! 'Command Repeat'
Syntax: !
! repeats the last command you typed.
Gossip Cgossip Qgossip . - = Shout Yell
Syntax: gossip <message>
Syntax: cgossip <message>
Syntax: qgossip <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, CGOSSIP, and QGOSSIP are variants of SHOUT (without the delay).
GOSSIP will send the message to everyone listening, CGOSSIP will send
only to those who are clanned, and QGOSSIP will send only to those
who are on a quest.
'.' is a synonym for GOSSIP.
'=' is a synonym for CGOSSIP.
'-' is a synonym for QGOSSIP.
YELL sends a message to all awake players within your area.
Type a channel name by itself to turn it off.
Recall /
Syntax: RECALL
RECALL prays to your god for miraculous transportation from where you are
back to the Temple of Alvinsberg. '/' is a synonym for RECALL.
If you are a member of a clan that has it's own reincarnation room,
your god will transport you there, unless you have been labeled a thief
or killer.
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 1/4 of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
Immtalk :
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).
Gtell ; Reply Say Sayto Tell Whisper
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
Syntax: sayto <character> <message>
Syntax: say to <character> <message>
Syntax: whisper <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. Your words can also be directed at another person
using SAYTO or SAY TO.
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.
WHISPER sends a message to one awake player in the same room. There is a
small chance of being overheard by others.
GTELL, TELL, and REPLY are considered Out of Character, while SAY, SAYTO, and
WHISPER are considered In Character.
'Abjurations Group'
The abjurations group has the following spells:
alarm alerts caster when anything enters the area
armor provides the target with an extra layer of defense
displace makes caster more difficult to scry
fireshield surrounds target with a flaming inferno
hold person holds target by mystic force
iceshield surrounds target with a thick shell of ice
shield puts a shimmering shield between you and your enemies
stone skin turns skin hard as stone, providing a huge armor boost
wizard lock creates unpickable lock on a door
word of recall transports the caster to their hometown
Arena Challenge Accept Decline Withdraw
Syntax:
challenge <victim>
accept <victim>
decline <victim>
withdraw <victim>
The Arena is a place where combatants prove their mettle against one another.
To start the process, one must challenge another. This gives the one
challenged three ticks (roughly three minutes) to either accept or
decline the challenge. At any time before the challenger makes known
that decision, the one who made the challenge may withdraw the challenge.
Fights last until there is only one person undefeated.
There is a spectator's room that has a view of the combat. Improvements are
constantly being made on the quality of the fights, and there are rumors of
group combat in the future. Also rumored is a book that tracks fighter
records.
'Acid Blast'
Syntax: c 'acid blast' <victim>
This is a very damaging spell available to mages and wizards. This allows the
caster to shoot a powerful blast of acid at a foe. This attack will not only
sear the skin of the opponent but also has a chance of eating through and
completely destroying their equipment.
'Acid Blast' 'Burning Hands' 'Colour Spray' Fireball 'Lightning Bolt' 'Magic Missile' 'Shocking Grasp'
Syntax: cast 'acid blast' <victim>
Syntax: cast 'burning hands' <victim>
Syntax: cast 'colour spray' <victim>
Syntax: cast 'fireball' <victim>
Syntax: cast 'lightning bolt' <victim>
Syntax: cast 'magic missile' <victim>
Syntax: cast 'shocking grasp' <victim>
These spells inflict damage on the victim. The higher-level spells do
more damage.
'Acid Breath' 'Fire Breath' 'Frost Breath' 'Gas Breath' 'Lightning Breath'
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, and lightning
damage one victim, whereas 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.
Advance
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.
Aedit
Syntax: aedit -Enters the editor for the current area.
Syntax: edit area -Enters the editor for the current area.
Syntax: aedit <vnum> -Enters the editor for the selected 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 (used for resets)
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
Affects Affect
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).
'Afflictions Group'
Afflictions are the bane of existence, and certain spellcasters are able to
inflict them on others. The afflictions group has the following spells:
blindness strikes the target blind
deafen makes target deaf
feeble mind makes target unable to use skills as well
forget makes target unable to remember spells
hunger makes target hungry
thirst makes target thirsty
Afk
Typing AFK 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
recall. This is useful when you need to leave the mud for 5 or 10 minutes,
but don't want to miss tells. AFK 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).
Alchemist Scientist 'Alchemist Basics' 'Alchemist Default'
Alchemists are the tinkers of the lands, not content with how things ARE,
always seeking to improve on what nature has made. There were no alchemists
until recently, when the gods walked again on the lands, but there have been
strides made to harnessing chaos properly so the study of alchemy is not as
dangerous to the student.
Alias Unalias
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.
Alist
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.
Allow Ban Permban
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.
'Alterations Group'
The alterations group has the following spells:
fly allows the target to fly over nearly all obstacles
haste doubles the speed of the target, but slows down healing
imprint infuses the proper object with the current location
infravision allows monsters to be seen in the dark
lighten load makes item lighter
pass door allows the caster to walk through walls
slow slows your enemies down, reducing their rate of attack
'Hometown Help' 'Alvinsberg' 'Starnome' 'Ranshyo' Starn'ome Ran'
The Lands of M'dhavian offer the following hometowns for player characters:
Alvinsberg The most basic starting city towards the center of the continent.
Starn'ome Home of the dwarves located in the western mountains.
Ran'shyo Oldest city founded along friendship and peace among all races.
Hometowns are where players return when using recall, word of recall, or other
items that provide the same service. It is also where you return when you fall
in combat.
New players are recommended to use Alvinsberg as their hometown because it is
the hub of civilization. Ran'shyo is also a relatively easy city to call home.
Certain hometowns are only available to players of specific races.
'Animal Summoning'
Syntax: cast 'animal summoning'
Druids though they have a close relationship with nature and the elements
they also have a very close bond of the animals and denizens of nature as
well. A druid is able to call out to the inhabitants of the area and ask
for their aid. This spell allows a druid to call upon a animal companion
to help them in their fight.
Animate
Syntax: cast animate <object>
This spell will reanimate dead body parts from your inventory into charmed
mobiles. These are not considered pets, so there is no limit to the
number of body parts you can animate.
'Animus Group'
The animus group has the following spells:
animate corpse makes a corpse resume life
raise dead raises a companion from the grave
animate zombie turns a corpse into a zombie
ethereal hands summons ethereal assistance to block attacks
Color Ansi Colour
Syntax: color Toggles color mode on/off
You may talk in color; the format is like this: the 'escape character' to
specify a color is the left handed brace '', following that you should
use one of the following numbers,
0 reset, returns to default
r red R bright red
g green G bright green
y yellow Y bright yellow
b blue B bright blue
m magenta M bright magenta
c cyan C bright cyan
w white W bright white
D grey ? random color
When making randomly colored text, each character must have the random code.
To display a tilde , use -. This is because that character means
something special in the code.
Color is courtesy of Lope from Loping Through The MUD.
Direct questions to ant@solace.mh.se or leave at note at Loping
Through The MUD, current site lttm.westside.net port 23 or 9000
Channels Music Ooc Grats Quote Quiet Answer Ask
Type 'channel' for a list of the channels that you can toggle on or off :
'Gossip' - used to spread gossip about the world. (IC only)
'Clan Gossip' - (cgossip) used to spread gossip to your clan. (IC only)
'Quest Gossip'- (qgossip) used to spread gossip during quests. (IC only)
'OOC' - used to talk about OOC matters. (OOC only)
'Music' - used to recite music and prose.
'Ask' - used to pose questions to the entire MUD.
'Answer' - used to answer questions made.
'Quote' - used to quote something said to the entire MUD.
'Grats' - used to congratulate a player's achievement.
'Shout' - used to speak with any person in the world.
'Yell' - used to speak with any person in the same area.
'Tells' - used to speak with a single player privately.
tells can be turned off by typing: 'deaf'
'Clan' - used to speak with those in the same noble house
as yourself. Only your house will hear you.
'quiet' - mode can be toggled on for complete peace and quiet.
(The Ancients can still talk to you though).
Arealinks
Provided to you by Kyless of The Mind's Eye (slaughterdog@yahoo.com).
Syntax: arealinks [vnum|area|all] [filename]
AREALINKS, with no arguments, gives a listing of all of the rooms that
link to a different area from the area you are currently in.
AREALINKS with a room vnum provided will provide all links from the
area that the vnum is in. Note that the room does not have to exist, but
merely has to be a vnum within the area's vnum range.
AREALINKS with an area name will list all of the links to different areas
for that area.
AREALINKS with the all option will list the areas one by one, their vnum
ranges, and all their links to different areas.
AREALINKS also provides an optional filename argument which allows you to
output all of the information into a file in the area directory in
the shell rather that outputting it to the screen. Of course, you still
need shell access to be able to read the file created.
This function and help file were originally written by Kyless on The
Mind's Eye (slaughterdog@yahoo.com).
Areas Commands Report Score Time
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.
Armor
Syntax: cast armor <character>
This spell decreases (improves) the armor class of the target character
by 20 points.
Weasummon Armsummon
Syntax: weasummon <weapon>
Syntax: armsummon <armor|shield>
By drawing on the magic identifying a special item as yours, you are able
to call the item to you regardless of where the item is. Only special items
are able to be called in this manner. An example can be found in the weapons
used by the Champions of the Order of the Sword.
Fire Arrow Missile
Syntax: fire <target>
Syntax: fire <missile> <target>
Syntax: fire <missile> <target> <direction>
Syntax: fire <target> <direction>
Taking advantage of distance, a person is able to fire a missile, whether it
is an arrow, a sling bullet, or something else, at a target. The person must
hold a weapon capable of firing the object in their primary hand, and must
either hold the ammunition or have it in a readily available container made
especially for holding the ammunition ready.
For example, a ranger holding a bow and an arrow, may fire at a target. If
the ranger's hands are empty, but he is wearing a quiver, he may fire arrow
target.
'Ash Skin'
Syntax: cast 'ash skin' <victim>
A druid life is spent in the service and protection of nature. So it is no
surprise that in their effort to protect the very surroundings around them
they are able to call upon nature itself to attack an opponent or victims
skin leaving it dry, brittle and cracked to the point that any significant
heat, or flame would cause much more damage then it normally would.
Assail
Syntax: assail <victim>
In most fights, what one targets, one continues to hit unless rescued.
Certain fighters are trained in the ability to assail another target,
all the while ignoring that the first target is still attacking them.
The true tactician, in this way, can select the weaker opponent to
beat first, improving the odds.
At
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).
Atrophy
Syntax: cast atrophy <victim>
The Necromancer possesses the spell to literally disintegrate the muscles
of their Victim. The atrophied victim would suffer from a loss of strength
as their limbs distort and waste away.
Auto Autolist Autoloot Autogold Autosac Autoexit Autoassist Autosplit Autostore Autopeek
Lands of M'dhavian 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
autoassist: makes you help group members in combat
autoexit : display room exits upon entering a room
autogold : take all gold from dead mobiles
autoloot : take all equipment from dead mobiles
autosac : sacrifice dead monsters (if autoloot is on, only empty corpes)
autosplit : split up spoils from combat among your group members
autopeek : will show inventory during a look <char> (with the peek skill)
autostore : saves all tells during combat
Typing a command sets the action , typing it again removes it.
Avian Avians
The avian race is a very secretive and mysterious one. They are the size
of giants, towering over any human, but weigh about the same as an elf.
Their slight bone structure allows their wings to carry them as they fly
from place to place, but it also requires them to rely on mental prowess
instead of brawn for survival. Many speculate that they are a people who
evolved in the mountains, perhaps magically. However they came to be,
they are fiercely religious, and worship a nature diety. Most choose to
become druids since that allows them to be closest to their god, however
they do well in clerical magicks as well. They have uncanny powers of
sight, and it is said that an avian can see everything you do. For this
reason many avians are hired as watchkeepers, and they make wonderful
explorers and missionaries. Their amazingly unusual bodies, which
basically look like emaciated humans with wings, and the fact that they
are used to an isolated environment, makes them very susceptible to
disease and poison. Many an avian has ventured out of his or her
homeland only to fall victim to one of the many plagues that ravage the
world at large.
Exotic Weapons Weapon Weaponsmaster Axe Bow Club Dagger Flail Mace Polearm Quarterstaff Spear Sword Whip
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)
club skill in the most basic type of blunt weapon
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
quarterstaff Skill in quarterstaves.
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.
Backstab BS Circle
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 may learn the backstab.
Some thieves have the ability to circle around behind the opponent while
fighting and stab them in the back again.
Bandage
Syntax: bandage <target>
Being able to bandage your own wounds and the wounds of others takes
more than just some cloth wrappings. Knowing which plants and herbs
will aid in the healing of cuts and scrapes is also vital. That
is why only those following the paths of cleric, ranger, and druid
have learned this skill.
With bandages, you will rest easier, and your wounds will heal faster.
Spells such as imbue will improve healing even more.
Bank 'Bank balance' 'Bank deposit' 'Bank withdraw'
Syntax: bank balance
Syntax: bank deposit <amount> <coin type>
Syntax: bank withdraw <amount> <coin type>
Banking can only be done at a bank with a teller. Money deposited in
the bank is safe from all theft, but if you need it to purchase goods
you will need to withdraw enough. There is a fee taken on all deposits,
but withdrawing money is free.
Retrieve Place Bard Unbard
Syntax: retrieve <obj> <container>
Syntax: retrieve <obj>
Syntax: place <obj> <container>
Syntax: bard <obj> <mount>
Syntax: unbard <obj> <mount>
retrieve fetches an object out of a container on the mount
place puts an object into a container on the mount
bard equips an object on the mount
unbard removes an object from the mount
'Bark Skin'
Syntax: cast 'bark skin' <character>
Any new druid or one who is in the venerable years of his/her life, knows
how strong the bark of trees can be. In their devotion to be one with nature
they have harnessed a way to take those same protection that bark offers
trees and transfer it onto them selves.
Barrage
Syntax: cast 'barrage' <victim>
A druid in their time alone and being one with nature, become attuned to all
aspects of nature, from the water, earth, and air around them. To the very
light to which we all see in the daytime, in seeing this energy they have
focused this light into a force able to inflict damage upon their foes.
Bash Shieldbash SB
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.
There is also a type of bashing that involves a shield. An alias is sb.
Basics 'Rot Basics'
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.
'Bear Claws'
Syntax: cast 'bear claws'
A druid is able to gather and focus the essence of a bear and form
it into powerful gloves that aid in tearing apart their opponents.
Berserk
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.
'Birch Skin'
Syntax: cast 'birch skin' <victim>
It is widely known through out the realm how unreliable and un-sturdy a
birch tree is, it's limbs and branches easily broken without much force
of strength applied. A druid realizing this potential, can inflict onto
his foes the very same properties of a birch trees flimsy bark allowing
the druid a slight advantage in combat.
'Blade Barrier'
Syntax: cast 'blade barrier'
A cleric might be of faith and abhor bladed weaponry in general, but it
comes to a point, that one must consider where do you draw the line in
defense of one self. In true ingenuity of clerics they have created a
spell that would engulf them in a circle of blades constantly spinning
around them to protect them from the attacks of others. Any enemy foolish
enough to try and attack the cleric would soon learn the price of their
mistake, and the pain of the many swirling blades.
Bless
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).
Blindness
Syntax: cast blindness <victim>
This spell renders the target character blind.
Note Notes Changes News Penalty Penalties Ideas Weddings Story Stories Unread Board
The notes on ROT replace the bulletin boards and mail systems found on many
other muds. The following options are usable:
reading notes:
note list : show all notes (unread notes are marked with an N)
note read : either by number, or read next to read unread notes
note remove : removes a note that you wrote or are the target of
note catchup : markes all notes as read
writing new notes:
note to : sets the to line (playername, clanname, immortal, or all)
note subject : sets the subject for a new note
note write : puts you in edit mode (.h for help @ to end)
note clear : erase a note in progress
note show : shows the note you are working on
note post : posts a new note. This MUST be done to post a note.
When you log in, you will be informed if there are unread notes waiting. Type
note read (or change read, etc.) to scroll through them one at a time.
Six other note directories exist, these are ideas, news, changes, weddings,
stories, and penalties (gods only). They are used the exact same way, for
example idea read 5 will read idea #5. Posting to the news, changes, and
weddings boards is restricted.
The 'unread' or 'board' commands can be used to show your unread notes on all
the note spools.
'Bonded Curse'
Syntax: cast 'bonded curse' <object>
By harnessing the evil auras surrounding all creation, a necromancer
is able to lay a powerful curse upon any object they can hold. Once
cast, the object so cursed cannot be removed once held, which makes
the spell tactically valuable in many situations.
'Bone Darts'
Syntax: cast 'bone darts' <victim>
Utilising parts of the deceased is a Necromantic specialty. Using exhumed
bones a Necromancer can splinter and then hurtle the shards at anything in
the Vicinity. However, this spell requires an ample store of bones on their
person.
'Book Writing'
Book Writing
Syntax: book <obj> <command> [arguments]
Commands: write edit author language langskill save finish
write - Writes a new page in the book
edit - Edits page <num>
author - Signs the author of the book
language - Sets the language the book is written in
langskill - Sets the skill of the language
save - Saves the book to disk
finish - Finishes the book and prevents future changes
When writing a book, first have one in your inventory. Next to start
writing, use "book keyword write" where keyword is how you interact
with the book (book, journal, etc). The other options can be set if
desired, or left alone. When finished writing, use "book keyword save"
to save the contents of the book. "book keyword finish" is for books
that no longer need editing.
Sioned Bot Bots
Sioned is the only bot allowed in the lands of M'dhavian. She exists
to give helpful spells to travellers until mages and healers are able
to do the job instead. She also will chat with you if you try to strike
up a conversation, though she does get stuck on certain ideas at times.
To have her give you spells, send her a tell with the name of the spell.
For example: "tell sioned armor" will have her cast the spell armor.
"Help", "Shields", and "Others" have special meaning for her.
She will not cast healing spells, and she is subject to normal limits
such as stone skin only being castable on oneself. If I ever find her
being abused, she will be removed, there are other ways to get the
spells she casts.
Brandish Quaff Recite Zap
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.
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.
Bug Typo
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>
These commands will take your message and record it into a file as feedback
to the mud implementors.
Building
Do you want to help build areas to expand the Lands of M'dhavian?
We do accept builders to help with area building, and have come up with the
following application process:
1) Write a proposal for a 25 room area that will fit in the theme. This
proposal should have a location in mind, along with the general layout of
the rooms, the mobs, and the objects that would go in this area. A level
range could also be helpful.
2) Note if you have prior building experience in the proposal.
3) Read the pixieOLCguide linked from the homepage. It has the guildelines
we build by in it. There are web pages with mob stats and weapon averages.
4) Keep in mind that Arvik is the head builder, Joxtur only handles the
progs.
'Burning Hands' 'Shocking Grasp'
Syntax: c 'burning hands' <victim>
Syntax: c 'shocking grasp' <victim>
Burning hands is a low level spell learned by those training to be mages or
wizards. It conjures a pair of flaming hands which, with good aim, can deal
damage to a foe.
Likewise, shocking grasp also conjures a pair of hands which will shock an
opponent and deal a fair amount of damage.
Butchering
Syntax: butcher <corpse>
Syntax: butcher heart
Butchering is the art of turning a corpse into a pile of edible meat.
The corpse must be empty to be butchered, and larger corpses are more
easily carved into meat.
You also have the option of carving the heart out of a corpse.
Butchering, like all crafts, can be learned without aid through much
practice, though a teacher can help.
Buy List Sell Value
Syntax: buy <object>
Syntax: buy <object> <target>
Syntax: list
Syntax: list <target>
Syntax: list <object> <target>
Syntax: sell <object>
Syntax: sell <object> <target>
Syntax: value <object>
Syntax: value <object> <target>
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.
The optional <target> can be used when there are many merchants in the room.
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.
'Call Lightning'
Syntax: cast 'call lightning'
This spell works only out of doors, and only when the weather is bad.
It calls down lightning bolts from your god.
Calm
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.
Caltrops
Syntax: caltrops <victim>
Battle sages agree that footwork is half the battle. Thieves argue that
sharp pieces of metal in the soles of feet can be very discouraging to
fancy footwork. It is not unheard of for a thief to dip into his pocket in
the heat of battle to scatter deadly spikes in the path of his foe for an
extra edge.
Camp
Syntax: camp
While in the wilds, nothing is more heartening than a well built camp
complete with campfire. Restful, relaxing, it makes a good resting spot
nearly anywhere, though some animals would still be more than willing
to attack a party camped out.
'Cantrips Group'
Cantrips tend to be simple spells that all mages learn in training.
The cantrips group has the following spells:
cancellation a powerful dispel, used for removing spells from friends
continual light creates an eternal light source
dispel magic removes spells from enemies, not as effective as cancel
identify gives information about the nature of an object
refresh restores energy to tired adventurers
ventriloquate allows the caster to put words in someone's mouth
create rose creates a beautiful red rose
Cast
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.
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.
You can also shorten the words to just as much as you need to cast
a spell. For example, to cast cure critical, you can type just
c 'cu cr' <target> In this case, the u in cu is important, especially
if you also know the spell cause critical.
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.
'Cats Eyes'
Syntax: cast 'cats eyes'
The spellcaster is able to simulate the abilities of a cat to see
well in darkened rooms through the use of this spell. For the
duration of the spell, rooms that are naturally dark are as bright
as if lit by sunlight.
'Cause Light' 'Cause Serious' 'Cause Critical'
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.
Donate Cdonate
Syntax: donate <object>
cdonate <object>
The donate command will transfer an object from your inventory to the
donation pit. If you are a clan member, the cdonate command will donate
the object to your clans donation pit, otherwise, it will work the same
as a normal donate. Some objects may not be donated, such as quest items,
cursed items, and sub-issue gear.
Centaur Centaurs
Centaurs are woodland beings who shun the company of men. They dwell in
remote, secluded glades and pastures. The appearance of a centaur is
unmistakable: they have the upper torso, arms, and head of a human being,
and the lower body of a large, powerful horse.
'Chain Lightning'
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.
'Change Sex'
Syntax: cast 'change sex' <victim>
This spell changes the sex of the victim (temporarily).
Charge
Syntax: charge <victim>
Few things are as fearsome as a mounted knight in a devastating charge.
While mounted on the proper mount and holding a lance, the knight is able
to charge at a victim, causing much damage. The lances do not often stand
up to such abuse, so the wise knight keeps a supply ready.
'Charm Person'
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'
Syntax: cast 'chill touch' <victim>
This spell inflicts damage on the victim and also reduces the victim's
strength by one.
Clan
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>". Only
Clan members can kill or steal from other players. To join a Clan
you must be level 25 or above and level 70 or below. Second tier
players may join a clan starting at level 15. Speak to the Clan
Leader about joining. If you go Loner before level 70 you may
join a Clan later.
Joining a Clan is a dangerous step. Many adventurers live to
kill and torture others and chances are that your paths will cross.
Clans may now choose to allow pkill or not, members of clans that
choose not to have pkill will be unable to attack other players, or
be attacked by others.
Existing Clans may buy special rooms and mobiles by acquiring
cubic zirconiums as payment. To see room prices, type
"help prices". New Clans may be formed by petitioning the immortals.
Please remember that their word is final on all matters not covered by
this help.
A list of current clans can be obtained with: clan list
Clan_room 'Clan Rooms'
Clan Room may be bought using blue diamonds, see 'help prices'
for a list of the prices. Only one clan room within an organization
may be set as a healing room. The price quoted for the mana/heal option
will set BOTH up to 200%, which is the max.
Likewise, a clan may only have 1 healer, who will be reset into the main
clan room.
Healers are the same FOR ALL CLANS, so DO NOT ask that
your healers prices be lowered, or that it give out free spells to
higher level players!
Clans may not have thier own money-changers, guildmasters, fountains,
money-machines, mana-trees, specialized potions, etc...
Only clan leaders may make a request for additional rooms, etc...
What we need from you when you request a clan item:
Mobiles:
Job of the Mobile (healer/store keeper/practice dummy/etc.)
Name of the mobile
Description of the mobile
Rooms:
Name of room
A full description of the room
Clans with a large number of rooms will be given consideration for having
more than one entrance to thier area in different areas of the realms.
Any mail not following the guidlines above will be tossed in the trash.
Clanrules
1. Do NOT join any clan until you investigate ALL clans.
2. Once you join a clan, you must STAY WITH THAT Clan. No switching clans,
abandoning your clan mates, etc.; the point of joining a clan is to use
TEAMWORK. That means when you get pkilled, you ask your CLAN MATES to
retrieve your corpse, re-equip you, help you avenge your death, etc. Do
not count on the IMMs for help.
3. Clanned characters are *not* allowed to pkill anyone in their own clan,
or anyone NOT clanned; nor are they allowed to kill members of non-pkill clans.
4. Clanned characters are NOT allowed to use edited equipment for pkill.
This does not include Clan EQ or Quest items, both of which are allowed.
5. If you get pkilled, you will *NOT* be reimbursed ANY eq by the IMMs;
this includes edited EQ, items of sentimental value, quest items, etc.
6. Clanned characters are not allowed to ask for or receive ANY kind of
IMM-related help; this includes corpse retrievals, spellups, assistance
locating chars, reimbursements, etc.
7. If you are a clan leader, you are expected to be present on a regular
basis. If you do not actively play your character for three weeks, and have
not found a replacement, you will be removed as leader.
8. Clan leaders must be level 70 or above.
9. In order to form a new clan, you must follow these rules:
a. Have EIGHT people involved in forming the clan
b. Have a PURPOSE for creating and maintaining the clan
c. Find an IMM to sponsor you (this MUST be a level 103 or higher;
they can not already be involved in sponsoring another clan)
d. Have your area files READY TO BE INPUT. Type "help room" for
more help.
10. You must ALWAYS have at least four members of your clan ACTIVELY
PLAYING the game. This means that if your membership drops to less than
four members for more than one week, your clan will be disbanded and dropped
from the list of clans.
11. As a member of a clan, you are expected to assist other members of your
clan. This includes spellups, corpse retrievals, levelling, etc.
12. If you reroll a clan leader into second tier, you must find three
current members of your clan to "sponsor" you back into the leader position.
The three members can email, note, or verbally give their nominations to
the Implementors.
Class
Syntax: class
class all
class <group>
Typing class by itself will list all spell groups that you currently have.
The [class all] format will list all groups that are available to your
particular class. The [class <group>] method will list all of the spells
available to your class within that group, along with the level at which
you recieve the spell.
'Class Help' 'Classes'
Lands of M'dhavian offer the following classes for player characters:
Spellcasters:
Alchemist Not content with how things are, continually tweaks things
Cleric Often concerned with the well being of others, the healer
Druid In touch with elemental nature, with powerful spells
Mage Standard spellcaster, Arcane mystic
Necromancer Dark mage, harnesses the power of death and darkness
Non-magic users:
Knight The heavily armored fighter on specially trained mounts
Ranger The woodsman, in tune with nature, but a good fighter
Thief The sneak, attacking from hiding and pilfering pockets
Warrior Standard warrior, with powerful attacks.
Each race has classes that it is more apt at than others, and that is
reflected by the cost of skills and spells.
For more information, see the help files for each class (i.e. 'help mage')
Cleave
Syntax: Cleave <victim>
Trained in larger swords, a knight is able to easily swing their
sword in an overhanded blow. On occasion, the blow is so strong
that it has been rumored to remove limbs.
Cleric Priest 'Cleric Basics' 'Cleric Default'
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 posess an impressive area of
protective magics, as well as fair combat prowess.
Clerics recieve the power to levitate a shield in front of them once they
reach level 50, freeing both hands for weapons.
Clerics are allowed only the use of blunted weapons, because of their vows.
The spell groups they learn is as follows:
cantrips
cancellation, continual light, dispel magic, identify, refresh,
ventriloquate, create rose
afflictions
blindness, deafen, feeble mind, forget, hunger, thirst
desecrations
atrophy, calm, curse, desolation, fear, heat metal, terror, weaken
remedies
cure blindness, cure disease, cure poison, destroy cursed, detect poison,
infusion, resist poison
wrath
flamestrike, nova, scourge, sunray, wall of fire
consecrations
bless, focus, frenzy, imbue, lifeline, refresh, remove curse, renovation
piety
create food, create spring, divine aura, mystic mace, ray of truth
ward
blade barrier, fly, invoking shield, sanctuary, shield, warding glyph
detriments
cause critical, cause light, cause serious, demonfire, harm
restorative
cure critical, cure light, cure serious, heal, mass healing, quench,
rejuvinate, restoration, sustain
Clone
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.
Open Close Lock Unlock Knock
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: knock <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. There are also doors that can be
unlocked without a key.
KNOCK will rap on a door, alerting those on the other side that there is
someone at the door.
Coffer 'Donation Box'
Syntax: put <amount> <silver|gold|platinum|qps> <coffer>
Syntax: look in <coffer>
A coffer is the house's strongbox, where members can donate funds
towards the upkeep of the house. Anyone can look in the coffer to
see how much money it holds, but only the leader can see how many
quest points have been donated to the house in general. Funds added
to the coffer can be removed only by the house leader. It is useful
as a central location to give money to the house, especially when
the member is not on when the leader is on.
'Colour Spray'
Syntax: c 'colour spray' <victim>
This spell, if cast properly, creates a beam of light which, in appearance,
resembles a rainbow. It consists of multiple colours but is not necessarily
a pretty sight. It tends to be rather blinding and is capable of dealing a
sizable amount of damage to an opponent.
Commandments Laws 'God Rules'
.
*************************************
** The Rules of Lands of M'dhavian **
*************************************
1) Do not kill mortals, do not kill mortals, do not kill mortals.
This includes transferring/summoning them to aggressive mobs.
2) Do not cheat for ANY mortal in ANY way, especially your own.
Unless of course you LIKE deletion. Yes this includes tanking,
healing/restoring, casting protection spells <armor, sanct>,
and softening up or altering mobs.
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. <--- Note, simple English.
6) Do not give out free equipment. You don't need to win brownie
points with the mortals. Quest 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. Do not load items more than 4 levels
below their normal level (i.e. no level 5 ogre gauntlets).
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 priveleges. They are being punished for a reason.
9) Do not try to overrule each other.
10) Trusted mortals: Do not use your god powers to help your mortal
character. If you do, your trust will be taken away.
Compare
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.
Concatenate
Syntax: cast 'concatenate' <victim>
As a druid attains a higher level and learns more about the intricacies of
nature they are able, in time to create more damaging spells of elements.
This spell similar to barrage, that it harness light into a blast of force
striking their foes.
Config 'Config Msay' 'Config Accent'
Syntax: config
Syntax: config msay <text>
Syntax: config accent <text>
Config is a way much like the various auto commands, to configure
your preferences. The commands are as follows:
config msay: configures the text that describes your mental "voice"
config accent: configures the text that describes your speech
'Conjurations Group'
The conjurations group has the following spells:
create food produces a nourishing mushroom
create spring calls forth a small but pure spring from the ground
create water fills any available container with water
ethereal mail creates protective armor from the aethyr
floating disc creates a floating disc of force perfect for hauling treasure
gate transports the caster to the target
nexus forms a two-way portal to a far off destination
staff of mist creates a staff made from aethyr
Conjure
Syntax: cast conjure
This spell will conjure up a powerful pet demon. As pets, a demon cannot
be conjured if you already have a pet. The conjure spell requires a
special source of power to be used, similar to the portal and nexus
spells, though not the same source.
'Consecrations Group'
The consecrations group has the following spells:
bless bestows divine favor upon the target
focus channels healing energy into the area
frenzy puts the recipient into beserker rage
imbue improves natural rate of healing in target
lifeline creates a bond that lets caster move to target instantly
remove curse removes malevolent magic from players and items
renovation restores an area to its original state
Consider
Syntax: consider <character>
Syntax: consider all
CONSIDER tells you what your chances are of killing a character.
Of course, it's only a rough estimate.
Consider all will consider each character in the same room.
The meaning of the responses are found below :
You can kill them naked and weaponless. (too easy)
They are no match for you. (easy)
They are an easy kill. (medium)
They are the perfect match! (medium)
Do you feel lucky, punk? (medium)
They laugh mercilessly at you. (hard)
They will probably kick your butt. (very hard)
Death will thank you for the gift. (crazy to take it on)
'Continual Darkness'
Syntax: cast 'continual darkness'
Syntax: cast 'continual darkness' <object>
This spell creates a ball of darkness, which you can hold as a light source.
Instead of illuminating the area it shrouds it in total darkness. It may
also be used on an object to remove an enchanted glow.
'Continual Light'
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'
Syntax: cast 'control weather' better
Syntax: cast 'control weather' worse
This spell makes the weather either better or worse.
Count
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.
Counter
Syntax: none
Fighters often are expected to take whatever damage is dished out to them,
but the secret to countering another's attack quickly, while still striking
out with a regular attack, has been found by certain fighters. By using this
technique, a fighter counters an opponent's attack with their own, then hits
with the regular attacks.
Crafts Crafting
Crafting is an art that does not interest everyone, nor is it meant to.
Though crafts can make things seen nowhere else, not everyone has the
patience required to become a master at it.
Languages and crafts here share two common traits: They do not require
previous skill (they can be learned with no prior skill), and they can be
taught by another. In the most technical sense, teaching is also a craft,
as it follows both rules.
To learn a language, one must hear it spoken enough to begin to
distinguish the patterns of the symbols, translating it into a pattern the
listener understands. A teacher in this instance speaks the language in a
way to make the patterns clearer to the listener, helping the listener in
learning.
Much the same is true of crafting, one learns best by doing, and having a
teacher aids in the doing in that the teacher can correct problems in the
technique of the student.
'Create Food'
Syntax: cast 'create food'
This spell creates a Magic Mushroom, which you or anyone else can eat.
'Create Rose'
Syntax: cast 'create rose'
A romantic spell that creates a fragrant red rose, with utterly no game
use whatsoever.
'Create Spring'
Syntax: cast 'create spring'
This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
'Create Water'
Syntax: cast 'create water' <drink-container>
This spell replenishes a drink container with water.
Credits
Syntax: credits
This command shows the list of the original Diku Mud implementors.
'Critical Hit'
Syntax: none
Well-trained fighters are able to seek out the points on an opponent
where their weapon will do the most damage, making a critical hit.
Crush
Syntax: Crush
Warriors who are engaged in combat often fine themselves in close
proximity to their foes, whilst exchanging blows with one another a
warrior may attempt to grapple their opponent and grab them into a
crushing hold.
'Cure Blindness'
Syntax: cast 'cure blindness' <character>
This spell cures blindness in one so unfortunate.
'Cure Light' 'Cure Serious' 'Cure Critical'
Syntax: cast 'cure light' <character>
Syntax: cast 'cure serious' <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal' <character>
Syntax: cast 'restoration' <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)
'Cure Disease'
Syntax: cast 'cure disease' <target>
A cleric, in their training not only learn how to heal and bind wounds
of the injured. But also, how to combat varying forms of illness as well,
with cure disease they are able to heal the sick and those afflicted by
the plague.
'Cure Poison'
Syntax: cast 'cure poison' <character>
This spell cures poison in one so unfortunate.
Curse
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 the gods and
unable to RECALL.
'Damage Reduction'
Syntax: none
Those well trained in fighting skills know that to evade a blow is not
always necessary. Twisting in such a way as to reduce the impact can
be just as effective.
Damdice
A high number of dice makes for less variance in mobiles hitpoints.
Suggested values are:
Level dice min min 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+25 30 75 53
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...)
'Darkness Shield'
Syntax: cast 'darkness shield'
Harnessing the darkness surrounding all things, a spellcaster is able
to fashion a shield composed entirely of the dark mists. Surprisingly
strong, the shield adds to the defensive might of any who holds it.
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).
Death
When your character dies, you are reincarnated back at the Altar of the Temple
of Alvinsberg. Your corpse is left behind in the room where you were killed,
together with all of your equipment.
Any spells which were affecting you are canceled by death.
Following and groups are not affected by death.
You lose experience points for dying. The amount you lose is two-thirds of
the way back to the beginning of your level.
Corpses decay after time, and the objects inside corpses decay with them.
Player corpses last *roughly* 30 hours of game time (15 minutes of real time).
Only the player who died, or someone in the same group, can retrieve objects
from a player's corpse.
Suicide Delete
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. Typing delete with an argument will
return your character to 'safe' status if you change your mind after the
first delete. Second tier players should use reroll to recreate a
character, instead of the delete command.
'Demonfire'
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.
Deny Wipe
Syntax: deny <name>
wipe <name>
DENY and WIPE lock a character out of a game permanently, rendering their
character name unusable. They may only be removed by editing the pfile, for
this reason freeze is usually preferred.
If a player is DENY'd, they will be sent a message telling them so, then
will be forced to quit. They will then recieve a message telling them
they are denyed access any time they try to connect.
If a player is WIPE'd, they will recieve no message, and will be immediatly
disconnected. They will immediatly be disconnected any time they attempt
to connect, with no explanation.
Description Desc
Syntax: description <string>
Syntax: description + <string>
Syntax: description -
Syntax: description write
Syntax: description edit
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 -.
You can also enter an editor similar to the one for writing notes and
enter and format a description as a whole.
'Desecrations Group'
The desecrations group has the following spells:
atrophy makes target's body waste away
calm if successful, stops all fighting in the room
curse prevents recalling and weakens the target in combat
desolation completely destroys the area caster is in
fear causes target to run away
heat metal heats metal equipment to searing temperatures
terror causes everyone in the room to run away
weaken drains the strength of the target
Desolation Renovation
Syntax: cast desolation
Syntax: cast renovation
Desolation is a spell that destroys the area the caster is in,
turning it into a burnt wasteland. Renovation is the counter to this
spell, causing the area to return to a normal state.
'Detect Hidden'
Syntax: cast 'detect hidden'
This spell enables the caster to detect hidden creatures.
'Detect Invis'
Syntax: cast 'detect invis'
This spell enables the caster to detect invisible objects and characters.
'Detect Magic'
Syntax: cast 'detect magic'
This spell enables the caster to detect magical objects.
'Detect Poison'
Syntax: cast 'detect poison' <object>
This spell detects the presence of poison in food or drink.
'Detriments Group'
The detriments group has the following spells:
cause critical causes major damage to the target
cause light inflicts minor wounds on an enemy
cause serious inflicts wounds on a foe
demonfire a powerful, but very evil, spell
harm the most deadly harmful spell
Diku
. 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.
Dirt 'Dirt Kicking'
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
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.
Disconnect
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.
'Disease Resistance'
Syntax: cast 'disease resistance'
No one surpasses the Necromancer's ability to inflict disease and decay upon
hapless victims. Using this knowledge they are able to cast upon themselves
a spell of resistance to such afflictions. This is a resistance only and by
no means an immunity and even the most powerful of Necromancers can succumb
to a powerful poison.
Dismiss
Syntax: dismiss <victim>
There are times when a servant has outlived its usefulness or when
it is time for the servant to be retired. It is possible for that
servant to be dismissed. It is an amiable break, and there are no
hard feelings held by the servant so dismissed.
Mount Dismount Tether Untether
Syntax: mount <target>
Syntax: dismount
Syntax: tether
Syntax: untether
All players have the ability to learn how to ride. Mounts can be found in
mount shops, or even in the wilderness. To ride, one mounts the creature.
To keep a mount in one place, tether it. A ridden mount cannot be tethered,
nor can someone tether a mount not belonging to them. To ride again, the
mount must be untethered.
'Dispel Magic'
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.
'Divinations Group'
The divinations group has the following spells:
detect invis allows the caster to see the unseeable
detect location caster detects location magic is used on them
detect magic reveals magical auras to the caster
locate object finds a specific item
scry allows caster to see far off places
'Divine Aura'
Syntax: cast 'divine aura'
A cleric in the service of healing, and protecting life against the
darkness have honed their holy abilities into this spell allowing
clerics to surround themselves in a divine aura that raises their
natural resistances against dark spells.
Dodge
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.
North South East West Up Down
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction.
Draconian Draconians
The draconians are a fearsome race, and almost as secretive as the avians.
Like the avians, they can fly, and come from some not-so-well-known place
far away. Unlike any other race though, draconians are not mammalian.
They more closely resemble lizards, snakes, and especially dragons.
They tower over even giants in size, reaching over 12 feet in height, with
leathery wings that can stretch to over 30 feet when extended, and can fold
up neatly on the back, causing no real hindrance in movement. The sheer
size of a draconian DOES, however, cause problems, because most things in
the world are built with human size in mind. Draconians are very strong,
and tougher even than dwarves. Unlike most races that reach such large
proportions, they retain a keen mind, and make good mages as well as
warriors. Because of their strange biology, and some degree of reptilian
nature, draconians are immune to almost all poisons and plagues.
'Draconian Group'
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
Drag Push
Syntax: drag <victim> <direction>
Syntax: push <victim> <direction>
These simple commands offer the ability to remove a target from a room in a
specified direction. However, the success of such actions are reliant on the
size, strength and level of both the user and its target. Have you ever seen
a Halfling drag a Minotaur anywhere?
Drink Eat Fill Pour
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.
Drop Get Give Put Take
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.
GET understands the same syntax as buy, so '5*stew' would take five stews
Druid Sage 'Druid Basics' 'Druid Default'
Druids are the protectors of nature. Some spend their lives in forests,
others in deserts, and some still in seas or mountainous regions. Where
a druid can be closer to nature and life than to the constructs of mortals,
that druid can be happy. Because they are so in tune with nature, nature's
magics come naturally and strongly to them.
cantrips
cancellation, continual light, dispel magic, identify, refresh,
ventriloquate, create rose
primal air
fog, gale, prot earth, smoke, windwall, dust devil, sun ward, windgust,
control weather
primal cold
iceball, icelance, ice wall, prot fire, rime crust
fauna
animal summoning, bear claws, giant growth, faerie fire, faerie fog
primal earth
earth bind, earthquake, earthmaw, prot air, ripple, rock flesh, stonefist
primal fire
firestream, firewind, heat metal, inferno, prot cold, wildfire, lunar light
primal lightning
barrage, call lightning, concatenate, flash, lightning bolt, prot drowning,
natures fury, shockshield
flora
ash skin, barkskin, birch skin, entangle, green sleeves, oak skin,
thorn armor, thorn envelope, wall of thorns
primal water
hurricane, poison rain, prot lightning, tsunami, water blast
'Dual Wield' 'Improved Dual Wield'
Syntax: dual <weapon>
The ability to wield a weapon in each hand is one only those who are
dedicated to the fighting life can master. It takes much practice and
skill to effectively wield a weapon in each hand. The weapon held in
the off hand must be the same weight or lighter than the one held in
the primary hand. Improved dual wield allows an extra attack with the
weapon held in the off hand.
The off hand must also be empty before a weapon can be wielded.
Dupe
Syntax: dupe <character> <name>
DUPE will add or remove a dupe account name to a list kept on the players
account. Anytime this player connects, all characters on their dupe list
will be forced to quit (except immortals). This should be used only on
those who flagrantly violate the rule against bringing in more than one
character at a time and using one character to build a second. Entering
a dupe that is already on the list will cause it to be removed.
Using DUPE <character> without the second argument will list that
characters current dupes.
'Dust Devil'
Syntax: cast 'dust devil' <victim>
Nature itself has many things when combined can be a formidable weapon, a
druid harness both the element of earth and air into a tiny this tiny
destructive force, by combining them together a druid creates a small
whirlwind of flying dirt that literally is thrown at the victim.
Dwarf Dwarves
Dwarves are a short and stocky race, nearly as broad at the shoulders as they
are tall. Most range from three feet tall to nearly five feet tall, and most
are around four feet tall. All dwarves are bearded, and any dwarf without a
full beard is either a child or an outcast. Their skin color ranges from a
light bronze to a rich brown color, and they tend to have white, blonde, red,
brown, or black hair. Most dwarves tend to be quite strong, and they tend to
be more comfortable inside their mountain tunnels. The various groups or clans
of dwarves can be difficult for an outsider to distinguish between, but there
are enough signs that dwarves know at a glance where another dwarf hails from.
Dwarves are excellent stonemasons and metallurgists, and their homes within
the mountains can be quite elegant. A few dwarves can be found wandering away
from the mountains, but most seem to prefer living within the western mountain
range.
Languages Elven Dwarvish Giantish Faeril Goblinese Gnomish Halflen Minotaurian Orcish Ogrish
Syntax: languages
<lang> <text>
<lang> to <person> <text>
There are many languages spoken throughout the lands, if you happen
to know a language other than common, you can speak it to everyone
or to a single target.
Typing languages (or lang for short) you can see how well you know the
languages you have learned.
Eagleeyes
Syntax: eagleeyes
Being able to focus intently on one's surroundings is a feat that only those
in tune with nature can accomplish. Rangers trained in this ability are able
to pick out things hidden to most, and are able to see more clearly at a
distance.
Earthbind
Syntax: cast earthbind <victim>
Druids knowing the power of the element of earth and the great hardness of
rock and stone have cleverly devised this spell. A druid is able to encase
a victims feet in the very earth that we walk upon. Doing this allows
either the druid to flee with out being chased, or have free reign upon
their victim from afar.
Earthmaw
Syntax: cast 'earthmaw' <victim>
Harnessing the power of the element of earth, a druid can literally force
the ground to crack open and swallow all his opponents.
Earthquake
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!
Echo Gecho Pecho
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.
Olc Edit
Syntax: AEDIT [create/reset] [vnum] - Area Creation and Repoping.
Syntax: REDIT ( [create] [vnum] ) - Room Creation and Editing.
Syntax: OEDIT [create] <vnum> - Object Creation and Editing.
Syntax: MEDIT [create] <vnum> - Mobile Creation and Editing.
Syntax: MPEDIT [create] <vnum> - MobProg Creation and Editing.
Syntax: OPEDIT [create] <vnum> - ObjProg Creation and Editing.
Syntax: RPEDIT [create] <vnum> - RoomProg Creation and Editing.
Syntax: RACEEDIT [create] <name> - Race Creation and Editing.
Syntax: ASAVE <world/area/changed/list/helps/race> - 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 2.01).
Inside an editor, typing COMMANDS lists working commands and ? gives
help. AEDIT and REDIT default to the current area or room. REDIT RESET
resets the current room. Most commands with no arguments display syntax.
See also help: AEDIT REDIT MEDIT OEDIT MPEDIT HEDIT RACEEDIT
'Second Attack' 'Third Attack' 'Fourth Attack' 'Fifth Attack' 'Sixth Attack' 'Seventh Attack' 'Eighth Attack'
Training in multiple attacks allow the character a chance at additional
strikes in combat -- Though even at 100% these skills do NOT guarantee
all extra attacks every round.
Elf Elves
Elves are a slight and slender race overall, with graceful lines and
pointed ears. They tend to be slightly shorter than humans, though there
are a few groups of wild elves who are actually slightly taller. They tend
to have green eyes with a slit pupil, fair skin, and light or dark colored
hair, but it is rumored that they have the innate ability to alter those
characteristics, even so much as to appear human. Elves are a magical
race, and have homes in nearly as many places as humans, though elves can
live for a few centuries and are not known to have many children. The
largest elven cities are apart from other races, primarily in the vast
forests. Elves are most difficult to spot when they are at home amongst
the trees.
There are two main societies of elves, those who hide in their forests and
shun all other races, and those who have been outcast from that society
and seek to protect those trapped in the main society, "rescuing" them
from the sometimes harsh life. These "rebels" are the only elves that
travel the rest of the lands, and most attempt to overcome their racial
predjudices against all other races.
The isolationist society withdrew during the Schism and blame the other
races for causing the Schism. The elders of this society choose the
training paths of every elf in the city, and the elves are further
separated into a caste system. It is no wonder that there are those who
seek to escape such a culture.
Emote Pmote Pose Social Smote
Syntax: emote <action>
Syntax: pmote <action>
Syntax: smote <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 bonks you by Alander, and
as bonks Alander by everyone else).
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.
POSE produces a random message depending on your class and level.
Empower
Syntax: cast empower <spell>
This spell magically binds another spell to either a scroll, or a
potion, depending on the type of spell being bound. This spell
can be quite costly in terms of mana, since not only does it use
mana for this spell, but also for the spell being bound.
'Enchant Armor'
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 succesful enchant increases the plus of the armor by 1 or 2
points, and raises its level by one.
'Enchant Weapon'
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.
'Enchantments Group'
The enchantments group has the following spells:
charm person turns an enemy into a trusted friend
enchant armor increases the protective value of armor
enchant weapon increases the hit and damage bonuses of a weapon
fireproof shields items from the harmful effects of fire and acid
recharge restores power to a depleted wand or staff
'Energy Drain'
Syntax: cast 'energy drain' <victim>
This spell saps the experience points, mana, and movement points of its
target.
'Enhanced Damage'
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.
Entangle
Syntax: cast 'entangle' <victim>
A druid learns through the power of nature that not only can he inflict
harm on others or protect himself or his allies, but he also has the power
to immobilize his foes as well. This spell allows a druid to create fines
the spring forth from the ground entangling themselves around a victim
effectively stopping any form of retreat or movement.
Envenom
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 inconvience (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. But be careful, blade venom evaporates
quickly and is rendered almost powerless by repeated blows in combat.
Equipment Inventory
Syntax: equipment
Syntax: inventory
EQUIPMENT lists your equipment (armor, weapons, and held items).
INVENTORY lists your inventory.
'Ethereal Hands'
Syntax: c 'ethereal hands'
Summoned from beyond, ethereal assistance helps protect the caster
from harm, blocking some physical attacks. Combined with a shield,
it can prove to be a very effective defense.
'Ethereal Mail'
Syntax: cast 'ethereal mail'
Mages are able to harness the aethyr into protective armor to cover
them. This armor is quite solid for a time, though it does not last
forever.
'Evocations Group'
The evocations group has the following spells:
acid blast sends forth a stream of acid to eradicate your foes
burning hands sends a blast of fire into your foe
chain lightning sends lightning bolts arcing through foes
cone of cold sends forth a conical spray of ice to strike foes
fire and ice strike a foe with alternating fire and ice
fireball a powerful spell, great for burning your enemy to ashes
ice ray focuses a beam of ice to strike foe
ice storm calls upon icy winds to harm an enemy
magic missile send a weak energy bolt into a foe
meteor swarm calls down meteors from the heavens
multi missile sends many energy bolts into foes
shocking grasp sends a powerful jolt into a foe
Examine Look
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'.
Exhume
Syntax: exhume
Those familiar with the deceased often have more need of parts of those
deceased than those departed themselves. In the right areas, such a
necromancer can exhume a bone or two from the ground that can be used
in certain other spells.
Exits
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).
How to read the exit prompt:
[Exits: |North| (South) |East| West]
|North| - Exit blocked by a spell or skill, will unblock in a few ticks
(South) - Exit closed or locked, unlock or open it
|East| - Exit has a passable wall, beware, these can hurt you
West - Exit is freely open.
Experience Level Xp
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; how many of this
monster have been killed lately; and some random variation.
Explored
Syntax: Explored
Certain adventurers like to brag about how much of the lands they have
travelled, and seek to explore every nook of the map of the known world.
Using the explored command, the adventurers can see how much of the current
area has been explored, and how much of the explored world they have seen.
A true adventurer also makes use of the "map explore" feature to see what
visible areas have not been explored.
Fade
Syntax: fade
Fade is a passive skill that allows you to fade out of reality
to avoid blows.
'Faerie Fire'
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'
Syntax: cast 'faerie fog'
This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
'Faerie Wings'
Syntax: cast 'faerie wings'
A druid learns and sees the varying denizens of nature but none so unique
and rare as those of the Fae, these tiny creatures are rare occurrences
among nature and very hard to spot at times as well. However learning from
nature, and all things allows a druid to re-create these tiny creatures in
part. A druid is able to recreate the wings to which a faerie is able to
fly upon their own back gifting themselves with ability of flight.
Scan Farsight
scan farsight
Syntax: scan
scan <direction>
cast 'farsight'
The scan command allows the user to detect movement in surrounding areas.
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.
'Fast Healing'
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.
'Fauna Group'
Druids not only study the elements, but the animals that live in the wild.
The fauna group has the following spells:
animal summoning calls an animal companion from the wilderness
bear claws makes claws from the spirit of a bear
giant growth Makes a pet grow larger and stronger
faerie fire surrounds the target in a glowing aura
faerie fog reveals all hidden creatures in the room
Fester
Syntax: cast fester <victim>
Most wounds, if left untreated, can fester and cause extra pain to
the victim. In much the same way, a talented necromancer can afflict
their victim with diseases and poisons, then fester those wounds to
cause the victim much extra pain and discomfort.
'Find Water'
Syntax: find
The ability to find water in the wilderness is an important one for
woodsmen, who dislike cities for the most part and may wander the
wilds for long periods of time.
Finger
Syntax: finger <name>
The finger command will tell you the last time a player logged off
the system. The entered name must match the players name completely,
and cannot be abbreviated.
'Fireball'
Syntax: c fireball <victim>
This spell allows the caster to summon a flaming ball of magic which can be
hurled at a foe. It is similar to magic missile, but in a more refined form
where the energy has been converted to fire. This spell requires a fair amount
of skill and is available to the more learned mages and wizards. It is able
to deal a sizable amount of damage.
Fireproof
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.
Shielding Fireshield Iceshield Shockshield
These arcane and costly spells are only for the most learned of the ranks of
mages and clerics wandering the land. They require great amounts of energy
and can be very devastating. The following spells are included in this
group and are listed in order of strength:
iceshield surrounds target with a thick shell of ice
fireshield surrounds target with a flaming inferno
shockshield surrounds target with a crackling sphere
These spells were coded by Kelson (Micah Bartell) for use with ROM based muds,
and are released under the GNU license.(use them, edit them, give me mention)
Questions and comments can be sent to micah@cse.unl.edu.
Firestream
Syntax: cast 'firestream' <victim>
A druid harnessing the element of fire can harness it in such a way that
they are able to project it forth in a stream of fire at heir enemies.
Firewind
Syntax: cast 'firewind' <victim>
A druid who harnesses the power of both wind and fire creates this spell.
A druid is able to combine the two elements into a powerful blast of fire
and air that damages all foes caught in it's destructive path.
Flag Flags
The following are the description flags for players and mobiles:
[VHCTPIFLEGSQ]
Where:
V = Invisible
H = Hiding
C = Charmed
T = Translucent (pass_door)
P = Faerie Fire
I = Ice Shield
F = Fire Shield
L = Shock Shield
E = Evil
G = Good
S = Sanctuary
Q = Quest
The following are the description flags for equipment:
[VEBMGHQ]
Where:
V = Invisible
E = Evil
B = Blessed
M = Magical
G = Glowing
H = Humming
Q = Quest
You may switch to the old format for flags (as used on other
muds) at any time with the 'long' command.
Flamestrike
Syntax: cast 'flamestrike' <victim>
This spell inflicts damage on the victim.
Flash
Syntax: cast 'flash' <victim>
The power of light can be a very damaging source, take for instance
if a druid were to gather the energy of light around him and release,
it in a sudden burst of energy at his victim. This is precisely what
the spell flash is a burst of light thrown at the victim.
Flee
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.
Flex
Syntax: flex
Knights are trained in abilities that harness their minds and bodies.
One such skill is the ability to flex their muscles, preparing the
knight to inflict greater damage than most other fighters can.
'Floating Disc'
Syntax: cast 'floating disc'
This useful spell creates a floating field of force which follows the caster
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.
'Flora Group'
Plantlife is important to any well-rounded Druid, and it can be powerful.
The flora group has the following spells:
ash skin makes target's skin vulnerable to fire
barkskin makes target's skin hard as bark
birch skin makes target's skin as weak as birch bark
entangle snares target in a mass of vines
green sleeves creates a pair of sleeves that look like intertwined ivy
oak skin makes target's skin thick as an oak tree
thorn armor creates armor of thorns to protect caster
thorn envelope surrounds caster in thorns that strike opponents
wall of thorns creates a wall of thorns to block an exit
Flurry
Syntax: flurry
Fighters get taught many new techniques for doing damage to their
opponents, and one of these is the Flurry of Blows. This concentrated
attack is composed of many quick blows when performed correctly. A
warrior needs a lengthy recovery period afterwards, though.
Fly
Syntax: cast 'fly' <character>
This spell enables the target character to fly.
Focus
Syntax: cast focus
Focus is a spell that channels healing energy into a room, making
health regeneration faster. This stacks with imbue and bandage, so
it is very possible to heal within only a few ticks from near death.
Fog
Syntax: cast 'fog'
Anyone who is of any age knows what fog is, and how it always limits
visibility of those trying to search, hunt, or even day to day tasks of
living. A druid harness the power of water and air is able to coat a room
in a thick dense fog that very little would be able to see in much less
move around in less they had some aid or took extreme caution.
Follow Group
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 ten levels of
your own.
For Wiz_for
FOR ALL <action>
FOR MORTALS <action>
FOR GODS <action>
FOR MOBS <action>
Executes action several times, either on ALL players (not including yourself),
MORTALS (including trusted characters), GODS (characters with level higher than
L_HERO), MOBS (Not recommended)
If you insert a # in the action, it will be replaced by the name of the target.
If # is a part of the action, the action will be executed for every target
in game. If there is no #, the action will be executed for every room containg
at least one target, but only once per room. # can be anywhere in the action.
Example:
FOR ALL SMILE -> you will only smile once in a room with 2 players.
FOR ALL TWIDDLE # -> In a room with A and B, you will twiddle A then B.
Destroying the characters this command acts upon MAY cause it to fail. Try to
avoid something like FOR MOBS PURGE (although it actually works at my MUD).
FOR MOBS TRANS 3054 (transfer ALL the mobs to Midgaard temple) does NOT work
though :)
The command works by transporting the character to each of the rooms with
target in them. Private rooms are not violated.
Force
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'.
Forget Remember
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.