NO LONGER IN USE
About
BlinkenMUD is a MUD codebase derived from Rot1.4 which was a fork from RoM2.4b6 that started life as Merc, which is based on DikuMUD.
This MUD now has lots of color. Type colour at the MUD command prompt to activate it.
Rules
These are the rules of BlinkenMUD. For other matters, use common sense.
All rules that apply to your shell apply to the mud. This means that any action that would be considered unacceptable by independence will also be unacceptable by me (KeeperX)
When playing the mud please join the #mud channel in IRC. This is not required but strongly recomended.
Limited player stealing or player killing. (don't be running around killing and stealing from each other all day)
Sitting around idle with a client open is hazardous to your health. If we catch you doing it, you will lose half your playing time.
No multiple logins, multiple playing, or helping your own characters with other characters you own -- by any arrangement.
No kill stealing. This means you cannot attack a mob (mobil object such as monsters, guards, NPCs) someone else is fighting, unless they ask you to. Also avoid attacking fleeing mobs.
Cheating will not be tolerated. This includes accepting favors from gods and exploiting bugs. If you find a bug, report it, then do not use it.
How to play
Logging in
To log in type startmud in the shell. That command will launch TinTIn++, a simple terminal based mud client. The actual TinTin++ command is tt++ <server> <port> but we created the startmud command to make it simple.
If you're connecting from outside of Blinkenshell, you have to specify specify host blinkenshell.org and port 11675 to connect.
Logging out
Simply type quit at the prompt to exit the mud. To exit TinTin++ type #end. For more information about the powers of TinTin++ visit its wiki page.
Creating a character
On your first login you will be prompted to create a character. This process is simple enough until you get to the customization portion. Basicaly you pick a skill you want and add it by typing add <skillname>. Skills are paid for in creation points and the more skills you have the harder it is to level up. If you dont add the skill, you will never get that skill. The creation customization can be tricky.
In-game Help System
Type commands for a complete list of commands, and help for the general help screen help <topic>. For more help, type for any command, skill, or spell. Also help on: DAMAGE DEATH EXPERIENCE NEWS STORY TICK WIZLIST
Movement
north south east west up down
exits (shows obvious exits)
recall (will return you to The Temple Of Mota)
sleep wake rest stand
Communicating
There are several ways to communicate built in to the MUD.
'Gossip' the gossip channel is a global channel where what you type can be viewed by all. This is great for getting help when starting out or communicating with someone in annother part of the mud. To gossip just start your line with a period " . "
'Say' This is something said in the "room" you are in. It can be heard by everyone in the room. To use it start your line with a single quote " ' "
There are other commands for communication as well. Use the builtin help to explore these methods.
Stats
In the game you gave stats that you can train.
Str determines how hard you hit and how much you can carry.
Int determines how quickly you learn (i.e. progress in spells/skills) and how much mana you gain per level.
Wis determines, to a degree, how quickly you learn and how many practices you get per level.
Dex determines how much you can carry in your inventory and plays a part in dodging and parrying.
Con determines how many hps you have and how many hps you gain per level.
you should always train int and wis first (at least to 18) and then con before anything else.
Group Commands
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 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 yourgroup by using a FOLLOW command to stop following you.
GROUP with no argument shows statistics for each character in your group.
You may FOLLOW and GROUP only with characters who are within five levels of your own.
Objects
get put drop give sacrifice wear wield hold recite quaff zap brandish lock unlock open close pick inventory equipment look compare eat drink fill list buy sell value
COMBAT
kill backstab cast
'flee' - If a fight you started is not going well you can use this command to FLEE to a safe area, however you will loose a small amount of experience points.
'kick' - Kicking allows the adventurer to receive an extra attack in combat. A failed kick may throw an unwary fighter off balance.
'rescue' - Rescue allows you to intercede in combat, protecting weaker characters. Success in rescuing depends on the skill rating, as well as a comparision of level, dexterity, and speed between the character and the target.
'disarm' - The disarm command allows you to disarm your apponent of his/her weapon. The best possible chance of disarming occurs when you are skilled both your own and your opponent's weapon.
'wimpy' - Wimpy is used to set auto fleeing. For example if you use the command wimpy 5 your character will automatically flee when you get down to 5 hit points
Auto Commands
auto : show current status of all auto commands
autoall : turn on or or off all auto commands
autolist : list all automatic actions
autoloot : take all equipment from dead mobiles
autogold : take all gold from dead mobiles
autosac : sacrifice dead monsters (if autoloot is on, only empty corpes)
autoexit : display room exits upon entering a room
autosplit: split up spoils from combat among your group members
autoassit: makes you help group members in combat
THE FOLLOWING IS TAKEN DIRECTLY FROM THE HELP FILE.
-1 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. ~ -1 PLATINUM GOLD SILVER MONEY~ Midgaard's economy is based on platinum, gold and silver coinage (and the lowly copper, which you as an adventurer are far too proud to carry). Platinum coins are worth 100 gold coins. Gold coins are worth 100 silver coins. Gems can be bought to alleviate weight problems from the Midgaard jeweller, he charges a mere 10% more than they are worth. ~ 0 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. ~ 0 DAMAGE~ The following are the damage messages, and the max amount of hp damage for each message: 0 miss 4 scratch 8 graze 12 hit 16 injure 20 wound 24 maul 28 decimate 32 devastate 36 maim 40 MUTILATE 44 DISEMBOWEL 48 DISMEMBER 52 MASSACRE 56 MANGLE 60 DEMOLISH 75 DEVASTATE 100 OBLITERATE 125 ANNIHILATE 150 ERADICATE greater than 150 = UNSPEAKABLE ~ -1 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). ~ -1 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). ~ -1 PROMPT~ Syntax: prompt Syntax: prompt all Syntax: prompt <%*> PROMPT with out an argument will turn your prompt on or off. PROMPT ALL will give you the standard "<hits mana moves>" prompt. PROMPT <%*> where the %* are the various variables you may set yourself. %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display experience to level %p : Display your platinum held %g : Display your gold held %s : Display your silver held %a : Display your alignment %r : Display the room name you are in %e : Display the exits from the room in NESWDU style %c : Display a carriage return (useful for multi-line prompts) %R : Display the vnum you are in (IMMORTAL ONLY) %z : Display the area name you are in (IMMORTAL ONLY) Example: PROMPT <%hhp %mm %vmv> Will set your prompt to "<10hp 100m 100mv>" ~ -1 ALIGN ALIGNMENT~ Alignment is an expression of your attitudes on life and how you react to situations. There's good, neutral, and evil alignment. Your alignment is affected by the alignment of the foes you kill; kill an evil monster and your alignment shifts towards good, kill a good one, and you head towards the dark side of things. Alignment is expressed in numbers from 1000 (pure good) to -1000 (pure evil), with 0 being true neutral. Most creatures are neither wholly evil nor wholly good and have alignment scores between 500 and -500. You can check your alignment by typing SCORE. Spells such as DETECT GOOD, DETECT EVIL, and KNOW ALIGNMENT will show you the alignment of others. Alignment affects what equipment you may wear, weapons you may use, how creatures react to you, experience gained, and, in some cases, what exits you see. The Temple of Thoth houses recall for good and high-neutral aligned characters. The Temple of Belan is home to those of evil and low-neutral alignment. Equipment that is not suited to your alignment will be "zapped" off of you when you try to wear it. If you are of good alignment, on occasion, Thoth will protect you from harm in battle (usually from teleport spells), but Belan, being evil, leaves his followers to fend for themselves. Should you wish to change your alignment in some way other than fighting oppositely-aligned foes, you will pay dearly. Go to the church in Midgaard near Clan Road and either REPENT ALIGN or CURSE ALIGN at the appropriate priest for the alignment you wish to become. ~ -1 MEMBER~ Syntax: member <char> Invites or removes a member from your clan. member <accept|deny> Accept or Deny an invitation to join a clan. The first syntax of this command may only be used by the clan leader. You may not invite a player who is already in another clan. If you have been invited to join a clan, you may use the ACCEPT option to actually become a member of that clan. Use the DENY option if you do not wish to join the clan in question. ~ 0 DEATH~ When your character dies, you are reincarnated back at the Altar of the Temple of Midgaard. 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. ~ 0 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; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. ~ 0 COLOUR COLOR ANSI~ Syntax: colour Toggles colour mode on/off colour list Lists the available colours and channels colour # Sets your default colour to # colour <channel> # Sets the channel colour to # Use the list option to view a list of all the channels you can set a color for, along with the color numbers to use for channels and the default color. Using a number as the only argument will set your default color to this number. (Default color is the color most text is displayed in) Using a channel name as the first argument and a number as the second argument will set this channels color to the number. for example: colour gossip 13 This will change the gossip channel color from the default bright blue to bright magenta. You may also talk in colour; the format is like this: the 'escape character' to specify a colour is the left handed brace '{{', following that you should use one of the following numbers, {x{{0 reset, returns to default {r{{1 red {m{{5 magenta {g{{2 green {c{{6 cyan {y{{3 yellow {w{{7 white {b{{4 blue {D{{8 grey{x For brighter colours, use the shifted numbers: {R!{G@{Y#{B${M%{C^{W&{x When using colour, it looks better if you finish the line with whatever colour it would normally be in, such as a gossip, the colour is magenta, so: {mLope gossips '{ghello,{r world{m'{x looks better than: {mLope gossips '{ghello,{r world'{x Colour 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 ~ 0 COLOURS COLORS~ The following colors are available to be set as either your default, or on a channel. 0 - Reset 9 - Bright Red 1 - Red 10 - Bright Green 2 - Green 11 - Yellow 3 - Brown 12 - Bright Blue 4 - Blue 13 - Bright Magenta 5 - Magenta 14 - Bright Cyan 6 - Cyan 15 - Bright White 7 - White 16 - Black 8 - Grey 17 - None The Reset(0) and None(17) options are different depending on how you are using them. If setting your default text color: Both 0 and 17 will turn off any default color, reverting back to your terminals default color. If setting a channel color: 0 will reset the color back to the games default. 17 will set the color to your default text color, or to your terminals default color if you have no default set. You may change the default color for the following channels: auction - The auction channel cgossip - The clan gossip channel (global) qgossip - The quest gossip channel clan - The clan talk channel (same clan only) gossip - The gossip channel grats - The grats channel gtell - The group tell channel immtalk - The immortal talk channel (imms only) music - The music channel ask - The question and answer channels quote - The quote channel say - The say channel shout - The shout and yell channels tell - The tell and reply channels wiznet - The wiznet messages (imms and 2nd tier only) mobsay - Tells and says from mobiles room - The room titles condition - An opponents condition fight - Your fight actions opponent - Your opponents fight actions witness - Fights you are not participating in disarm - Messages about disarming See HELP SETTINGS for a list of default settings and your current settings. ~ 0 SETTINGS~ channel default current ---------------------------------- {xauction {Gbright green {ATHIS {xcgossip {Rbright red {ETHIS {xclan {Mbright magenta {FTHIS {xqgossip {Cbright cyan {lTHIS {xgossip {Bbright blue {HTHIS {xgrats {ybrown {JTHIS {xgtell {ccyan {KTHIS {ximmtalk {Wbright white {LTHIS {xmusic {Cbright cyan {NTHIS {xask {Yyellow {PTHIS {xquote {ggreen {QTHIS {xsay {mmagenta {STHIS {xshout {rred {TTHIS {xtell {ccyan {UTHIS {xwiznet {wwhite {VTHIS {xmobsay {mmagenta {aTHIS {xroom {Bbright blue {eTHIS {xcondition {Rbright red {fTHIS {xfight {Bbright blue {hTHIS {xopponent {ccyan {iTHIS {xwitness {xnone {kTHIS {xdisarm {Yyellow {jTHIS {x ~ 0 PET PETS~ You can buy pets in the pet shop. You may own only one pet at a time, after the old one dies you may purchase a replacement. ~ 0 FLAG FLAGS~ The following are the description flags for players and mobiles: {x[{yV{DH{cC{bT{wP{CI{rF{BL{RE{YG{WS{GQ{x] Where: {yV{x = Invisible {DH{x = Hiding {cC{x = Charmed {bT{x = Translucent (pass_door) {wP{x = Faerie Fire {CI{x = Ice Shield {rF{x = Fire Shield {BL{x = Shock Shield {RE{x = Evil {YG{x = Good {WS{x = Sanctuary {GQ{x = Quest The following are the description flags for equiptment: {x[{yV{RE{BB{MM{YG{WH{GQ{x] Where: {yV{x = Invisible {RE{x = Evil {BB{x = Blessed {MM{x = Magical {YG{x = Glowing {WH{x = Humming {GQ{x = Quest You may switch to the old format for flags (as used on other muds) at any time with the 'long' command. ~ 0 LONG~ The LONG command will affect the way you see special flags on other characters and equipment. With the long flag set, you will see the flags much as you do on other muds, most of them as (Aura)'s. Without the long flag (default), you will see any flags within a much shorter table. See 'HELP FLAGS' for the shorter tables. ~ 0 TICK~ Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 30 seconds of real time, but the actual amount varies randomly from 15 seconds to 45 seconds. Area resetting happens roughly every 3 minutes if no one is in the area; less often (15 minutes) if some one is. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. ~ 0 !~ Syntax: ! ! repeats the last command you typed. ~ 0 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. ~ 0 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. 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. ~ 0 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). ~ 0 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. ~ 0 EQUIPMENT INVENTORY~ Syntax: equipment Syntax: inventory EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. ~ 0 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. ~ 0 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. ~ 0 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. ~ -1 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. ~ 0 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'. ~ 0 ORDER~ Syntax: order <character> command Syntax: order all command ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggresive nature (while charmed). If your charmed creature engages in combat, that will break the charm. ~ 0 REST SLEEP STAND WAKE~ Syntax: rest Syntax: sleep Syntax: stand Syntax: wake These commands change your position. When you REST or SLEEP, you regenerate hit points, mana points, and movement points faster. However, you are more vulnerable to attack, and if you SLEEP, you won't hear many things happen. Use STAND or WAKE to come back to a standing position. You can also WAKE other sleeping characters. ~ 0 GTELL ; REPLY SAY TELL~ Syntax: gtell <message> Syntax: say <message> Syntax: tell <character> <message> All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote "'" is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. REPLY sends a message to the last player who sent you a TELL. REPLY will work even if you can't see the player, and without revealing their identity. This is handy for talking to invisible or switched immortal players. ~ -1 NOTE NOTES CHANGES NEWS PENALTY IDEA WEDDINGS UNREAD~ The notes on ROT replace the bulletin boards and mail systems found on many other mud. 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 + : adds a line to a new note (i.e. note + hi guys!) note - : remove a line from a note in progress 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 to scroll through them one at a time. Five other note directories exist, these are ideas, news, changes, weddings, 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' command can be used to show your unread notes on all the note spools. ~ ~ 0 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. ~ 0 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. ~ 0 EMOTE PMOTE POSE SOCIAL~ Syntax: emote <action> Syntax: pose EMOTE is used to express emotions or actions. Besides EMOTE, there are several dozen built-in social commands, such as CACKLE, HUG, and THANK (type socials or help socials for a listing). PMOTE is similar to emote, but will substitute you and your for a target's name (i.e. pmote bonks Alander will be read as bonks you by Alander, and as bonks Alander by everyone else). POSE produces a random message depending on your class and level. ~ 0 HOLD REMOVE WEAR WIELD~ Syntax: hold <object> Syntax: remove <object> Syntax: wear <object> Syntax: wear all Syntax: wield <object> Syntax: second <object> Four of these commands will take an object from your inventory and start using it as equipment. HOLD is for light sources, wands, and staves. WEAR is for armor. WIELD and SECOND are for weapons. WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your inventory. You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not match yours, if it is too heavy for you, or if you are not experienced enough to use it properly. REMOVE will take any object from your equipment and put it back into your inventory. ~ 0 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. ~ 0 CREDITS~ Syntax: credits This command shows the list of the original Diku Mud implementors. ~ 0 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. ~ -1 WHO~ Syntax: who Syntax: who <level-range> Syntax: who <class or race> Syntax: who <clan name> Syntax: who <class or race> <level-range> <clan name> WHO shows the people currently in the game. Some people may choose to remain unseen and won't appear on the WHO WHO without any arguments shows all of the (visible) people currently playing. With arguments, WHO can show players of certain classes or levels. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who cleric lists all clerics playing who immortal lists all immortals playing who cleric 1 5 lists all clerics between levels 1 and 5 who elf cleric lists all elven clerics who demise e m lists all elven mages in Demise (hi Alander!) Classes and races may be abbreviated. ~ -1 WHOIS~ Syntax: whois <name> The whois command identifies any user who matches the name given. For example, 'whois a' shows all characters whose name begins with A. ~ 0 WHERE~ Syntax: where Syntax: where <character> WHERE without an argument tells you the location of visible players in the same area as you are. WHERE with an argument tells you the location of one character with that name within your area, including monsters. ~ 0 HELP~ Syntax: help Syntax: help <keyword> HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game. ~ 0 DESCRIPTION DESC~ Syntax: description <string> Syntax: description + <string> Syntax: description - Sets your long description to the given string. If the description string starts with a '+', the part after the '+' is appended to your current description, so that you can make multi-line descriptions. You can delete lines by uses description -. ~ 0 PASSWORD~ Syntax: password <old-password> <new-password> PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. ~ 0 TITLE~ Syntax: title <string> Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. ~ 0 WIMPY~ Syntax: wimpy Syntax: wimpy <number> WIMPY sets your wimpy value. When your character takes damage that reduces your hit points below your wimpy value, you will automatically attempt to flee. You will only flee if your character is not in a wait state -- i.e. has not been using combat commands like cast, trip and bash, and has not been tripped or bash by an enemy. WIMPY with no argument sets your wimpy value to 20% of your maximum hit points. Some monsters are wimpy. ~ 0 OPEN CLOSE LOCK UNLOCK PICK~ Syntax: open <object|direction> Syntax: close <object|direction> Syntax: lock <object|direction> Syntax: unlock <object|direction> Syntax: pick <object|direction> OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. ~ 0 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. ~ 0 BUY LIST SELL VALUE~ Syntax: buy <object> Syntax: list Syntax: sell <object> Syntax: value <object> BUY buys an object from a shop keeper. When multiple items of the same name are listed, type 'buy n.item', where n is the position of the item in a list of that name. So if there are two swords, buy 2.sword will buy the second. If you want to buy multiples of an item, use an * (buy 5*pie will buy 5 pies). These can be combined into (for example) buy 2*2.shield, as long as the * is first. LIST lists the objects the shop keeper will sell you. List <name> shows you only objects of that name. SELL sells an object to a shop keeper. VALUE asks the shop keeper how much he, she, or it will buy the item for. ~ 0 SACRIFICE~ Syntax: sacrifice <object> SACRIFICE offers an object to your god, who may reward you. The nature of the reward depends upon the type of object. ~ 0 SCROLL~ Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging. ~ 0 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. ~ 0 CONSIDER~ Syntax: consider <character> CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. ~ 0 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 five levels of your own. ~ 0 VISIBLE~ VISIBLE cancels your hiding and sneaking, as well as any invisibility, making you visible again. ~ 0 QUIT RENT SAVE~ Syntax: QUIT Syntax: RENT ... not! Syntax: SAVE SAVE saves your character and object. The game saves your character every 15 minutes regardless, and is the preferred method of saving. Typing save will block all other command for about 20 seconds, so use it sparingly. (90+ players all typing save every 30 seconds just generated too much lag) Some objects, such as keys and potions, may not be saved. QUIT leaves the game. You may QUIT anywhere. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave. ~ 0 RECALL /~ Syntax: RECALL RECALL prays to your god for miraculous transportation from where you are back to the Temple of Midgaard. '/' 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. ~ -1 CLANRECALL~ syntax: clanrecall [enter] Clanrecall is used by clan members to recall back to their clan rooms, instead of to the generic mud recall room. ~ -1 SPLIT~ Syntax: SPLIT <silver> <gold> <platinum> SPLIT splits some coins between you and all the members of your group who are in the same room as you. It's customary to SPLIT the loot after a kill. The first argument is the amount of silver the split (0 is acceptable), the second gold (optional), and the third platinum (optional). Examples: split 30 --> split 30 silver split 20 50 --> split 20 silver, 50 gold split 0 10 --> split 10 gold split 5 0 10 --> split 5 silver, 10 platinum ~ 0 STEAL~ Syntax: STEAL coins <character> Syntax: STEAL <object> <character> STEAL attempts to steal coins, or an object, from a character. There are penalties for using STEAL on other players. In order to STEAL successfully, you must practice the appropriate skill. ~ 0 PRACTICE~ Syntax: PRACTICE Syntax: PRACTICE <skill|spell> PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. ~ 0 TRAIN~ Syntax: train <str int wis dex con hp mana> TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial training sessions. You can increase your attributes by using these sessions at a trainer (there are several in town). It takes one training session to improve an attribute, or to increase mana or hp by 10. You receive one session per level. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practising or training anything else. ~ 0 QUEST~ Syntax: quest Turns your quest flag on. quest <on|off> Imms only, turns global quest flag on/off. The quest flag identifies players participating in a quest. It also protects the player during a quest, by making them non-pkill. The quest flag can only be set when the global quest flag is on, and can not be turned off until you either quit and relog, or the quest has been completed. Upon the completion of the quest, the flag will be turned off automatically when the global quest flag is removed. When the global quest flag is on, a message will be displayed at the bottom of the 'who' list. ~ 0 ARMOR~ Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points. ~ 0 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). ~ 0 BLINDNESS~ Syntax: cast blindness <victim> This spell renders the target character blind. ~ 0 '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. ~ 0 '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. ~ 0 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM~ 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. ~ 0 '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. ~ 0 'CHILL TOUCH'~ Syntax: cast 'chill touch' <victim> This spell inflicts damage on the victim and also reduces the victim's strength by one. ~ 0 '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. ~ 0 'CONTROL WEATHER'~ Syntax: cast 'control weather' better Syntax: cast 'control weather' worse This spell makes the weather either better or worse. ~ 0 'CREATE FOOD'~ Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. ~ 0 'CREATE SPRING'~ Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. ~ 0 'CREATE WATER'~ Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. ~ 0 'CURE BLINDNESS'~ Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate. ~ 0 'CURE POISON'~ Syntax: cast 'cure poison' <character> This spell cures poison in one so unfortunate. ~ 0 'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL~ Syntax: cast 'cure light' <character> Syntax: cast 'cure serious' <character> Syntax: cast 'cure critical' <character> Syntax: cast 'heal' <character> These spells cure damage on the target character. The higher-level spells heal more damage. (see 'help healer' for details on the heal command) ~ 0 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. Curse may be used to fill equipment with evil power, allowing (for example) weapons to do more damage to particularly holy opponents. ~ 0 'DETECT EVIL'~ Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura. ~ 0 'DETECT HIDDEN'~ Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures. ~ 0 'DETECT INVIS'~ Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters. ~ 0 'DETECT MAGIC'~ Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. ~ 0 'DETECT POISON'~ Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink. ~ 0 'DISPEL EVIL'~ Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of Thoth on an evil victim. It can be very dangerous for casters who are not pure of heart. ~ 0 'DISPEL MAGIC' CANCELLATION~ 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. ~ 0 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! ~ 0 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. ~ 0 '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. ~ -1 '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. ~ 0 'ENERGY DRAIN'~ Syntax: cast 'energy drain' <victim> This spell saps the experience points, mana, and movement points of its target. ~ 0 '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. ~ 0 'FAERIE FOG'~ Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. ~ 0 FLAMESTRIKE~ Syntax: cast 'flamestrike' <victim> This spell inflicts damage on the victim. ~ 0 FLY~ Syntax: cast 'fly' <character> This spell enables the target character to fly. ~ 0 IDENTIFY~ Syntax: cast identify <object> This spell reveals information about the object. ~ 0 INFRAVISION~ Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. ~ 0 INVIS 'MASS INVIS' INVISIBLITY~ Syntax: cast 'invisibility' <character> Syntax: cast 'invisibility' <object> Syntax: cast 'mass invis' The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The MASS INVIS spell makes all characters in the caster's group invisible, including the caster. ~ 0 'KNOW ALIGNMENT'~ Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character. ~ 0 'LOCATE OBJECT'~ Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name. ~ 0 'PASS DOOR'~ Syntax: cast 'pass door' This spell enables the caster to pass through closed doors. ~ 0 POISON~ Syntax: cast poison <victim> Syntax: cast poison <object> This spell reduces the strength of the victim by two, as well as reducing the victim's regeneration rate. It may also be used to poison food, drink, or a weapon in a fashion similar to envenom ('help envenom'), but with drastically reduced effectiveness. ~ 0 RESURRECT~ Syntax: cast resurrect This spell will resurrect the first corpse in the room it finds, turning it into a zombie. Zombies are considered pets, and cannot be created if you already have a pet. ~ 0 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. ~ 0 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. ~ 0 VOODOO~ Syntax: cast voodoo voodoo <pin|trip|throw> The voodoo spell will turn a sliced-off body part of a PC character into a voodoo doll. Hold the body part in your hand when casting. The voodoo command can be used to inflict pain, trip, or throw another player accross the room (or sometimes out of the room). Hold the voodoo doll in your hand when using the command. Voodoo dolls in your name can be destroyed with the help of the priests in the church, but at a hefty price. After the successful use of a voodoo doll, your victim will be immune to the effects of another use for 1 tick. {RWARNING WARNING WARNING WARNING WARNING WARNING WARNING WARNING{x Having a voodoo doll in your inventory makes you vulnerable to {RPKILL{x by the victim of the curse, with {RNO{x restrictions of level, tier, or clan affiliation. Because of this, you cannot give a voodoo doll to another person, or use the transport spell on a doll, they must pick it up of thier own free will. If you pick up your own voodoo doll, it will soon vanish. ~ 0 SANCTUARY~ Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half. ~ 0 REFRESH~ Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. ~ 0 'REMOVE CURSE'~ Syntax: cast 'remove curse' <character> Syntax: cast 'remove curse' <object> This spell removes a curse from a character, and might possibly uncurse a cursed object. It may also be targeted on an object in the caster's inventory, in which case it's chance of success is significantly higher. ~ 0 SHIELD 'STONE SKIN'~ Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of armor. ~ 0 SLEEP~ Syntax: cast sleep <victim> This spell puts its victim to sleep. ~ 0 SUMMON~ Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned. ~ 0 TELEPORT~ Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world. ~ 0 VENTRILOQUATE~ Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. ~ 0 WEAKEN~ Syntax: cast weaken <victim> This spell reduces the strength of the victim by two points. ~ 0 'WORD OF RECALL'~ Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. ~ 0 '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. ~ 0 $~ #$