DAMAGE

When one character attacks another, the severity of the damage is shown in the

verb used in the damage message. Here are all the damage verbs listed from

least damage to most damage.

scratch MUTILATE ***** PULVERIZE *****

graze ELIMINATE ****** VAPORIZE ******

hit DISEMBOWEL <- FOSSILIZE <-

injure EVISCERATE <-<- CREMATE <-<-

wound MASSACRE <-<-<- ERADICATE <-<-<-

maul * DEMOLISH * <-<-<-<- BUTCHER <-<-<-<-

decimate ** OBLITERATE ** <=- SLAUGHTER <-=

lacerate *** DESTROY *** <=-<=- EXTERMINATE <-=<-=

devastate *** ANNIHILATE *** <=-<=-<=- RUIN <-=<-=<-=

maim **** ATOMIZE **** <=-<=-<=-<=- NUKE <-=<=-=<-=<-=

 

 

'DARK BLADE'

Syntax: cast 'dark blade'

This spell conjures forth a malignant blade made of darkness, which can then

be used as a weapon in combat.

 

DARKENER

See POISONS.

 

 

DAZE

Syntax: cast daze <character

This powerful magic dazes and confuses those it affects, rendering them

incapable of anything except fighting in defence of their own lives.

 

 

DEAFNESS

Syntax: cast deafness <character

This magic causes its target's hearing to be blocked by ringing echoes of the

music that invokes it. Affected creatures cannot hear any channels, which

includes CHAT, OOC, MUSIC and so on as well as information conveyed through

commands such as SAY, TELL, GTELL, and the like. The spell also causes a

large increase in the chance of its target losing concentration when casting

a spell, as he/she/it will not be able to hear him/her/itself while doing so.

 

DEATH

When your character dies, the Gods will reincarnate you and you will reappear

back at your home temple. You must find your way back where you died in order

to reclaim your possessions, which you will find on your corpse. Any spells

which were affecting you, good and bad, are canceled by death.

Following and groups are not affected by death.

You lose experience points for dying. You will be placed back at the beginning

of the level you are currently at.

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.

 

'DEATH CURSE'

This dreaded spell can only be cast with your dying breath. If it is

successful, it will leave the person or creature that slew you blinded,

weakened, poisoned, and sorely injured. Beware, for some mobiles have

the ability to use this spell.

 

'DEATH FIELD'

Syntax: cast 'death field'

A DEATH FIELD is a life-sapping region of negative energy. Only sorcerers

of evil alignment can use this power without suffering repurcussions. The

death field moves out from the sorcerer and envelops every character in the

room. Because player characters have souls, they are immune to its deadly

touch, but all mobiles are susceptible to it. Should the saving throw fail,

the mobile will immediately die. If the mobile is of a sufficently different

level than the sorcerer, they will shrug off the attack and only take minor

damage.

 

'DEATH WARD'

Syntax: cast 'death ward'

After constant study of the powers of life and death, a necromancer eventually

learns to ward him or herself against death itself. When a DEATH WARD is in

effect upon you, the dark powers will protect you from crossing over to the

other side. Potentially fatal wounds will merely cause you to be snatched

away to a random location, which (hopefully) will prove less dangerous than

the situation you just left. A death ward will dissipate after it is invoked.

 

DELETE

Syntax: delete <password

This command PERMANENTLY deletes your character. Use it with extreme caution,

and be absolutely sure that this is really what you want. No guarantees of

reimbursement for deleted characters can be given.

 

DEPOSIT

Syntax: deposit <amount

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.

 

 

DESCRIPTION

Syntax: description

This command lets you edit your description (what people see when they look

at you). Describing your character will help you greatly in your efforts to

roleplay and is STRONGLY recommended.

 

 

DESECRATE

Syntax: desecrate <object

These commands are used by players belonging to clans. Both involve the use

of clan symbols (see BESEECH).

The DESECRATE command is used to wrest an area from the control of another

clan. You must find where their clan symbol has been consecrated, and then

desecrate it. Before you can do so, you must declare war on the clan that

currently holds the area, and then drive ALL players from that clan out of

the area. The desecration will not work unless this is done first.

You cannot consecrate your clan's symbol in an area currently controlled by

another clan; you must desecrate their symbol first.

 

'DETECT EVIL'

Syntax: cast 'detect evil'

This spell enables the caster to detect evil characters, which will

reveal a characteristic red aura.

 

'DETECT GOOD'

Syntax: cast 'detect good'

This spell enables the caster to detect good characters, which will

reveal a characteristic golden aura.

 

'DETECT HIDDEN'

Syntax: cast 'detect hidden'

This spell enables the caster to detect hidden creatures.

 

'DETECT INVIS'

Syntax: cast 'detect invis'

This spell enables the caster to detect invisible objects and characters.

 

'DETECT MAGIC'

Syntax: cast 'detect magic'

This spell enables the caster to detect magical objects.

 

'DETECT POISON'

Syntax: cast 'detect poison' <object

This spell detects the presence of poison in food or drink, or on objects such

as weapons, missiles, and traps.

 

'DETECT TRAP'

Syntax: remove <trap

TRAPS are objects that will inflict damage upon you if you should move into

the room in which they are contained.

DETECT TRAP enables you to move into a room containing a trap without

triggering it and suffering damage. Once you practice it, it functions

automatically.

 

'DETECT UNDEAD'

Syntax: cast 'detect undead'

This spell enabled the caster to distinguish creatures that are undead from

those that are not.

 

DETONATE

Syntax: cast detonate <character

With this spell, a sorcerer uses his or her mind to affect the latent energy

inside inanimate objects. If these objects are close enough to the intended

victim, they can cause great damage.

 

Dexterity

Your DEXTERITY represents your character's hand-eye coordination, agility,

reaction speed, reflexes, and balance. It affects the following major things.

1. How many items you can carry.

2. The movement you gain per level (less so than constitution).

3. Your movement regeneration per tick.

4. Your chance of being hit by an opponent.

 

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)

Additional contributions from:

Michael Curran - the player title collection and additional locations.

Ragnar Loenn - the bulletin board.

Bill Wisner - for being the first to successfully port the game,

uncovering several old bugs, uh, inconsistencies,

in the process.

And: Mads Haar and Stephan Dahl for additional locations.

Developed at: DIKU -- The Department of Computer Science

at the University of Copenhagen.

 

DISARM

Syntax: disarm

DISARM is an auxiliary fighting command designed to render your opponent

weaponless.

 

 

DISCORD

Syntax: play discord <character

Syntax: sing discord <character

This spell invokes uncontrolled anger and hostility in the creature upon whom

it is cast, causing them to attack another nearby character. If they

successfully resist the effects of the music, they will attack the caster

instead. Characters that are already fighting are too intent upon their own

survival to be affected by the music.

 

DISCORPORATE

Syntax: cast discorporate <character

When successful, this spell will cause an undead creature to be completely

obliterated.

 

DISGUISE

Syntax: disguise pc <player-name (To disguise as an old player)

Syntax: disguise pc <player-name <race <sex (To disguise as a new player)

Syntax: disguise npc <npc-description (To disguise as an NPC)

Using the DISGUISE skill, you can pretend to be somebody other than yourself.

To everyone else you will appear for all intents and purposes to be whomever

you specify, although immortals and characters with TRUE SIGHT will be able to

see through any guise you adopt.

You can disguise yourself as an existing player character (PC) regardless of

whether he or she is currently online. You can also disguise yourself as a

new or imaginary player, but if you do this you must specify the race and

sex you are attempting to adopt. You will find it substantially more difficult

to disguise yourself as a different race and/or sex. It is not possible to

masquerade as a race that is substantially larger or smaller than you

currently are.

If you disguise yourself as a non-player character (NPC), you may only mimic

the appearance of intelligent creatures that exist somewhere in the world and

are humanoid in general appearance. Enter the NPC's description (quotes are

not needed) as part of the command and if your choice is valid, the disguise

will take effect. For example "disguise npc an old villager" would disguise

you as "an old villager".

Disguises only work face to face. Over public channels such as CHAT, OOC,

and INFO your real name will always show, so if you make any use of these

be aware that people will see who you really are. The only exception worth

mentioning here is the YELL channel, over which your disguised name will

be seen.

Experience has shown us that there is a temptation to run amuck with this

skill. Don't fall into this trap! We will view any misuse of this skill as

a most serious offense. By this we mean DO NOT disguise yourself as another

player and contravene the rules of the game in an attempt to get them into

trouble. Be aware that ALL commands issued by disguised characters are logged.

If any such incidents occur the immortals will swiftly ascertain the truth of

the matter and punish it with PERMANENT DELETION.

 

 

DISINTEGRATE

Syntax: cast disintegrate <character

This spell enables a skilled sorcerer to completely disintegrate another

character using the power of his or her mind.

 

'DISPEL EVIL'

Syntax: cast 'dispel evil' <character

This spell invokes the wrath of the Gods on an evil victim. It may not be

used by an evil-sligned caster.

 

'DISPEL GOOD'

Syntax: cast 'dispel good' <character

This spell invokes the wrath of the Gods on a good victim. It may not be

used by a good-aligned caster.

 

'DISPEL MAGIC'

Syntax: cast 'dispel magic' <character

This spell dispels magical affects on a character. It may be used as

an offensive spell to remove an enemy's magical advantages, or as a

benign spell to remove a friend's (or one's own) magical handicaps.

'DISPLACEMENT'

Syntax: cast 'displacement'

These are protective disciplines which a sorcerer can exercise.

DISPLACEMENT makes the sorcerer appear to be displaced from his or her actual

position, thus making him or her more difficult to hit.

 

 

DODGE

This skill lets you dodge incoming attacks, taking no damage from them.

Use of the skill is automatic once you have practiced it.

 

 

'DOMINATION'

Syntax: cast domination <character

With this skill, a sorcerer can DOMINATE the mind of his or her intended

victim, causing the victim to do exactly as the sorcerer says.

 

 

DONATE DONATION

Syntax: donate <object

You can use the DONATE command to make equipment you don't want generally

available to other players. The item you specify, which must be in your

inventory, to the donation room for the city in which you are currently

templed. Donated items cannot be subsequently sold or auctioned.

 

 

'DRAGON SCALES'

Syntax: cast 'dragon scales'

This spell causes reptilian dragon scales to grow over the skin of the

caster, decreasing (improving) their armor class by 30 points.

 
 

DROP

Syntax: drop <object

Syntax: drop <amount coins

DROP drops an object, or some coins, on the ground.

DROP, GET, and PUT, as well as most other object manipulation commands,

allow the use of #.object format, where # is a number or the word "all".

For example, if you had five daggers and you wanted to give the third

one away, you would type "give 3.dagger frag". Or if you felt

philanthropic and decided to let everyone eat your pot pies, you could

type "drop all.pie".

 

drow

DROW are dark elves, dark of skin and dark by nature. They often follow evil

purposes, devoting themselves fanatically to secret causes. Though they are

weak in body, they are strong in the use of magic. Drow and elves hate one

another passionately, for there are ancient enmities between the two races.

The two are fey cousins, however, and share an enormously long life span.

Barring an accidental or violent death, drow will normally live until they

tire of life.

Racial Modifiers: Strength -2, Intelligence +2, Wisdom -1,

Dexterity +1, Constitution -1, Mana +50

Racial Abilities: Faerie Fire (outlines opponents with a ghostly light)

Infravision (allows normal vision in complete darkness)

Classes Permitted: Assassin, Cleric, Elementalist, Enchanter, Necromancer,

Ranger, Sorcerer, Thief, Warrior

Typical Lifespan: 40,000-50,000 years

 

DUAL WIELD

The DUAL WIELD skill allows you to wield a lighter, secondary weapon in your

off hand. This increases the number of attacks you would ordinarily get, but

the attacks you make with your off hand will inflict less damage and be less

likely to hit. Not all weapons are suitable for use as a secondary weapon,

and you cannot use a shield and an off hand weapon simultaneously.

 

dwarf

DWARVES are short, bearded folk who could be characterised as stoic survivors.

Though small in stature, they are powerful in body and make fearsome fighters.

The dwarvish capacity for drink is legendary, but being somewhat humorless and

grim by nature, they seldom make good drinking companions. Dwarves are an

avaricious race who place great importance on money. Perhaps because of this,

they spend a great deal of time underground, mining the earth for its riches.

Dwarves tend to mistrust magic and those who use it.

Racial Modifiers: Strength +2, Intelligence -2, Wisdom -2,

Dexterity -2, Constitution +4, Mana -50

Racial Abilities: Assess (gives an approximate guide to the worth of items)

Endurance (permits longer periods without food or water)

Infravision (allows normal vision in complete darkness)

Classes Permitted: Bard, Cleric, Ranger, Thief, Warrior

Typical Lifespan: 300-400 years

 

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