powerful attack spell
meteor shower sends meteors at everything in the room

PRAYERS

Visible to: Everyone

The prayers group can only be learned by a cleric. An accomplished cleric
can beg their god for help in many ways.

wrath calls down the wrath of the cleric's god upon target
essence powerful healing prayer
call servant the cleric's god sends down a holy (or unholy) servant
protective sphere the target is surrounded by a protective sphere

'EARTH MAGIC'

Visible to: Everyone

Only druids can master the magic of nature.

shapeshift the caster takes on the form of target
raven spy views the location of target
fissure creates a large hole in the ground that damages
everyone in the room
bark skin turns target's skin into bark
empower enchants a weapon with great power

ATTACK

Visible to: Everyone

The attack spells are essentially powerful curses, fueled by divine energy
rather than magical power (like the combat spells are). They are less powerful
than the combat spells, but can still deal out a stinging blow. Mages and
thieves cannot use this group. The attack spell group consists of the
following spells:

demonfire a powerful, but very evil, spell
dispel evil torments evil foes
dispel good calls down unholy power on good creatures
earthquake brings the power of earth to bear against your foes
flamestrike sends a column of flame from the heavens
heat metal heats metal equipment to searing tempatures
ray of truth sends forth a blinding ray of holy energy

BEGUILING

Visible to: Everyone

This insideous spell group is used to invade the minds of others. It consists
of various charming magics, well suited for turning your foes to your cause.
Only mages and thieves have access to the beguiling magics, which consist of
the following:

calm if successful, stops all fighting in the room
charm person turns an enemy into a trusted friend
sleep puts a foe into enchanted slumber

BENEDICTIONS

Visible to: Everyone

Benedictions are priestly spells, used to bestow divine favor upon your allies.
They are often restricted to those of like alignment. Only clerics and
warriors may use these spells. The benedictions spell group consists of the
following:

bless bestows divine favor upon the target
calm if successful, stops all fighting in the room
frenzy puts the recipient into beserker rage
holy word aids your allies while calling divine wrath upon your foes
remove curse removes malevolent magic from players and items

COMBAT

Visible to: Everyone

These sorcerous spells are, in the words of one famous mage, just 'more ways to
toss energy around'. They are the most powerful of the damaging spells, and
considered an essential part of most wizards' collections. Clerics and thieves
do not have access to these spells. In order of power, the combat spell group
contains the following magics:

magic missile send a weak energy bolt into a foe
chill touch weakens your enemy with a frigid grasp
burning hands sends a blast of fire into your foe
shocking grasp sends a powerful jolt into a foe
lightning bolt sends forth a single bolt of lightning into an enemy
colour spray blasts your opponent with a rainbow spray, which may blind him
fireball a powerful spell, great for burning your enemy to ashes
acid blast sends forth a stream of acid to eradicate your foes
chain lightning sends lightning bolts arcing through foes

CREATION

Visible to: Everyone

The creation spell group is used to create objects, of temporary or permanent
duration. Skill creators can travel without food or drink, and use their
powers to create nourishment as required. All classes may become learned in
this group, which contains these spells:

continual light creates an eternal light source
create food produces a nourishing mushroom
create rose creates a beautiful red rose
create spring calls forth a small but pure spring from the ground
create water fills any available container with water
floating disc creates a floating disc of force perfect for hauling treasure

CURATIVE

Visible to: Everyone

The curative spells are used to heal various unpleasant conditions that can
befall an adventurer. For healing of damage, see the healing spell group.
Curative spells cannot be used by mages or thieves.

cure blindness restored sight to the blind
cure disease heals the plague
cure poison removes the harmful effects of poison

DETECTION

Visible to: Everyone

The detection spells have may uses, all related to gathering information. They
can be used to see hidden objects, give information about treasure, or even
scry out the true nature of your foe. All classes except warriors can use
detection spells.

detect evil reveals the aura of evil monsters
detect good similar to above, only for good monsters
detect hidden shows the whereabouts of hidden foes
detect invis allows the caster to see the unseeable
detect magic reveals magical auras to the caster
detect poison determines if food is safe to eat
farsight searches for living beings near the caster
identify gives information about the nature of an object
know alignment determines the moral character of a monster or person
locate object finds a specific item

DRACONIAN

Visible to: Everyone

The Draconian spell group deals with the magic of dragons -- in this case,
bringing forth the devastating power of their breath weapons upon your foes.
Only mages have the mental training necessary to cast these spells, and few
of them ever reach the level of mastery required to use them.

acid breath uses the black dragon's attack upon an enemy
fire breath calls forth the flames of a red dragon
frost breath drains the life from a foe with the power a white dragon
gas breath suffocates your enemies with poison gas
lightning breath summons the electrical fury of a blue dragon

ENCHANTMENT

Visible to: Everyone

The enchantment spell group is used to imbue items with magical properties.
Currently, this spell group consists of enchant weapon and enchant armor,
although more will be added in the future. Only mages may enchant.

enchant weapon increases the hit and damage bonuses of a weapon
enchant armor increases the protective value of armor
fireproof shields items from the harmful effects of fire and acid
recharge restores power to a depleted wand or staff

ENHANCEMENT

Visible to: Everyone

The enhancement spells improve upon the body's pontential, allowing feats of
superhuman strength and speed. However, these spells may often have harmful
effects upon the recipient.

giant strength grants increased strength
haste doubles the speed of the target, but slows down healing
infravision allows monsters to be seen in the dark
refresh restores energy to tired adventurers

HARMFUL

Visible to: Everyone

This spell group is the opposite of healing. The harmful spells are designed
to tear flesh from bone, rupture arteries, and generally turn the body against
itself. Only priests and warriors may use this spell group.
In order of power, the harmful spells are:

cause light inflicts minor wounds on an enemy
cause serious inflicts wounds on a foe
cause critical causes major damage to the target
harm the most deadly harmful spell

HEALING

Visible to: Everyone

The healing spells are used to cure the wounds that adventurers inevitably
suffer in battle. For curing other conditions, such as poison, see the
curative spell group. Only warriors and priests have access to this group.
In order of power, the healing spells are:

cure light heals minor wounds
refresh restores vigor to a tired adventurer
cure serious heals wounds
cure critical closes all but the worst wounds
heal the most powerful healing spell
mass healing casts a heal spell on each player in the room

ILLUSION

Visible to: Everyone

The illusions spells are dedicated to deception and trickery. They can be
used to mask appearances, or create distractions for the party. Currently,
the illusion group is very small, but it will be expanded in the future.
Only thieves and mages can cast illusion spells, which consist of the
following:

invisible turns the target invisible
mass invisible turns the caster's group invisible
ventriloquate allows the caster to put words in someone's mouth

MALADICTIONS

Visible to: Everyone

Maladictions are a group of curses and other baneful spells, designed to
cripple, inconvenience, or torture, rather than kill outright. These spells
may be cast by any class.

blindness strikes the target blind
curse prevents recalling and weakens the target in combat
energy drain drains experience and mana, while strengthening the caster
plague causes the target to suffer a slow, painful death from plague
poison weaker than plague, but often fatal
slow slows your enemies down, reducing their rate of attack
weaken drains the strength of the target

PROTECTIVE

Visible to: Everyone

The protective spells are used to shield against harm, whether from spells or
physical attack. They range from the weak armor spell to the sought-after
sanctuary charm. Also included in this group are several spells for dispeling
hostile magics. Any class may use this group, which consists of the following
spells:

armor provides the target with an extra layer of defense
cancellation a powerful dispel, used for removing spells from friends
dispel magic removes spells from enemies, not as effective as cancel
fireproof shields items from the harmful effects of fire and acid
protection evil provides defense from the attacks of evil creatures
protection good protects from the attacks of good beings
sanctuary reduces all damage taken by the recipient by half
shield puts a shimmering shield between you and your enemies
stoneskin turns skin hard as stone, providing a huge armor boost

TRANSPORTATION

Visible to: Everyone

The transportation group is used for travel, whether by flight, magical
teleportation, or walking through walls. All classes may learn these spells,
which are among the most useful in the game.

fly allows the target to fly over nearly all obstacles
gate transports the caster to the target
nexus forms a two-way portal to a far off destination
pass door allows the caster to walk through walls
portal reates a one-way portal to a destination
summon transports the target to the caster
teleport sends the target to a random location
word of recall transports the caster to safety in Midgaard

WEATHER

Visible to: Everyone

These spells allow the caster to manipulate local weather conditions, as well
as summon fog clouds, lightning, or even electrical glows. This group is
usable by all classes.

call lightning summons a huge bolt from the heavens, if the weather is right
control weather changes the weather in the manner desired by the caster
faerie fire surrounds the target in a glowing aura
faerie fog reveals all hidden creatures in the room
lightning bolt sends a bolt of electricity into the target

(the weather command, unrelated to this group, shows local weather conditions)

BACKSTAB

Visible to: Everyone

Backstab is the favored attack of thieves, murderers, and other rogues. It
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves and assassins may learn backstab.

BASH

Visible to: Everyone

The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is not generally a wise idea.

BERSERK

Visible to: Everyone

Only powerful warriors can master berserking, the ability to enter insane rage
in combat. Its effects are not altogether unlike the frenzy spell -- a huge
surge of combat prowess, coupled with a disregard for personal safety.
Berserking warriors are more resistant to the effects of magic.

SPIRITLINK

Visible to: Everyone

Spiritlink is only available to well disciplined samurais. It allows them to
make a connection to another person and channel the other person's energy
into themselves. Whenever the person to whom the samurai is linked to casts
a spell, the spell instantly fails and the mana is given to the samurai in
the form of hitpoints. Using this skill on another will not promote a fight
since this skill could be used both defensively and offensively.

LUNGE

Visible to: Everyone

A samurai or ranger may use this skill to begin a fight with a few powerful lunges. It is similar to backstab, but less powerful. A weapon must be wielded to perform a lunge.

DIRT 'DIRT KICKING'

Visible to: Everyone

Consider by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. Only warriors and thieves may
learn this skill.

DISARM

Visible to: Everyone

Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon. The best possible chance of disarming occurs when you
are skilled both your own and your opponent's weapon. Only talented thieves
and warriors may learn this skill.

DODGE

Visible to: Everyone

In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.

'ENHANCED DAMAGE'

Visible to: Everyone

Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.

ENVENOM

Visible to: Everyone

The envenom skill is a cowardly skill practiced only by thieves, designed to
win a battle through alchemy and treachery rather than skill or strength.
Or, put another way, it's a skill used by the smart to kill the foolish.
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvenience (after all, the typical adventurer could
drink sewer water with only a trace of the runs). A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison
burns through his bloodstream. Poison can also come with spells, and some
poisons do more damage than others. The syntax of the envenom command is:
envenom [name of weapon] [name of poison]. Various thieves and merchants
possess both weak and potent poisons but they can be difficult to find.

'HAND TO HAND'

Visible to: Everyone

Hand to hand combat is a rare skill in the lands of Midgaard. Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics and warriors are the best at this skill, although thieves and mages
may also learn it.

KICK

Visible to: Everyone

Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.

PARRY

Visible to: Everyone

If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge.

RESCUE

Visible to: Everyone

A friend in need is a friend indeed. And when in combat, a warrior with
the rescue skill is just the friend you need. Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned. Success in rescuing depends on the skill rating, as
well as a comparision of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)

TRIP

Visible to: Everyone

Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.

'SECOND ATTACK'

Visible to: Everyone

Training in second attack allows the character a chance at additional strikes
in combat -- although a 100% second attack does NOT guarantee 2 attacks every
round. Any class may learn this skill, although clerics and mages have a
very hard time with it.

'THIRD ATTACK'

Visible to: Everyone

Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well. Perfect
third attack does NOT assure three attacks per round. Only warriors and highly
skilled thieves may learn this skill.

HIDE SNEAK

Visible to: Everyone

Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success. Only warriors and
thieves may learn these skills.

'FAST HEALING'

Visible to: Everyone

The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle.

LORE

Visible to: Everyone

Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use. The command for lore is 'examine'.

HAGGLE HAGGLING

Visible to: Everyone

Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrainined adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.

DISJUNCTION

Visible to: Players

Syntax: cast disjunction

A disjunction is a beacon of magical energy which morphs any spell that is
cast near it. It can increase or decrease the power and number of casts as
well as cause something completely different to happen.

PEEK

Visible to: Everyone

The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
common practicioners.

PICK 'PICK LOCK'

Visible to: Everyone

Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.

MEDITATION

Visible to: Everyone

This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.

STEAL

Visible to: Everyone

Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and even from shops! But beware, shop keepers guard their merchandise
carefully, and attempting to steal from a character earns you a THIEF flag
if you are caught (making you free game for killing even by non-pk).

'DETECT GOOD'

Visible to: Everyone

Syntax: cast 'detect good'

This spell enables the caster to detect good characters, which will
reveal a characteristic golden aura.

'DISPEL GOOD'

Visible to: Everyone

Syntax: cast 'dispel good' <victim>

Dispel good brings forth evil energies that inflict horrific torment on
the pure of heart. Good-aligned characters use this dark magic at their
peril.

'RECHARGE'

Visible to: Everyone

Syntax: cast 'recharge' <item>

The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used. Magic items can only be
recharged one time successfully.

'DEMONFIRE'

Visible to: Everyone

Syntax: cast 'demonfire' <target>

Demonfire is a spell of blackest evil, and as such can only be used by those
who follow the paths of darkness. It conjures forth demonic spirits to
inflict terrible wounds on the enemies of the caster.

'RAY OF TRUTH'

Visible to: Everyone

Syntax: cast 'ray of truth' <target>

Ray of truth opens a portal to the planes of positive energy, bringing forth
a beam of light of sufficient purity to harm or or annihilate the servants
of evil. It cannot harm the pure of heart, and will turn and strike
casters who are tainted by evil.

'PORTAL'

Visible to: Everyone

Syntax: cast 'portal' <target>

The portal spell is similar to gate, but creates a lasting one-way portal
to the target creature, instead of transporting the caster. Portals are
entered using 'enter' or 'go' command, as in 'go portal'. Portals cannot
be made to certain destinations, nor used to escape from gate-proof rooms.
Portal requires a special source of power to be used, unfortunately the
secret of this material component has been lost...

'NEXUS'

Visible to: Everyone

Syntax: cast 'nexus' <target>

This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost...

'HEAT METAL'

Visible to: Everyone

Syntax: cast 'heat metal' <target>

Heat metal is a powerful clerical attack spell, with effects that vary
according to the armor of the victim. It heats up the metal equipment
(assumed to be all weapons and armor at this point in time) on the target,
causing him or her to drop them if possible, taking serious burns in the
process (possibly fatal if the equipment is too heavy to remove easily).
This spell does no damage to creatures who are immune to fire.

'HOLY WORD'

Visible to: Everyone

Syntax: cast 'holy word'

Holy word involves the invocation of the full power of a cleric's god, with
disasterous effects upon the enemies of the priest coupled with powerful
blessings on the priest's allies. All creatures of like alignment in the
room are blessed and filled with righteous divine wrath, while those of
opposite morals (or both good and evil in the case of neutral priests)
are struck down by holy (or unholy might) and cursed. The cleric suffers
greatly from the strain of this spell, being left unable to move and
drained of vitality. Experience loss is no longer associated with the spell.

FRENZY

Visible to: Everyone

Syntax: cast 'frenzy' <target>

The frenzy spell fills the target with righteous fury, greatly increasing
his or her attack skill and damaging capacity. Unfortunately, this divine
wrath is coupled with a tendency to ignore threats to personal safety,
making the character easier to hit. Frenzy provides immunity to the calm
spell (see 'help calm'), and may only be used on those of the caster's
alignment.

CALM

Visible to: Everyone

Syntax: cast 'calm'

One of the most useful and often overlooked abilities of the master cleric is
the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition, and are at a disadvantage
in combat as long as the spell soothes their minds. The more violence
activity there is in a room, the harder the spell, and it is all or nothing --
either all combat in the room is ended (with the exception of those who
are immune to magic) or none is.

HASTE

Visible to: Everyone

Syntax: cast 'haste' <target>

The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab or lunge) in combat, and improving evasive
abilities in combat. However, it produces a great strain on the system,
such that recuperative abilities are halved. Haste is capable of negating
the slow spell. (see 'help slow').

SLOW

Visible to: Everyone

Syntax: cast 'slow' <target>

Despite popular mythology, slow is not the opposite of haste, but is a spell
with it's own unique set of effects. When cast on an unfortunate victim,
it slows its movements, making it easier to hit and reducing its rate
of attack. The effect of slow also double movement costs and halve healing
rates, due to reduced metabolism.

PLAGUE

Visible to: Everyone

Syntax: cast 'plague' <target>

The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, possibly leading to
death. It is a risky spell to use, as the contagion can spread like
wildfire if the victim makes it to a populated area.

'CREATE ROSE'

Visible to: Everyone

Syntax: cast 'create rose'

A romantic spell that creates a fragrant red rose, with utterly no game
use whatsoever.

'PROTECTION GOOD' 'PROTECTION EVIL'

Visible to: Everyone

Syntax: cast 'protection evil' <target>
cast 'protection good' <target>

The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.

'GIANT STRENGTH'

Visible to: Players

Syntax: cast 'giant strength' <character>

This spell increases the strength of the target character.

'CHAIN LIGHTNING'

Visible to: Everyone

Syntax : cast 'chain lightning' <target>

Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. Allies of the caster may be hit by this spell if they are members
of a clan, while the caster himself will not be struck unless no other
viable target remains. Chain lightning is most effective when used on
groups of creatures.

FARSIGHT

Visible to: Everyone

Syntax: cast 'farsight'
cast 'farsight' <direction>

The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room. It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away.

MASS HEALING

Visible to: Everyone

Syntax: cast 'mass healing'

The mass healing spell, as its name might suggest, performs a healing spell
on all players in the room. It also throws in a refresh spell for good
measure.

'FLOATING DISC'

Visible to: Everyone

Syntax: cast 'floating disc'

This useful spell creates a floating field of force which follows the caser
around, allowing him or her to pile treasure high with no fear of weight
penalties. It lasts no more than twice the casters level in hours, and
usually less. It can hold 10 pounds per level of the caster, with a
maximum of five pounds per item. The spell requires an open float location
on the character, and the only way to remove the disc is to die or allow it
to run out of energy.

FIREPROOF

Visible to: Everyone

Syntax: cast 'fireproof' <object>

The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects of acid and flame. Items protected
by this spell are not harmed by acid, fire, or the heat metal spell.
Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.

ALIAS UNALIAS

Visible to: Everyone

Syntax: alias
alias <word>
alias <word> <substitution>
unalias <word>

The alias command allows limited shortening of command names. At this time,
aliases cannot call other aliases, and cannot generate more than one command.
Alias by itself lists your current aliases, Alias <word> lists the alias with
that name (if such exist), and alias with both a word and and argument
produces a new alias. You cannot alias either alias or unalias to a new
command. Examples of use:

alias gc get all corpse --> typing gc will equal typing 'get all corpse'
alias ff cast 'fireball' --> ff orc will equal 'cast 'fireball' orc'

Only the first word on the line will be subsituted at this time.

Order

Visible to: Everyone

Clan OrDer

Clan Order is devoted to restoring order to what is chaos.
The law must be enforced and the helpless defended.
Members of Order are the strong and pure.
They are the guardians of peace, and the champions of holiness.
They have devoted their lives to doing what is right.
Order members follow a strict code of honor and live a harsh, spartan life.
But to some, this price is more than worth it...
===========================================================================
REQUIREMENTS:
* Must be of good or neutral alignment
* Must pass a test of strength
* Must have a decent description of more than 3 lines

'Depths of Doom'

Visible to: Immortals (Level 110+)

Depths of Doom was originally built by Outkast for Knights of the Red
Dragon, dragon.rdsnet.com 4000. It was released to the ROMLama area
library by Lybre, an implementor there.

Pawmist

Visible to: Immortals (Level 1+)

Area written by Twilight (twlthunter@faynet.com) for telnet://blades.wolfpaw.net:1234. Area is for levels 15-50. Special thanks to Estellios for providing ideas and insight into the area.

Geisel Rainforest

Visible to: Immortals (Level 110+)

Geisel's Rainforest was originally created by one of the implementors of
Your Afterlife (zeus.mudservices.com 5000). In its original form, it
utilizes pieces of code that are unique to Your Afterlife. It appears on
this mud by permission of the author. The author is known as Vonnegut on
Your Afterlife, but goes by Absalom elsewhere. Originally, this area was
created for levels 70-80, but may have been modified to meet the level
requirements of this mud. For information on how to implement Geisel's
Rainforest on another mud, email to clap@wolfenet.com. This area is part
of a package of areas distributed under the name ROMLama, an area library
eventually intended to be available as an alternative to DIKU stock.