BACKGROUND
Syntax: background <character
This command is used to display background roleplaying information on the
players who inhabit the world. Each player is responsible for submitting
their own background to the immortals via a NOTE prior to exceeding 10th
level. Background information is divided into two parts, public and private.
Public background information can be seen by anybody. Private background
information can only be seen by yourself and the immortals.
BACKSTAB
Syntax: backstab <character
A backstab is a sneak attack used on a target that is unaware of you. It
inflicts substantial amounts of additional damage, but can only be used if you
are armed with a piercing weapon. Because it can only be used on the
unsuspecting, a backstab is not possible on an injured opponent.
BAIL
Syntax: bail <player
This command pays the bail on an outlaw who is currently imprisoned within
the oubliette. You must be in a city watchhouse or equivalent to pay bail,
although if you are an outlaw in the oubliette, you will be permitted to pay
your own. The amount to be paid is equal to 10 times the current bounty on
the outlaw. Once bail has been paid, the city authorities will return the
offender to their home temple.
See also BOUNTY, OUBLIETTE, OUTLAW.
'BALLISTIC ATTACK'
Syntax: cast 'ballistic attack' <character
BALLISTIC ATTACK lets a sorcerer use the powers of his or her mind to throw
small objects, usually a rock or other debris that happens to be in the area,
at the target. The results can be rather amusing to the sorcerer, and
painful to the victim.
BAMF
Syntax: cast bamf <character
This spell acts as a "teleport other", sending the creature upon whom it
is cast to a randomly chosen location. It is only usable by immortals and
mobiles. The victim receives no saving throw.
BANK
A bank is a place in which money and items may be safely stored. You can
transfer money from your person to your account using the DEPOSIT command,
and from your account to your person using the WITHDRAW command. In both
cases you must actually be at the bank. The ACCOUNT command shows you how
much money you currently have in your account, and can be used anywhere.
BARD
The BARD class is a something of a hybrid, combining the wits and guile of
the thief with quasi-magical spellcasting abilities derived through the use
of song. Like thieves, bards are rogues, and generally make their way in
life through charm and talent. A good bard should be glib of tongue, light of
heart, and fleet of foot! Historical examples of this character class include
Alan-a-Dale, Will Scarlet, Amergin, and even Homer.
BASH
Syntax: bash <direction
A powerful warrior can attempt to bypass the intricacies of unlocking and
opening doors by simply BASHING through them. This, of course, tends to make
the doors rather useless, which always amuses warriors. Be aware, however,
that bashing is a fairly aggressive action, and some mobs don't take kindly to
that type of behavior...
'BASH DOOR'
Syntax: bash <direction
A powerful warrior can attempt to bypass the intricacies of unlocking and
opening doors by simply BASHING through them. This, of course, tends to make
the doors rather useless, which always amuses warriors. Be aware, however,
that bashing is a fairly aggressive action, and some mobs don't take kindly to
that type of behavior...
BATTLE
Syntax: battle
The battlefield is a place where players may freely fight one another without
suffering any major disadvantages. Battles are run by the Gods at their
discretion. The BATTLE command is used to actually enter a battle once one
is announced. You will be transported to the preparation room after doing so,
and will have a short interval to prepare yourself and size up your opponents.
Once battle starts you will reappear on one of the many battlefields that
are available - there is no way to know which before this actually happens.
From this point you will fight the other players until only one is left
surviving, and this person will be declared the victor. Information on the
events happening in the battle can be seen on the BATTLE channel.
After winning or dying in a battle, you will reappear at your temple, restored
to full health and vitality through the favour of the Gods.
'BEFRIEND ANIMAL'
Syntax: befriend <character
The BEFRIEND ANIMAL skill allows you to make friends with normal animals
that you might meet upon your travels (e.g. dogs, birds, boars, lions,
and other creatures of a similar nature). It will not work on players or
monsters. You can issue commands to animals that you've befriended using
the ORDER command.
BEHEMOTHS
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.
BESEECH
Syntax: beseech advancement
Syntax: beseech miracle
Syntax: beseech symbol
Syntax: beseech guardian golem
Syntax: beseech guardian automaton
Syntax: beseech guardian talus
Syntax: beseech guardian juggernaut
Syntax: beseech guardian behemoth
The BESEECH command begs the Gods for a favor. You must be in a temple to
use it. You may beseech the Gods for any of the following things:
Advancement. If the Gods favor you, you will raise an experience level.
The Gods think less of those who rely on their favor to advance in life, so
exercising this option costs you 2 favor points. Please note: You must spend
a favor point to advance beyond some levels. This cost, if applicable, is in
addition to the 2 favor point cost for beseeching the level.
A Miracle. If you are in good standing with the Gods, you may beg them for
a divine miracle. If you meet with their approval, you will be cured of all
ills. Each time you beseech a miracle, it costs you 1 favor point.
A Clan Symbol. High-ranking clan members may beseech the Gods for a clan
symbol. Clan symbols are used to take control of areas (see CONSECRATE).
Beseeching the Gods for a clan symbol will cost your clan 100,000 gold pieces.
The amount will be automatically deducted from your clan's bank account.
A Clan Guardian. High-ranking clan members may also beseech the Gods for a
clan guardian. These are magical constructs that will guard the areas your
clan controls. They come in five sizes, which are (from smallest to largest)
the golem, the automaton, the talus, the juggernaut, and the behemoth. A
golem will cost your clan 100,000 gold pieces, an automaton 200,000, a talus
300,000, a juggernaut 500,000, and a behemoth 750,000. After you purchase a
guardian you must lead it to the place it is to guard and activate it (see
ACTIVATE). Once activated, the guardian will attack any enemies it encounters
and will be saved through reboots or system crashes. Once it is slain, though,
it is gone for good.
BID
Syntax: bid <amount
Bids on the item under auction are made using the BID command. Bids must be
at least 10% or 100 gold pieces over the previous bid, whichever is greater.
All money that you spend on an auction comes from your bank account first,
and then the gold you are currently carrying on your person. You cannot spend
or otherwise use gold while you have a bid active. You may not bid on items
that you yourself are selling.
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.
BITE 'POISON BITE'
Syntax: bite <character
POISON BITE is a racial ability that allows you to bite other characters in
combat, doing damage and possibly also injecting them with toxic venom.
'BLACK LOTUS'
See POISONS.
'BLACK MARKET'
This skill allows you to purchase illegal and stolen goods from shopkeepers
who will lower themselves to dealing in such things. Your rating in the
skill represents your connections with and knowledge of the underground, and
will result in better prices when you buy or sell from black market dealers.
'BLACK TENTACLES'
Syntax: cast 'black tentacles' <character
This spell will conjure forth a mass of writhing black tentacles that will
immediately attack the designated target. If the target is more evil than
the caster the tentacles will turn on the caster instead.
BLACKENBLADE
See POISONS.
BLANK
Syntax: blank
BLANK toggles the existence of a blank before your prompt.
See CONFIGURE to find out which toggle is on and which is off.
BLESS
Syntax: cast bless <character
This spell improves the to-hit roll and saving throw versus spell of the
target character.
'BLESS ARMOR'
Syntax: cast 'bless armor' <object
This spell sanctifies a piece of armor, increasing its wearer's resistance
to magic. It also causes the item to become aligned with the alignment of the
person casting the spell.
'BLESS WEAPON'
Syntax: cast 'bless weapon' <object
This spell sanctifies a weapon, increasing its hit and damage bonuses. A
weapon may be blessed even if it is magical and/or enchanted to begin with.
The affected weapon will assume the caster's alignment and will allow nobody
else to use it.
BLIND BLINDNESS
Syntax: cast blindness <character
This spell renders the target character blind.
BLOCK
The BLOCK skill enables you to stop trip attacks made against you from
succeeding. It operates automatically once practiced.
BOARD
Syntax: board (To display the note boards and the notes on each)
Syntax: board <number (To switch your current note board)
Syntax: board next (To switch to the next available board)
The BOARD system is used to group the notes posted on the MUD into related
categories. You can display a list of all the boards by typing the command
without any arguments. If you specify a board number, it will become your
current board, and any subsequent note posting or reading will take place on
the board you specified.
See also the help on the NOTE command.
BOUNTY
Syntax: bounty
Syntax: bounty <player
This command displays the amount of the bounty on all outlaws currently
online. If a character is specified, only the bounty on that character will
be shown. The bounty (or reward) on an outlaw increases every time they
perform an anti-social act (such as killing a shopkeeper or healer). If an
outlaw should be killed, the current bounty on their head is paid to their
killer's bank account.
See also BAIL, OUTLAW.
BRANDISH
Syntax: brandish
BRANDISH brandishes a magical staff. 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.
BRAVERY
Syntax: bravery
The BRAVERY skill will give bonuses to the hit roll and damage of everyone
in a group you are leading. You cannot use it when you are following someone
else. While it remains in effect, you (and everyone else in your group
affected by the skill) will not be able to flee or recall out of combat.
'BREATHE WATER'
Syntax: cast 'breathe water' <character
This spell enables its target to breathe water without harm. The spell has
cumulative duration when cast more than once on the same creature.
BRIEF
Syntax: brief
BRIEF toggles whether or not you automatically see verbose descriptions
of rooms when you enter them.
See CONFIGURE to find out which toggle is on and which is off.
BS
Syntax: bs <character
A backstab is a sneak attack used on a target that is unaware of you. It
inflicts substantial amounts of additional damage, but can only be used if you
are armed with a piercing weapon. Because it can only be used on the
unsuspecting, a backstab is not possible on an injured opponent.
'BUILD CAMP'
Syntax: build camp
This skill allows you to construct a safe campsite. Mobiles will not wander
into your camp once it has been built, allowing you to safely recover there.
You must be outdoors in order to use this ability. The camp normally lasts for
roughly a day or so of game time before falling apart.
'BUILD FIRE'
Syntax: build fire
This ability allows you to gather wood and make a fire, in whose vicinity you
will recover faster. Obviously, it is not possible to build a fire in some
places (e.g. underwater), and you may experience difficulty doing so when it
is raining. You must expend movement to use this ability.
'BURNING HANDS'
Syntax: cast 'burning hands' <character
These spells inflict damage on the victim. The higher-level spells do
more damage.
BUY
Syntax: buy <object <shopkeeper
BUY buys an object from a shop keeper.