ABBREVIATION @ *

Syntax: abbrev

The ABBREV command toggles your default usage of abbreviations. When ABBREV

is off, you must enter the full name of any characters or mobiles when you

type a command. When it is off, you can type only the first part of such

names and the MUD will find the first matching character or object.

You can override your default abbreviation setting for an individual command

by entering '@' before the name (which turns abbreviations off), or '*' after

the name (which turns abbreviations on). Thus, @foo would match Foo but not

Fool, even if abbreviations were turned on. Similarly, foo* would match

either, even if abbreviations were turned off.

You can use the CONFIGURE command to find out what your current default

abbreviation setting is.

 

 

'ABSORB SPIRITS'

Syntax: cast 'absorb spirits'

This spell can only be cast at the stroke of midnight, and you must be well

away from all other living creatures. It allows you to channel the power

of the spirit world into your body, regenerating and replenishing it. If it

succeeds you will be restored to full hit points, mana, and movement. If you

lose control of the spell the energy will traumatise rather than heal,

reducing you to 1 hit point, 1 mana, and 1 movement.

 

ACCOUNT

Syntax: account

 

The ACCOUNT command shows you how

much money you currently have in your account, and can be used anywhere.

 

'ACID BLAST'

Syntax: cast 'acid blast' <character

 

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

 

ACTIVATE

Syntax: activate <character

The ACTIVATE command is used by those within clans to activate a clan guardian

(see CLAN GUARDIANS). After you beseech the Gods for a guardian it will

mindlessly follow you to the place you wish to put it in. Until you activate

it, though, it will not perform its allotted function. Be warned: clan

guardians have a tendency to run amuck if they are grouped and led into combat

without being activated.

 

'ADRENALINE CONTROL'

Syntax: cast 'adrenaline control'

By controlling the production and release of adrenaline in his or her system,

the sorcerer can gain temporary boosts in dexterity and constitution. This

control cannot be initiated during battle because, hey, even sorcerers get a

little excited from time to time.

 

AFFECTS

Syntax: affects

AFFECTS shows you the spells that are currently in force upon you.

 

AGE AGING AGEING

As you grow older, you may find that your ability scores begin to be affected.

Different races age at different rates. Elves, for example, are virtually

immortal. By contrast, orcs age quite rapidly. Different racial lifespans

are compensated for by the fact that longer-lived races learn more slowly

than shorter-lived ones; see LEARNING.

There are ways within the game that you can reduce your age, and you may need

to pursue these if your character starts getting on in life. In game terms,

the effects of age upon your maximum characteristic scores are as follows.

Age Bracket Str Int Wis Dex Con

Young - - - - +1

Prime - - - - -

Mature - - - - -1

Mid Life -1 - +1 - -2

Aging -2 - +2 -1 -4

Elderly -4 - +3 -2 -6

Ancient -7 -1 +2 -3 -8

Decrepit -10 -3 +1 -5 -10

 

 

AGITATION

Syntax: cast agitation <character

This skill is nearly identical to the Mage spell BURNING HANDS. With this

skill, a sorcerer can cause the cells in his or her victim to become

agitated, moving so fast as to cause burn damage.

 

AGONY

Syntax: cast agony <character

This spell causes its victim to be wracked with terrible pains that reduce

their dexterity, hit roll, and armor class.

 

'AIRY VORTEX'

Syntax: cast 'airy vortex'

These spells, known collectively as elemental shields, are protective

incantations that surround the caster with a protective barrier formed

from the chosen element. Attacks based on that element will inflict less

damage on the caster while the spell remains in effect. The elemental

shields are all mutually exclusive to one another.

Care should be taken when using these spells, for attacks based on the

element opposing the one on which the spell is based will inflict MORE

damage. Thus, for example, a watery globe would reduce the damage inflicted

by a wave spell, but more damage would be sustained from a fireball.

Similarly, earthen armor will reduce the damage from an earthquake, but

a gas breath attack could then have devastating effects.

For further information on which elements oppose which, see ELEMENTS.

ALIAS

Syntax: alias (To display aliases)

Syntax: alias <abbreviation (To remove an alias)

Syntax: alias <abbreviation <translation (To create an alias)

The ALIAS command allows you to create and remove abbreviations for commonly

used commands. Once created, they are stored as part of your character and

will be available for use at any time thereafter. The first word you specify

for the alias becomes the abbreviation to be used. The remainder is treated

as the translation for that abbreviation.

You may use special codes in the translation to substitute for the arguments

you type when you actually use the alias. %0 equates to all arguments, %1 to

the first argument, %2 to the second argument, and so on.

You can also have an alias equate to more than one command. This does NOT

execute all the commands simultaneously (for example, enabling you to cast

a spell three times in the same round). However, it is generally much faster

and more convenient for you to issue commonly used command sequences using

an alias, because it avoids typing delays and fumbling fingers! To have an

alias translate to more than one command, just separate the commands you want

to execute with the semi-colon character (;).

Important: Because a semi-colon is also used on the command line to separate

multiple commands, you must be careful to enter a backslash (\) before the

semi-colon when defining aliases consisting of multiple commands.

Alias Defined As: You Type: Translation:

alias ab cast 'acid blast' %1 ab goblin cast 'acid blast' goblin

alias cm cast 'combat mind' %1 cm cast 'combat mind'

alias tt tell tarn %0 tt hi tarn! :) tell tarn hi tarn! :)

alias li look in %1 li corpse look in corpse

alias gc give %1 coins %2 gc 500 whisper give 500 coins whisper

alias gratz %1 Congrats! gratz chat chat Congrats!

alias panic flee\; flee\; flee panic flee; flee; flee

alias munch get %1 bag\; eat %1 munch pie get pie bag; eat pie

To avoid conflicts between aliases and commands, an alias command must always

be entered exactly as you specify it. Thus, while the letters "no" are a

valid abbreviation for the "north" command, they would not invoke an alias

you might set up called "nor". In general it is good practice to avoid having

aliases that are similar to existing commands, as this generally leads to

confusion.

 

AMBUSH

Syntax: ambush <character

This skill enables you to lie in wait for an opponent and attack with surprise,

inflicting double normal damage. You must be concealed from your opponent's

view (e.g. using the CAMOUFLAGE skill) for the ambush to be effective.

 

'ANIMATE DEAD'

Syntax: cast 'animate dead' <corpse

This spell will bring the dead back to life as undead servants of the caster.

Beware, for sometimes the dead are not grateful for being brought back into

the world.

 

ANSWER

Syntax: answer <message

These commands send messages through communication channels to other players.

You can use the CHANNELS command to hear, or not hear, any of these channels.

Following is a description of each, and the proper etiquette for their use.

The QUESTION and ANSWER channels are interlinked and also can be seen by any

interested player. They are reserved for requests, and responses to these

requests, for information on game mechanics and/or the world. You should

try to remain in character when using these channels, but we appreciate that

the nature of some questions may make this impossible.

 

ARCANA [ARCANA]

[ARCANA] initially began when mages hastily banded to try and stop

Balpherus's escape and since then has remained a force, although what its

motivation may be now is not exactly determined. Pehaps they still want to

imprison Balpherus and Malvena, perhaps they would not be above aligning with

one of these evils in order to stop the plans of the other. Those who can

wield arcane magics are not above thoughts of world domination and

manipulation of evil to suit their own ends.

 

'ARCANE LORE'

This skill, possessed by all magic-using classes, reflects their study of the

art of magic and its various facets. It is used when calling upon the power

of those wands, staves and scrolls which require a certain level of mystic

knowledge to control. Without it, such items may fail to work correctly, or

even explode in their wielder's face.

 

AREAS

Syntax: areas <level

AREAS shows you all of the active areas in the game, with the author's name and

the suggested levels. If you specify a level, only areas recommended for that

level will be shown.

 

ARGENTA

Argenta - Located in the geographical middle of the Dragon Realms, Argenta is

a city made wealthy by the silver mines it controls. It was settled next to

the Dragonback mountains and controls the only pass through the mountains.

Whoever holds Argenta receives great riches from its silver and from taxes

charged to travel through the pass. However, Argenta has not been able to

attract trainers for all classes, perhaps because it is rather a remote and

rough sort of city. Only Warriors and Thieves will find training here.

 

ARMOR

Syntax: cast armor <character

This spell decreases (improves) the armor class of the target character

by 20 points.

 

assassin

ASSASSINS are hired killers, mercenaries, and bounty hunters who specialise

in murdering people for money. They differ from thieves in that their

profession, though demanding a certain degree of stealth, inevitably requires

that they be capable of despatching their intended target, preferably by

means either exotic or underhanded. Assassins are therefore highly skilled

in the use of poisons. History provides us with the names of but few who

follow this calling, for anonymity is almost a prerequisite amongst those

assassins who wish to be successful.

 

ASSASSINATE

Syntax: assassinate <character

ASSASSINATE is an attack, similar in nature to a BACKSTAB, that gives you a

chance to instantly kill the victim. If the attempt to assassinate fails, it

will inflict less damage than a backstab.

 

ASSESS

Syntax: assess <item

You can use the ASSESS skill to determine an item's general nature and

approximate market value.

 

AUCTION

Syntax: auction <item <reserve price

The AUCTION channel works slightly differently to others like CHAT, QUESTION,

and so on. It is used to sell items to anyone interested. Only one auction

can be in progress at a time. In order to start the auction you use the

AUCTION command, specifying the item in inventory you wish to auction and the

minimum (reserve) price you wish to place on it.

At the completion of an auction the item will be placed in the inventory of

the successful bidder, and the appropriate sum of money will be transferred

from the buyer to the vendor's bank account. A 10% commission applies to all

auction sales. If nobody places a bid on an item put up for auction, it is

gone forever.

'AURA SIGHT'

Syntax: cast 'aura sight' <character

These spells reveal the alignment of the target character.

 

AUTO

Syntax: auto

AUTO shows the status of some of your character behavior options.

 

AUTOEXIT

Syntax: autoexit

AUTOEXIT toggles your ability to automatically see exits as you enter

a room.

See CONFIGURE to find out which toggle is on and which is off.

 

AUTOGOLD

Syntax: autogold

AUTOGOLD toggles your ability to automatically retrieve money from corpses

after you deal the final blow.

See CONFIGURE to find out which toggle is on and which is off.

 

AUTOLOOT

Syntax: autoloot

AUTOLOOT toggles your ability to automatically loot corpses after you

deal the final blow.

See CONFIGURE to find out which toggle is on and which is off.

 

AUTOMATONS

Guardians come in five sizes; the golem, the automaton, the talus, the

juggernaut, and the behemoth. All five will behave in much the same way once

activated, attacking any clan enemies that enter their room, and shouting

warnings over the clan channel. Clan guardians can only be attacked

themselves by enemies of the clan.

 

AUTOSAC

Syntax: autosac

AUTOSAC toggles your ability to automatically sacrifice corpses after

you deal the final blow.

See CONFIGURE to find out which toggle is on and which is off.

 

AUTOSPLIT

Syntax: autosplit

AUTOSPLIT toggles your ability to automatically split gold coins that you

loot from corpses between your group members.

See CONFIGURE to find out which toggle is on and which is off.

 

AWE

Syntax: cast awe <character

With this discipline, a skilled sorcerer can use the power of his or

her mind to affect the morale of an opponent. If successful, the enemy

will be overcome by awe of the sorcerer, and will simply forget to

fight. Of course, aggressive monsters will revert to their true nature

after only a brief lull in the action.

 

AZURE

Azure - Set upon the south western coast, Azure is an elegant and wealthy port

city. It has many fines houses and shops and prides itself on its many

beautiful temples.It has a deep and safe harbour from which ships sail to Opal

and Zepherus. Much of Azure's wealth comes from the port tax charged for

entering and leaving the city. Clerics, Warriors and Rangers will all find

trainers in Azure.

 

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