half-elf
HALF-ELVES are the progeny of elven and human parents. They generally inherit
their elvish parent's keen wits, sharp senses, and affinity for magic, and
their human parent's adaptability. While the phenomenal elvish life span does
not normally get passed on, half-elves have a lifespan far in excess of what a
human might reasonably expect. Some half-elves have difficulty finding a niche
for themselves in either human or elvish society. It is not uncommon for such
characters to try to exclusively follow either their human or elven half.
Racial Modifiers: Strength -1, Intelligence +1, Dexterity +1,
Constitution -1, Mana +25
Racial Abilities: Detect Hidden (can see hidden or concealed characters)
Classes Permitted: Assassin, Bard, Elementalist, Enchanter, Necromancer,
Ranger, Sorcerer, Thief, Warrior
Typical Lifespan: 300-400 years
half-orc
HALF-ORCS are the spawn of orcish and other (generally human) parents. Because
the union between their parents is seldom a willing one, their lives are rarely
happy. Under the difficult conditions in which they grow up, their orcish
parent's cruel and callous nature tends to come to the fore. Half-orcs are
often resentful and sullen by nature, for their mixed blood normally means they
are treated with contempt by both human and orcish societies. They make good
fighters, but their orcish blood tends to diminish their intelligence and
spellcasting powers.
Racial Modifiers: Strength +1, Intelligence -1, Wisdom -1,
Constitution +1, Mana -25
Racial Abilities: Hunt (allows automatic pursuit of opponents who flee)
Classes Permitted: Assassin, Cleric, Necromancer, Ranger, Thief, Warrior
Typical Lifespan: 60-80 years
HARM
Syntax: cast 'harm' <character
These spells inflict damage on the victim. The higher-level spells do
more damage.
HASTE
Syntax: cast haste <character
These spells magically speed up the target character's reaction times and
reflexes, permitting an extra attack during each round of combat. Characters
affected by these spells also strike at the beginning of each combat round.
HAVEN
Haven - As a new player, you commence the game in Haven. It is a neutral city
which may not be controlled by any clan. No player killing can take place
within Haven. All classes can train skills and spells in Haven, but this is
only possible for characters of level 10 and below. The shops stock mainly
standard items. There are no fees charged for entering or exiting Haven.
'HEAL'
Syntax: cast 'heal' <character
These spells cure damage on the target character. The higher-level spells
heal more damage. Mass Heal will heal everyone in the caster's group,
including the caster. The sorcerer disciplines, like many other skills, are
limited to the sorcerer alone.
'HEALING RAIN'
Syntax: cast 'healing rain'
This spell will invoke a revitalising downpour of pure and mana-enriched rain
that will ease the wounds and restore the vitality of all those in the room.
This spell's effectiveness is heavily dependent on the prevailing weather
conditions, and it will fail entirely if it is cast indoors or under a
cloudless sky.
HELP
The HELP facility within the game is intended to give you information on
anything you may be unfamiliar with. To make use of it, just type "help"
folowed by the topic you need assistance with. Partial keyword matching
is permitted, so (for example) you can show all help topics beginning with
the letter "a" by typing "help a".
If all else fails and you are unable to get the information you need through
the online help, asking other players can sometimes be very informative.
HIDE
Syntax: hide
Syntax: hide <object
There are two forms of the HIDE command; the first, with no argument, allows
you to remain unseen somewhere inconspicuous. Other characters will not see
you unless they discover you through a SEARCH, or using the DETECT HIDDEN
spell. You cannot move while hidden, or the effect will be lost. The second
form of the hide command allows you to conceal an object in your possession
within the room you are currently in. Once the object has been concealed you
will need to use SEARCH or DETECT HIDDEN to locate it again.
In order to use HIDE, SLINK, SNEAK, or STEALTH successfully, you must practice
the appropriate skill.
HISTORY ! ^
Syntax: history (Shows all commands on the command list)
Syntax: history <number (Shows a list of the last <number commands)
Syntax: ! (Re-executes the last command entered)
Syntax: !! (Re-executes the last command entered)
Syntax: !<number (Re-executes command number <number )
Syntax: !<prefix (Re-executes the last command entered that
started with <prefix )
Syntax: ^<s1^<s2 (Substitutes <s2 for <s1 in the last command
entered, then executes the resulting command)
Syntax: ^<s1^<s2^<number (Substitutes <s2 for <s1 in command number
<number, then executes the resulting command)
All commands that you enter are stored in a list. The list is fixed in size,
and your oldest commands will be dropped off to make way for new ones as you
enter them. If you wish, you can view the contents of this command list, and
even retrieve commands that you've previously entered for use later on.
The HISTORY command is used to view the command list, and the exclamation
mark (!) is used to re-execute commands from the list. The caret (^)
character is similar in function to the exclamation mark, but it also allows
you to modify a command before you execute it. This can be very handy for
correcting typing mistakes.
A few examples of using the command list are shown below.
! Re-execute the last command entered.
!45 Re-execute command number 45 on the list.
!chat Re-execute the last command that started with "chat".
!f Re-execute the last command that started with "f".
^cht^chat Substitute "cht" with "chat" in the last command entered,
then execute the resulting command.
^tell oog^tell hart Substitute "tell hart" for "tell oog" in the last
command entered, then execute the resulting command.
^elwyn^topaz^15 Substitute "topaz" for "elwyn" in command number 15 on
the list, then execute the resulting command.
hobbits
HOBBITS are cheerful, home-loving folk who (by preference) dwell in small
burrows near quiet backwaters. Smaller than even dwarves and far less
muscular, they are unsuited to professions that require strength. They are,
however, very nimble creatures. It is easy to underestimate hobbits, for
their bravery and hardiness in times of danger can sometimes be astonishing.
Racial Modifiers: Strength -3, Dexterity +3, Constitution +1
Racial Abilities: Hide (allows concealment)
Sneak (allows silent movement)
Classes Permitted: Bard, Cleric, Ranger, Thief
Typical Lifespan: 85-120 years
HOLD
Syntax: hold <object
Three of these commands will take an object from your inventory and start using
it as equipment. HOLD is for light sources, wands, and staves. WEAR is for
armor. WIELD is for weapons.
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
humans
HUMANS are the dominant race within Dragon Realms. It is difficult to point
to any one thing that gives human beings an advantage over the other races,
unless perhaps it is their adaptability. It may be that, having a somewhat
shorter life span than many of the other races, they are driven to accomplish
more. In any case, humans have the widest possible choice of character
classes, and are able to progress their ability scores to levels that make them
pretty much ready for anything.
Racial Modifiers: None
Racial Abilities: +1 to all maximum attribute scores
Classes Permitted: Assassin, Bard, Cleric, Elementalist, Enchanter,
Necromancer, Ranger, Sorcerer, Thief, Warrior
Typical Lifespan: 70-100 years
HUNT
Syntax: hunt
HUNT toggles your use of the HUNT skill. When it is set on you will
automatically attempt to pursue opponents that flee from you. You cannot
hunt a creature down if there are other creatures currently fighting you.
See CONFIGURE to find out whether you are currently using the skill.