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