"PICK LOCKS"

Thieves only.
For picking locks. Not all locks can be picked. Example:

> pick door
> pick safe

See Also : OPEN, CLOSE, LOCK, UNLOCK
#
SNEAK

Thieves Only.

Used for sneaking (moving in and out of rooms without anyone taking notice).
When you type sneak, there is no way to know if you actually sneak. If you
sucessfully sneak, then you'll continue to sneak for a little while.

Example:

  > sneak

See Also : HIDE
#
HIDE

Thieves Only.
When you type hide there is a chance that you hide in the room. If hidden
you can only be "sensed" by the "sense life" spell. Even if sensed your
identity will remain hidden. Hide is broken by pressing return, regardless
of wherther you typed a command or not.

Example:

  > hide
  Ok.
  >  (you wait for ex. 5 mins and remain hidden for 5 mins)

  >  (You pressed enter and no longer hide)
#
LOOK
For studying your surroundings. Examples:
look                                      
look AT the angel
look IN the bag
look to the south   (or just: look south)

Note that if you LOOK AT CORPSE you will not see its inventory.
To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>.

See also : EXAMINE or READ
#
AC "-----------"

Is you armor class, it is defined roughly as follows:

  10 Naked person
   0 Very Heavily armored (Plate mail, and "two shields") 
 -10 Armored battle tank

#
OPEN CLOSE LOCK UNLOCK
Usage (example):
 > open portal
or
 > open portal to the south
   (if there's more than one to choose from)
#
NORTH SOUTH EAST WEST UP DOWN
To walk in a given direction.
#
EAT DRINK SIP TASTE
If you're hungry or thirsty. Example: eat hamburger.
#
WHO
Lists the people currently in the game. Some people may choose to remain
unseen.
#
GIVE
If you feel benevolent, you may give some stuff to someone in need. Example:
give bread to the beggar.
#
SAVE
Save your persona. This includes experience points, strength, gold, etc. Any
equipment you may have gathered is NOT saved.
#
STRING
For changing the text-strings associated with objects and characters. The
format is:

string <type> <name> <field> [<string> | <keyword>]

Type is either 'obj' or 'char'.
Field is one of the following(the names may be abbreviated):
Name                  (the call-name of an obj/char - kill giant)
Short                 (for inventory lists (obj's) and actions (char's))
Long                  (for when obj/character is seen in room)
Title                 (for players)
Description           (For look at. For obj's, must be followed by a keyword)
Delete-description    (only for obj's. Must be followed by keyword)

Where a string is expected as the last argument, a newline will make you enter
a string mode, and the game will prompt you for new lines to the string until
you exceed the maximum length for the string or you end a line with a '@'.
#
LOAD
For loading new objects or characters from the database. The format is:
load <type> <number>
Where <type> is either 'obj' or 'char', and number is the number of the object
or character you wish to create.
#
INVENTORY
If you're uncertain about what you're carrying, or simply want to check
that no thieves have got to your backpack.

See also: EQUIPMENT
#
EQUIPMENT
When you want to know what armor, weapon, charms etc. you're wearing.

See also: INVENTORY
#
KISS
Well can't you guess ?
#
WEAR
If you want to wear some clothes, armor or the likes.
For example : wear boots

See also: REMOVE, EQUIPMENT
#
WIELD
When you get tired of bashing monsters with your fists, you might consider
wielding a weapon. Example : wield sword

See also: REMOVE, EQUIPMENT
#
SCORE
Whenever you want to check whether you're still alive and healthy
or simply want to see how much money you have left.
#
SAY TELL WHISPER SHOUT ASK
If you consider communicating with other beings, you might be understood
better if you start your sentences with either say,tell,whisper or shout.
Example : say I'm a jerk
          tell unclesam You're dead meat - sucker!

You can use ' as a shorthand for say, as in:

' hello there.
#
BOUNCE
If you feel like bouncing round the room this is just the command for you.
#
FRENCH
Don't you know how they kiss in France ?? - try it !
#
QUI SHUTDOW
Just to prevent accidental quittings and/or shutdowns.
This command doesn't DO anything, it simply is.
#
SMILE
Whenever you feel like smiling...
#
KILL HIT
A good way to start a fight.
#
KICK
Fighters only.
The success of a kick depends upon how well you are learned. The higher
level you reach the harder you kick. There is one small catch - whenever
you kick (or miss) you will be unable to type any command for three 
rounds of 'Violence' - so be sure that you do not need to flee!

Fighters See Also : Rescue, Bash
#
BASH
Fighters only.
The success of a bash depends upon how well you are learned. To bash someone
is to attempt to 'knock' that person over. If you succeed you will inflict
minor damage, and cause the victim to fall on it's rear. The victim will be
unable to issue any commands for 2 rounds of violence. If you miss you loose
your balance and fall.
A bash makes you unable to type commands for 2 rounds of violence.
Note that hitting a person who is resting/sitting will inflict 1.5*damage.
Fighters See Also : Rescue, Kick
#
RESCUE
Fighters Only.
A rescue is an attempt to make a monster hit you instead of the person being
rescued. You can only 'turn' one monster for each attempt. This is highly
useable when playing in groups.
#
STEAL

Thief Only.

Use steal to steal gold or items from people. The chance of not getting
caught depends on how well you have practiced steal, and if the person
is asleep.

Due to misuse of the steal command, it now requires at least 1,250 XP
points to steal from other players. You can still steal from monsters
at all levels.


Example:

> steal gold drunk

> steal sword mercenary
  (only possible if he is sleeping)

#
BACKSTAB

Thief only.

Is a way to sneak up on a person, and attempt to place you dagger in his
bag, at exactly the point where it does most damage. A successful backstab
gives a damage multiplier, depending on level:



The chance of successfully backstabbing a person depends on how well you
have practiced backstab at your guild. You can always backstab sleeping
persons.
#
CAST
For "magical" people. If you want to throw a spell at someone or something.
Example : cast 'burning hands' <player>
   Note that the name of the spell must be enclosed by "'"s.

See also : help on each individual spell, for example:
  > help cure ligh
  > help ventri
  > help energy drain
#
DROP
If you lose interest in a carried item, you can drop it on the ground.
Example : drop bottle
  If you feel like getting rid of all your earthly possessions, you may use
"drop all".

See also: GET
#
PURGE
A way to make the world a little cleaner.
Usage:
  purge                         To empty a room of monsters and objects.
  purge <character>             To remove a living thing. Kicks out a player.
  purge <object>                Figure this one out yourself.
#
STAT
If you're interested in a person and want to find out about his/her/its
skills, strength, mana, hitpoints etc.
   In addition, 'stat room' will give you useful information about the room
you're in.
#
ORDER
In bars etc you can order things.
#
BUY SELL
Commands for the shops - very useful too !
#
WEATHER
If you're uncertain whether the sun is shining or the rain is pouring down.
#
READ
When you want to read something.
#
REMOVE
If you tire of wearing some armor or wielding a weapon.
Example : remove sword
#
SHOPS
Shops are places where the adventurer may purchase equipment for his quests,
and where he may sell his treasure if he should manage to survive the perils
with his life and sanity intact. Many shops trade only in a specific type of
merchandise. Thus, a baker may well refuse to buy your armor, even if it is of
high quality!
   To some people, the prospect of obtaining the entire inventory of a shop by
murdering the keeper may appear tempting - but beware: The shopkeepers are 
often rugged, capable men; roughened by years of trading and, indeed, surviving
in a world where the only safe prospect is death in the end.

See also: BUY, SELL, LIST, VALUE
#
SOCIAL ACTIONS
Commands mainly for social interaction:

applaud, beg, bleed, blush, bounce, bow, burp, cackle,  chuckle, clap, comfort,
cough,  cringe,  cry, cuddle,  curtsey,  dance,  daydream,  fart, flip, fondle,
french, frown,  fume,  gasp, giggle,  glare, grin, groan, grope, grovel, growl,
hiccup, hold,  hop, hug,  yawn,  kiss,  laugh, lick,  love, moan,  nibble, nod,
nudge, pat, peer, point, poke, ponder, pout, puke, punch, purr, ruffle, scream,
shake,  shiver,  shrug,  sigh, sing,  slap, smirk,  smile, snap, snarl, sneeze,
snicker,  sniff,  snore, snuggle,  spank,  spit,  squeeze, stare, steam, strut,
sulk,  tackle,  taunt,  thank,  think,  twiddle,  wave, whine, whistle, wiggle,
wink, worship, yodel
#
WIZ
A listing of the commands for immortals (should be unavailable for mortals  :)
#
COMMANDS
A mechanical listing (the code already exists) of the known verbs.
#
WARRIOR FIGHTER
Warriors are known to have more strength than the average player. This makes
them better at hand-to-hand-combat, as they posess skills of violence and
fighting unequaled by the members of any other class. However, they lack the
ability to use magic of any sort.
   You can improve your skills by using the practice command.

See also: PRACTICE
#
THIEF
Thiefs are known to have very special qualities, that no other class offers.
Many of these qualities can come in handy in many situations, such as picking
locks.
   You can improve you skills by using the practice command.

See also: PRACTICE
#
CLERIC
Clerics have an ancient belief in not carrying sharp weapons. Hence, they can
only wield bludgeoning weapons. This class gives you the wisdom of peace,
blessing and healing, though it is possible to learn more violent spells.
You can improve your spells by using the practice command.

See also: PRACTICE
#
"MAGIC USER" WIZARD MAGE
This is the class of powerful and violent magic, but the magic user do not
control the nature, and can therefore not bless and such. You can improve
your spells by using the practice command.

See also: PRACTICE
#
PRACTICE PRACTISE
Practice is the way you improve your spells and skills. You must go to
your guildmaster to let him/her help you improve.
If you type practice, you will see which skills you can improve upon, and
how good you already are at these.
You can then use practice <skill>, to practice the appropriate skill.
You can only practise a certain amount for each level you gain, and you
do not have to save this, it can be accumulated.
#
EXITS
Gives you a list of the obvious exits from your location. Of course, the less
obvious ones won't show up here - you have to THINK in order to locate those.
#
LEAVE
If you feel claustrophobic, typing 'leave' will make you use the nearest
obvious exit to the outside.
#
ENTER
If you type 'enter' while you are outdoors, you'll enter any nearby shelter.
You can also follow 'enter' with an argument; for example, 'enter window'.
#
TIME
Gives you the current 'gametime'. Your initial reaction to the output of this
command may be one of surprise, but you'll get used to it. You'll have to, at
any rate, since certain things in the game depend on this particular notion
of time; the opening hours of the shops, for example.
#
BUG TYPO IDEA
For making useful suggestions to the maintainers of the game. Examples:

bug the entire game crashes when I type 'put bag in bag'
idea make a restaurant in Midgaard
typo 'sence' should be spelled 'sense'
#
QUIT
When you get tired of playing, you can leave the game by typing 'quit'. Note
that whatever stuff you might be carrying with you is simply left on the
ground. If you wish to have your equipment put away until you are able to come
back, you'll have to find an inn.

See also: INN
#
INN INNS
Inns are places where the weary traveler may rest while the innkeeper looks
after his equipment and treasure. Specifically, you may use inns to store your
gathered equipment while you are not playing the game (we all have to sleep
sometimes, there is no shame in that).

See also: OFFER, RENT
#
OFFER RENT
For use in the receptions of inns. The command 'offer' will make the innkeeper
tell you the cost of storing your carried items for one day. 'rent' will store
the items and make you leave the game. The next time you enter, you'll start
out in the reception where you left. The inn will store your items as long as
you have the gold to pay the rent.

See also: INN
#
GET TAKE
If you find something interesting on the ground, you may use 'get' to pick it
up. Example: "get greatsword". If you are in a hurry, or if you just feel very
greedy, you may type "get all". You can also use 'get' to extract objects from
containers. Example: "get dagger from bag".

See also: DROP PUT
#
PUT
For putting stuff in containers. Example: "Put the dagger in the bag".

See also: GET
#
EXAMINE
May give you some valuable information about an item.

See also: LOOK
#
WRITE
In order to write a note, you need a piece of blank paper (or similar), and
a pen of some sort. You can then type something like "write on the paper with
the pen", whereupon you'll be asked to type in your note at the keyboard.
#
NEWS
This command will show you the current edition of "the DikuMUD Herald", a
publication dedicated to news and useful information about this world. It's a
very good idea to check it out once in a while.
#
SLEEPING WAKE REST SIT STAND
For changing your position. If you feel weary, it's probably a good idea to sit
and rest for awhile; or maybe even take a nap.
#
POUR
If you want to pour some liquid from one container to another.
#
GRAB
For getting a good grip on something; a torch, for example.

See also: WEAR, WIELD, REMOVE
#
FOLLOW
If you happen to be going in the same direction as someone else, why not simply
follow that person? For example: "Follow joe". If you are following someone
and you wish to stop doing that, then all you've got to do is follow yourself:
"follow <your name>".
#
FLEE
If you are in a fight and things are beginning to get a little uncomfortable
(maybe your are dying), just type 'flee', and presto! you are out of harm's way
- that is, IF there is a suitable exit nearby, and IF that exit doesn't simply
bring you from the ashes to the fire... but then, who wants to live forever?
#
IMPLEMENTOR
Can do just about anything.  Don't ask him for help.
#
GUILD
The Guildhouse is the place where mortals may go to escape the troubles and
perils of a cruel world. Each guild is heavily guarded, so that only members
may enter the building. Guilds are also the places where people come to
learn and practice the skills of their trade.

See also: PRACTICE
#
INFO
Gives you some useful hints and information about the game.
#
WHERE
Tells you the location of a monster, a player or an object. Examples:

where torch
where dragon

Mortals can only "where" monsters or players, and only from their own
zone.

Immortals may type 'where' without arguments to see where everybody is.
#
USERS
Tells you who's logged on to the game, and where they are playing from.
#
LEVELS
Lists the levels of your class. 
#
BRIEF
Toggle "brief mode". When in brief mode, you don't see the descriptions of the
room you are in; only the name of the room, and the people and objects in
there. Unless you are very familiar with the area in which you travel, however,
it is not advisable to use this command. Frequently, you will find small, but
vital hints in the descriptions of the rooms: An extra peek at your
surroundings could mean the difference between life and death!

See also: COMPACT
#
!
Repeat the last command typed at the keyboard.
#
CONSIDER
Usage : consider <monster>
This command will compare your Level with the <monsters> level. You will then
receive a rough estimate, which is by no means exact. Consider does not take
hitpoints/special attacks/damage/mob file typos into accout.

Example:
  > consider fido
#
EXPERIENCE XP

Whenever you kill a monster or a player, you earn experience points. When
enough experience points are earned, you raise a level.
Things you should know about experience points:

  * When damaging a monster, you get experience points.

  * If you kill a monster of higher level than yourself, you get bonus
    experience points. If killing a monster of lower level you'll gain
    less experience points

Some of us discourage killing of other players.  Some of us may take action.
The choice is yours.  Can you take a group of high levelers?

See Also: GROUP
#
GROUP
Usage : GROUP [player]

If you are a group member, then you will share experience points for killing
monsters equaly by level among the group. Experience points will only be 
shared among group members that are in the same location, at the time of the
killing blow. Sharing is regardless of whether the group members have been
participating in the fight.

Group with no argument show a list of people with whom you are grouped.

To make a group, a "leader" must be selected. All members of the group
must then "follow" the leader using the follow command. The leader should
NOT follow anyone at all! The leader can now toggle group membership for
each player in the group, by using "group <player_name>". The leader
should remember to include himself in the group.

Example:

Quifael and Redferne wishes to group with Dragon.

Quifael : "follow dragon"
Redferne: "follow dragon"
(Dragon should be following no one but himself)
Dragon  : "group dragon"
Dragon  : "group redferne"
Dragon  : "group quifael"

Later when Dragon get upset at Quifael (because he is sleeping all the time)
he types : "Group Quifael" to kick Quifael out of the group.

See Also: XP EXPERIENCE
#
QUAFF POTION POTIONS

Use : Quaff <Potion>

Quaff is used to "drink" a (magical) potion.
#
RECITE SCROLL SCROLLS

Use : Recite <Scroll> [Target]

Is used to "read" a magical scroll. Target can be an object, character or
nothing (which may be yourself).
#
USE WAND STAFF STAFFS WANDS

Use : Use <Staff>
      Use <Wand> <Target>

Using staff's will automatically target everybody (or everything) in a
room, execpt yourself. Therefore staff's are naturally very powerful, and
yet may be very dangerous to use around other players.

Using wands require that you point it at a target, which can be either a
character or an object.

Both staff's and wand's must be HELD in the hand prior to use! (Use the
grab or hold commands). You must still supply the name of the staff or
wand to avoid confusion.
#
ARMOR

Usage       : cast 'armor' [self]
Accumulative: No
Duration    : 24 Hours

The Armor spell will improve your AC by a minimum of 2.
(Level*2)/10 AC improvement.

See Also: AC
#
TELEPORT

Usage       : cast 'teleport' [self]
Accumulative: -
Duration    : Instant

Teleport (with error) will instantly transfer you to another location
in the world. This location is random, and thus there will always be
a risk of landing in a fatal location.

See Also: -
#
BLESS
Usage       : cast 'bless' <victim or object>
Accumulative: No
Duration    : 6 Hours, permanent for objects.

Bless on a victim will improve the victims saving throw versus spells
by 1, and furthermore improve the hitroll by 1.

Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weight no more
than five pounds per level of caster. 

See Also: -
#
BLINDNESS
Usage       : cast 'blindness' <victim>
Accumulative: No.
Duration    : 2 hours.

Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.

See Also: AC
#
CLONE
Usage       : cast 'clone' <victim or object>
Accumulative: -
Duration    : Instantaneous

Due to the ever changing data-structures of DikuMUD, clone is not
yet ready.

Clone cast on a victim or object, will make a 'nearly' perfect copy.
Clone has its limitations.

See Also: -
#
"CONTROL WEATHER"
Usage       : cast 'control weather' ('better' | 'worse')
Accumulative: Yes
Duration    : -

This spell will change the "course" of the current weather.
Exmample:

 > cast 'control wea' worse

See Also: -
#
"CREATE FOOD"
Usage       : cast 'create food'
Accumulative: -
Duration    : Instantaneous

This spell instantly creates an edible magic mushroom. The mushroom
will filling for the next (5+level) hours, up to a maximum of 24 hours.

See Also: -
#
"CREATE WATER"
Usage       : cast 'create water' <drink container>
Accumulative: No
Duration    : Instantaneous

Expect disaterous results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.

Double amout of water will be created if it is raining (or worse).

See Also: -
#
"CURE BLIND"
Usage       : cast 'cure blind' <victim>
Accumulative: No
Duration    : Instantaneous

This spell will cure a person blinded by the "blindness" spell, it
can not remove blindness caused by for example cursed items.

See Also: -
#
"CURE CRITIC"
Usage       : cast 'cure critic' <victim>
Accumulative: -
Duration    : Instantaneous

This spell cures 3d8+3 hitpoints of damage.

See Also: -
#
"CURE LIGHT"
Usage       : cast 'cure light' <victim>
Accumulative: -
Duration    : Instantaneous

This spell cures 1d8 hitpoints of damage.

See Also: -
#
CURSE
Usage       : cast 'curse' (victim | object)
Accumulative: No
Duration    : 7 Days, permanent on objects.

Curse cast on a person that fails the saving throw, will reduce the
hitroll by one, and reduce the saving throw versus paralysation by
one. 

See Also: -
#
"DETECT EVIL"
Usage       : cast 'detect evil' [self]
Accumulative: No
Duration    : 5 hours per level

Detect evil will enabel you to see the red aura surrounding evil
persons and items.

See Also: -
#
"DETECT INVISIBILITY"
Usage       : cast 'detect invisibility' [self]
Accumulative: No
Duration    : 5 hours per level

This spell enabels you to see invisible items and players.

See Also: -
#
"DETECT MAGIC"
Usage       : cast 'detect magic' [self]
Accumulative: No
Duration    : 5 hours per level

This spell will let you see the magical aura surrounding magical
objects.

See Also: -
#
"DETECT POISON"
Usage       : cast 'detect poison' (victim | food | drink)
Accumulative: No
Duration    : Instantaneous

Cast on food or drinks (drink containers) you will be abel to
sense if it is poisoned.

Cast on a person you will be abel to see if that person is
poisoned.

See Also: -
#
"ENCHANT WEAPON"
Usage       : cast 'enchant weapon' <weapon>
Accumulative: No
Duration    : Permanent

This spell will enchant non-magical (non-modifying) weapons only.
By non-modifying weapons we refer to weapons that might alter any
ability such as for example damage. The only way to know if a weapon
is suitabel for enchantment is to fully identify it.

The enchantment will modify the weapon as:

Level    Hit Roll    Damage

 0..17     +1         +1
18..19     +2         +1
20+        +2         +2

See Also: -
#
HEAL
Usage       : cast 'heal' <victim>
Accumulative: No
Duration    : Instantaneous

Heal will heal all the hitpoints from a person, execpt 1d4 points.
Maximum 100 points can be healed. A victim who is blinded will also
be cured by the heal spell.

See Also: "Cure Blindness"
#
INVISIBILITY
Usage       : cast 'invisibility' <victim | object>
Accumulative: No
Duration    : 24 hours, permanent on objects.

Self Explanatory.
Attacking while invisible will immediately break the spell.

See Also: "detect invisibility"
#
"LOCATE OBJECT"
Usage       : cast 'locate object' <object>
Accumulative: -
Duration    : Instantaneous

If possible you will know exactly where an object is, or the
name of the person using it. If more than one object by the
same name exists, you will get a listing of several objects.
The maximum number of objects you can simultaneously locate is
your level divided by 2.

See Also: -
#
POISON
Usage       : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration    : 2*level hours, or permanent on food and drinks.

Casting poison on food or drink (containers) will poison it.
Eating poisoned food/drinks will poison the person eating or
drinking.

A person who is poisoned will suffer 2 points of damage every
hour, and gain less points than usual.

See Also: "detect poison" or "cure poison"
#
"PROTECTION FROM EVIL"
Usage       : cast 'protection from evil' [self]
Accumulative: No
Duration    : 24 hours

The meaning of this spell is not yet fully defined.

See Also: -
#
"REMOVE CURSE"
Usage       : cast 'remove curse' <person | object>
Accumulative: No
Duration    : Instantaneous

Will remove a curse on carried objects or any persons in the room.

See Also: -
#
"REMOVE POISON"
Usage       : cast 'remove poison' <victim | food | drink> 
Accumulative: No
Duration    : Instantaneous

Will remove poison.

See Also: Poison
#
SANCTUARY
Usage       : cast 'sanctuary' [self]
Accumulative: No
Duration    : 3 hours

When protected by sanctuary you can never receive more that 18 damage
points in one strike.

See Also: -
#
SLEEP
Usage       : cast 'sleep' <person>
Accumulative: Yes (duration)
Duration    : 4 hours + one hour per level

If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.

See Also: -
#
STRENGTH
Usage       : cast 'strength' <victim>
Accumulative: Yes (strength)
Duration    : Level hours

A person will gain 1 strength point per spell (2 points if level of
caster is greater than 18). Maximum strength is 18/100.

See Also: -
#
VENTRILOQUATE
Usage       : cast 'ventriloquate' <victim | object> <text>
Accumulative: -
Duration    : Instantaneous

For all people in the same room as the caster that fail a saving
throw, the spell will make the object or victim appear to say the
text written. People saving will only notice that someone tired
to make it sound that way, not who.

Example:

> cast 'vent' unclesam I've got 921,923 coins, don't even consider killing me.

See Also: -
#
"WORD OF RECALL"
Usage       : cast 'word of recall' 
Accumulative: -
Duration    : Instantaneous

The caster will be transferred back to his sancturay (presently
the Temple of Midgaard).

See Also: -
#
SUMMON
Usage       : cast 'summon' <victim>
Accumulative: -
Duration    : Instantaneous

Will summon a person of the name spoken. It is not possible to
summon someone of three or more levels above yourself.
If you attempt to summon a monster,it will get a saving throw.

See Also: -
#
"CHARM PERSON"
Usage       : cast 'charm person' <victim>
Accumulative: No
Duration    : (432/Itelligence points of person) hours

Is is not possible to charm anyone that is already charmed, if
you're charmed yourself, or if the person is higher level than
yourself. The person will get a saving throw versus "paralysation".

A charmed person will follow you, and not be abel to attack you, you
can order charmed person using the order command.

See Also: FOLLOW ORDER
#
"SENSE LIFE"
Usage       : cast 'sense life' [self]
Accumulative: No
Duration    : 5 hours per level

This spell will enable you to sense hidden life forms in a room.
Invisible persons are also considered hidden.

See Also: HIDE
#
"MAGIC MISSILE"
Usage       : cast 'magic missile' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 1 magic user.
Dam         : 1d3 +1 per level
MaxDam      : 4d3 +4
Save        : Versus spell for half damage.

Sends 1 to 4 accurate arrows at the victim.
#
"CHILL TOUCH"
Usage       : cast 'chill touch' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 4 magic user.
Dam         : 1d6*level/2 + (level+1)/2
MaxDam      : 6d6 +12
Save        : Versus spell for half damage.

Sends life draining energy into the victim.
See Also: MAGIC MISSILE
#
"BURNING HANDS"
Usage       : cast 'burning hands' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 magic user.
Dam         : 1d6*level/2 + 10
MaxDam      : 10d6 + 10
Save        : Versus spell for half damage.

Sends heat energy into the victim to fry it.
See Also: CHILL TOUCH
#
"SHOCKING GRASP"
Usage       : cast 'shocking grasp' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 magic user.
Dam         : 1d8*level/2 + level
MaxDam      : 10d8 + level
Save        : Versus spell for half damage.

This spell will give the victim a huge shock.
See Also: BURNING HANDS
#
"LIGHTNING BOLT"
Usage       : cast 'lightning bolt' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 13 magic user.
Dam         : leveld6 + 20
MaxDam      : 20d6 + 20
Save        : Versus spell for half damage.

Brings forth a lightning bolt to blast the victim
See Also: SHOCKING GRASP
#
"COLOR SPRAY"
Usage       : cast 'color spray' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 16 magic user.
Dam         : leveld8 + level
MaxDam      : 20d8 + level
Save        : Versus spell for half damage.
Special     : Blind victim too

Throws  forceful blinding colors into the eyes of the victim
See Also: LIGHTNING BOLT
#
"ENERGY DRAIN"
Usage       : cast 'energy drain' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 15 magic user.
Dam         : 1d30
MaxDam      : 150 if target is < level 5
Save        : Versus spell for half damage.
Special     : You will gain 1d30 of their hit points,
              and 1/4 of the victims mana

This spell does not give much damage, but victims failing their
saving throws will loose 1/2 of their mana points.  
Beware that this spell is evil.

See Also: -
#
FIREBALL
Usage       : cast 'fireball' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 19 magic user.
Dam         : leveld10 + 2*level
MaxDam      : 25d10 + 2*level
Save        : Versus spell for half damage.

This spell is the most powerful spell a magic user can cast.

See Also: COLOR SPRAY
#
EARTHQUAKE
Usage       : cast 'earthquake'
Accumulative: -
Duration    : Instantaneous
Level       : Level 7 cleric.
Save        : -

This spell will damage everybody except the caster by
1d8+level_of_caster hitpoints.

See Also: -
#
"DISPEL EVIL"
Usage       : cast 'dispel evil' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 10 cleric.
Save        : Special

This spell will only affect evil creatures. An evil person of level
equal or less than caster will suffer 100 damage points.

If the victim is higher level than caster, the spell will inflict
(caster_level)d4 damage points, saving throw versus half damage.

See Also: -
#
"CALL LIGHTNING"
Usage       : cast 'call lightning' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 12 cleric.
Save        : Versus spell for half damage.

This spell will use the "force of nature" to make a lightning
strike the victim. It is therefore only possible to call lightning
outside, and it has to be raining (or worse).

The lightning will inflict (level)d8 points of damage, up to a
maximum of 15d8 damage points.

See Also: WEATHER and CONTROL WEATHER
#
HARM
Usage       : cast 'harm' <victim>
Accumulative: -
Duration    : Instantaneous
Level       : Level 15 cleric.
Save        : Versus spell for half damage.

This spell removes all but 1d4 hitpoints from the victim. The
maximum number of damage points are 100. It is not possible to
kill using this spell (but almost).

See Also: -
#
HELP

Following help is available:

HELP help       - This text.
HELP            - List the available commands.

Help searches for a partial match of the entered word, including any
spaces that may follow the word.

Example:
 > 'help magic mis'
    will find the help text for the magic missile spell.

 > 'help mag '
   will not match anything.

 > 'help mag'
   will match 'magic user' or 'magic missile' depending on first
   occurence in the help file.
#
SPELL SPELLS1

           Magic User               Cleric

           (1) Magic Missile        (1) Armor
           (1) Ventriloquate        (1) Cure Light

           (2) Detect Magic         (2) Create Water
           (2) Detect Invisible     (2) Detect Poison

           (3) Armor                (3) Create Food
           (3) -                    (3) Detect Magic

           (4) Invisibility         (4) Cure Blind
           (4) Chill Touch          (4) Detect Evil

           (5) -                    (5) Bless
           (5) Armor                (5) Detect Invisible

           (6) Locate Object        (6) Blindness
           (6) -                    (6) Protection from Evil

           (7) Burning Hands        (7) Earthquake
           (7) Strength             (7) Sense Life

           (8) Blindness            (8) Summon
           (8) Teleport with Error  (8) Poison

           (9)                      (9) Cure Critic
           (9) -                    (9) Remove Poison

          (10) Shocking Grasp      (10) Locate Object
          (10) -                   (10) Dispel Evil

          (11) Improved Invisible  (11) Word of Recall
          (11) -                   (11) -

          (12) Enchant Weapon      (12) Call Lightning
          (12) Curse               (12) Remove Curse

          (13) Lightning Bolt      (13) Control Weather
          (13) -                   (13) Sanctuary

          (14) Sleep               (14) Heal
          (14) Charm Person        (14) -

          (15) Energy Drain        (15) Harm
          (15)                     (15) -

          (19) Fireball
          (19) -

see also: SPELLS2, SPELLS3

#
SPELLS2

Lvl	Paladin		Anti-Paladin		

1	Cure light 	Cause Light Wounds	
2	Detect Poison	Detect Poison
3	Detect magic	Detect Magic
4	Detect Evil	Detect Evil
5	Armor		Armor

7	Cure Blindness	Blindness
8	Bless		Earthquake
9	Cure Critical	Cause Critical
10	Remove Poison	Poison
11	Detect Invis	Detect Invis
12	Protect. Evil	Summon
13	Sense Life	Call Lightning

15	Dispel Evil	Control Weather

17	Remove Curse	Locate Object

19	Heal		Harm

25	Sanctuary	Sanctuary

#
SPELLS3

Lvl	Bard			Elfin Knight		DKnight
1	Ventriloquate
2	Magic Missle		Ventriloquate		Magic Missile
3	Detect Magic		Detect magic		-
4	Detect Invisible	Detect Invisible	-
	-			-			-
6	Armor			Armor			Chill Touch
7	Invisibility		Invisibility		-
8	-			-			Blindness
9	Locate Object		Locate Object		-
10	Chill Touch		Strength		Burning Hands
	-			-			-
12	Strength		-			Curse
13	Teleport/w/Error	Teleport/w/Error	-
14	-			-			Shocking Grasp
15	Blindness		Improved Invisibility	-
16	Burning Hands		-			Sleep
17	Improved Invisibility	Enchant Weapon		-
18	Shocking Grasp		-			Lightning Bolt
19	Enchant Weapon		Charm Person		-
20	Curse			-			Energy Drain
	-			-			-
22	Charm Person		-			Color Spray
23	Lightning Bolt		-			-
24	Sleep			-			-
25	Energy Drain		-			-
26	-			-			Fireball
27	Color Spray		-			-
	-			-			-
35	Fireball		-			-

#
ADVANCE
To advance a player to a level higher than his present. Default is to advance
him one level. A level 0 player (Man/Woman) is always only advanced by one
level.
#
WIZHELP
List the privileged commands available to you. Can only be used by immortals.
#
NOSHOUT
Prevents you from (or allows you to) hearing shouts, if used with no arguments.
Can be used with the name of a player, to prevent him/her from hearing shouts,
as well as from shouting. Can only be used by certain more powerful beings.
#
RESTORE
If used on a mortal, this command will reset that players mana and hit points.
If used on an Immortal various values will be reset to their proper values.
#
LINK

A lot of players have problems with their links to the game. This could be
very dangerous to your healt in the middle of a combat. But we have worked
out a solution. There are two cases:

  I.If your link is broken, you will automatically attempt to flee each
    time someone attempts to hit you. If you manage to flee, then you
    will be saved by divine forces, and put in a safe place until you
    reconnect to the game.

 II.If your link jams (freezes) you got a problem. The only solution we
    can give, is that you break your link as quickly as possible. By
    breaking the link you can hope that the above procedure is initiated.
#
HOUSES

Player Houses in DikuMUD
------------------------

In DikuMUD it is possible for players on all experience levels to buy a house
in the residential area in the southern part of Midgaard.

As some areas are more sought after than others, the prices vary quite a bit.
The base price of a house with two rooms and an ordinary lock is as follows:

                   House on Emerald Avenue : 400,000 coins
                   House on Park Road      : 300,000 coins
                   House on Elm Street     : 200,000 coins

Extra rooms can be purchased at 50,000 coins each.

The following objects can be purchased for an extra price:

                   Coffee Machine          :   5,000 coins
                   Tea Macine              :   5,000 coins
                   Water Machine           :   5,000 coins
                   Coke Machine            :   5,000 coins
                   Pick-safe lock          :  50,000 coins
                   Interdimensional gate   : 100,000 coins

Contact Quifael for further information.
#
AREAS

Available areas are:

Sewers             - south of Dump (Low to Mid - E)
Moria              - out east gate then north (Low - E)
Drow               - beneath moria (Mid - E)
Thalos             - follow south road (Mid - E)
SilverDale         - north of moria (Mid - E)
Forest of Hahn-Dor - west of midgaard (Low - G and Mid - E)
Tower of Sorcery   - follow north road (Low to Mid G/E)
Arachnos           - in lair of spider queen in Hahn-Dor (Mid E)
Dwarves            - in the Hellfurnaces west of North Road. (Mid G/E)

#
AREAGUIDE

note for area designers:
- read flags.txt, database.doc and dbsup.doc for starters
- Then get a hold of the area_guide.doc &  the world editor
- where you ask? try ftp gpx.lis.uiuc.edu anonymous of course and check for
 pub/Crimson or somesuch. If its not there yet...
- mail musumeci@gpx.lis.uiuc.edu and he'll mail 'em to you..
- or mail rhaksi@engr.uvic.ca and I'll mail 'em to ya..
- AC's start at 20 and descend towards -20 or 
 lower I spose... Thacos start at 30 and descend down from there ie
- 100 and the mob will *NEVER* miss AC depending of course, 0 is probably
 a more reasonable lower bound)
- ftp completed areas to pub/incoming

NOTE: We are *DESPERATELY* in need of Good-aligned areas for Anti-paladins and Demon Knights to go kill things in

Major/minor changes ahead...
----------------------------
* Withdraw, Balance, Deposit commands (and a banker mob)
* When night falls it gets dark out (except in City Sects and Indoors)
  (people carry lights)
* right now people can 'pour fountain out' might fix this sometime...
  ie allow for infinite liquid source, have to check over the code might
  do this allready for contains = -1....
* Darksight spell 
* Purchasing PR's, increasing stats, healings, restorations...(healer mob)
* those new spells that I've defined and not yet coded...
* SolvedQuest(int n) routine, ie only get experience for solving a particular
  quest the first time.. (to whoever you're grouped with as well, s'long as
  you're all in the same room)
* new zone types and flags whenever I think of some...

#
COMPACT
If you have a small display you might want to use this command. It turns off
(or on) the extra newline after output to your screen.

See also: BRIEF
#
SKILLS
The following is an example of how skills work here at Crimson. All the other
classes differ of course, but this is all I've had the time to write up...
Generally, a skill will give you a bonus of skill/10 ie slash 30 equates to
plus 3 to hit...

Class: Warrior

Lvl     Skill           Max     Gain(@Int=18)

1       Slash           30      (10)
        Pierce          30      (10)
        Bludgeon        30      (10)

3       Rescue          50      (25)

5       Rescue          50+30   (16)
        Damage          30      (10)

7       Kick            50      (25)
        Bash            50      (25)

10      Kick            50+30   (16)
        Bash            50+30   (16)
        Slash           30+20   (5)
        Pierce          30+20   (5)
        Bludgeon        30+20   (5)
        2nd Attack      30      (10)

15      Damage          30+20   (5)
        Parry           20      (5)

20      Slash           30+20+50(4)
        Pierce          30+20+50(4)
        Bludgeon        30+20+50(4)
        2nd Attack      30+30   (8)
        3rd Attack      30      (8)

25      Damage          30+20+20(3)
        Parry           20+5    (4)
        3rd Attack      30+10   (6)

30      Kick            50+30+10(12)
        Bash            50+30+10(12)
        Rescue          50+30+10(12)
        2nd Attack      30+30+30(5)
        3rd Attack      30+10+10(5)
        4th Attack      20      (5)

35      Parry           20+5+5  (3)
        4th Attack      20+10   (4)

38      4th Attack      20+10+10(3)
#
LESSER_IMMORTALS

Methuselah
   The Methuselah has a very relatively limited amount of power, and his
function is simply what his name implies: to create.  Making new areas or
expanding existing areas are the sole responsibilities of Methuselahs.
   Regulations:
         Methuselahs should never interact with mortals in any way shape or
      form.  This includes becoming visible in front of mortals and
      switching into NPCs.
         Methuselahs should NOT act as Antediluvians or Greater Immortals. 
      There is no call for Methuselahs running adventures.  The only time
      a Methuselah might become involved in an adventure is when asked by a
      Antediluvian to help in the creation of special areas.
         Methuselahs are NOT allowed to reimburse mortals for any reason.

Antediluvian
   Immortals of Antediluvian rank are at the top of the list of Lesser
Immortals.  They have authority over Methuselahs and Avatars. 
The main duty of a Antediluvian is to run large, complex campaigns which
typically span several zone-groups.  These campaigns should be long and
ongoing, with good stories that can easily involve smaller adventures as
sub-plots.  Antediluvians often recruit Methuselahs to handle
the smaller details of the campaign or to invent sub-plots, create and
run NPCs, brainstorm, and make required areas.
   Regulations:
      Antediluvians should never appear directly to mortals (see below:
   Mortal Problems).  Interacting with mortals via role-played NPCs is
   as encouraged with Antediluvians, however. 
      Antediluvians have free reign to act as Methuselahs as they desire. 
      As Lesser Immortals, Antedilvuians are not allowed to reimburse mortals
   under most circumstances.  Antediluvians who reimburse mortals do so at
   their own risk.

Mortal Problems:
   There may arise (sometimes quite often) an instance where a mortal
voices a complaint or reports a bug.  In such circumstances, all Lesser
Immortals are allowed to appear directly to the mortal in question, but
it must be done in private (do NOT appear in full immortal glory).  Take
the complaint and either mail or write on the board to a Greater Immortal.
The interview is then over, and Lesser Immortals must again abide by the
visibility rule. 

Out Of Character Conversations:
   This is the only other exception to the visibility rule for Lesser
Immortals.  If there is a mortal whom you happens to know well on the
game, and you both would like to chat a little about any old thing, it
is acceptable for you to be visible in front of this mortal.  However,
the conversation must take place in private (again, no chatting with
mortals in full immortal glory).

See also:
   GREATER_IMMORTALS

#
GREATER_IMMORTALS

Highlord
   A Highlord is part of the management of the world.  As Greater Immortals,
Highlords have authority over all Lesser Immortals.  Requests from Highlords
should be obeyed, because there are probably good reasons behind them.
(They would not be Highlords unless they knew what they were doing.)  The
duties of a Highlord include taking care of whatever problems they can from
within the game, policing mortals and Lesser Immortals, and performing
whatever functions are required by the Overlords.
   Regulations:
      Highlords may appear to mortals in whatever form they choose,
   including their true nature (i.e. visible).
      As Greater Immortals, Highlords may reimburse mortals if they
   believe there is just cause.
      Highlords may take on the work of a Methuselah or Antediluvian as they
   see fit. 

Overlord
   This rank represents the top level of immortality.  Overlords have total
and absolute control over all aspects of the game.
   Regulations:
      None.
#~
~
