'MAGIC CARPET'

Syntax: cast 'magic carpet' <character

This spell summons a magical carpet that will, in the twinkling of an eye,

transport the caster to any other player or mobile on the MUD. It cannot

be used in battle, or to enter areas normally prohibited to the caster.

 

'MAGIC MISSILE'

Syntax: cast 'magic missile' <character

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

more damage.

 

'MAGIC WHISTLE'

Syntax: cast 'magic whistle'

This spell magically summons all charmed creatures following the caster

from wherever they may be in the world, to the caster's current location.

 

TAP 'MANA STORE'

Syntax: tap <object >

The TAP command allows spell-using classes to draw upon mana stored within

special objects within which it can be safely absorbed. Such objects will

slowly regenerate the mana drawn forth from them. By tapping an object,

you attune it to yourself, and thereafter only you will be able to make use

of it. You can only have one such object attuned at a time, and must destroy

your currently attuned mana store if you wish to make use of a new one.

 

'MANA VORTEX'

Syntax: cast 'mana vortex'

This powerful spell creates a shimmering vortex of mana around the caster.

The vortex tends to disrupt and dissipate spells cast directly at the

creature it surrounds. The energy of magic that is absorbed in this way

will instead help restore any mana lost by the protected creature. It is

an unpredictable and unreliable form of defense, however, and is not always

effective. Also, area effect spells, which don't specifically target any

one creature, are never affected by a mana vortex.

 

MARCH

This skill is acquired through long and rigorous military discipline. It

reduces the movement points expended when travelling through various types

of terrain.

 

marshwiggles

MARSHWIGGLES are a dour, stoic race who dwell in wigwams amidst the marshes.

They are hardy beyond belief, often enduring hardships and difficulties that

would be intolerable to other races. Because they tend to be taciturn, other

races often perceive them as slow-witted. However, marshwiggles have a way

of seeing through to the heart of matters, even if they seldom voice their

thoughts. They are simple, practical creatures, and generally dislike and

mistrust magic. Marshwiggles are drawn from "The Silver Chair" by C.S. Lewis,

and this book is heartily recommended to anyone wishing further information.

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

Constitution +2, Mana -25

Racial Abilities: Endurance (permits longer periods without food or water)

Swim (can move through most watery terrain)

Classes Permitted: Ranger, Thief, Warrior

Typical Lifespan: 60-80 years

 

'MASS FEAR'

Syntax: cast 'mass fear'

The MASS FEAR spell is similar in nature to the FEAR spell, but it affects

all creatures in the room.

 

'MASS HEAL'

Syntax: cast 'mass heal'

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.

 

MEDITATE

Syntax: meditate

The MEDITATE skill allows you to go into a trance in which you will recover

hit points, mana and movement as quickly as though you were asleep. While

meditating, though, you are more aware of what is going on around you.

 

'MENTAL BARRIER'

Syntax: cast 'mental barrier'

These are protective disciplines which a sorcerer can exercise.

THOUGHT SHIELD and MENTAL BARRIER create damage-absorbing shields held in place

by the sorcerer's will.

 

merc

This mud is based on Merc 2.2, created by Kahn, Hatchet, and Furey. Merc 2.2

is an upgrade from Merc 2.1, created by Furey, Hatchet, and Kahn. Merc 2.2

is available as Merc_22.tar.gz from ferkel.ucsb.edu (most files moved to

ftp.tcp.com), ftp.math.okstate.edu, marble.bu.edu, zen.btc.uwe.ac.uk

E-mail to 'merc-request@kpc.com' to join the merc mailing list.

Thanks to ...

... Diku Mud for starting it all.

... The Free Software Foundation and DJ Delorie for kick-ass tools.

... Copper Mud and Alfa Mud for releasing their code and worlds.

... Aod of Generic for ... well, everything. You're a hoopy frood, Aod.

... Alander for many ideas and contributions.

... John Brothers of Silly for permission to use Silly code and worlds.

... Zrin for administering the mailing list.

... Abaddon for proofreading our comm.c.

... Hind, Quin, Vic, Diavolo, Oleg, and others for porting help.

... Diavolo, Grodyn, Morgenes, Da Pub, Loki, Talen, Kalgen, Sludge,

The Crew of Salems Lot, and others for code and bug fixes.

... N'Atas-Ha for MOBPrograms and the pager skeleton and Blackstar

for the improvements and ideas to the pager.

... Raff, Doctor, VampLestat, Nirrad, Tyrst, PinkF, Chris for worlds.

... Ikee, Chaos, Kraze, Maxx, Thoth, Zolstead, Zavod, VampLestat, Cyric,

Kelvin, and Jackal for extensively playtesting MERC 2.2 and providing

constructive input.

... the players and imps of Mud Dome, Final Mud, Mud Lite, Vego Mud, Rivers

of Mud, Ruhr Mud, Mystic Realms, 4th Realm, Dragon Mud, and Salems Lot

for bug reports, ideas, new code, and hours of enjoyment.

Share and enjoy.

MERC Industries

 

merfolk

MERFOLK live beneath the ocean waves, in wondrous and magnificent cities.

They are capable of breathing water, and are able to pass this ability on to

others of their choosing. Because most encounters between merfolk and the

land-dwelling races are the result of fishing incidents, they tend to mistrust

other races, often regarding them as barbarous. Although their society is

somewhat insular, merfolk are a civilised and very cultured race.

Racial Modifiers: Wisdom +1, Dexterity -1

Racial Abilities: Breathe Water (can breathe water as if it were air)

Breathe Water (can magically allow others to do the same)

Swim (allows movement through water)

Classes Permitted: Bard, Cleric, Enchanter, Sorcerer, Warrior

Typical Lifespan: 70-100 years

 

'MIND THRUST'

Syntax: cast 'mind thrust' <character

With these skills, a sorcerer can telepathically cause damage to the neural

synapses of his or her victim. The devotions are listed in increasing order of

damage inflicted.

 

'MISSILE WEAPONS'

This skill allows you to proficiently use ranged weapons such as bows,

crossbows, slings, and so on. Missile weapons must be loaded with the correct

type of missile before they can be used (via the LOAD command). They can then

be discharged in the desired direction using the SHOOT command.

 

MIX

Syntax: mix <poison

This command enables you to mix together the ingredients for different types

of poison and form the required lethal substance. Once mixed, a poison is

applied using the POISON command.

 

MUD

Syntax: cast mud

This spell causes thick, sludgey mud to cover the ground. Combat taking place

within a room affected by a mud slick prevents creatures unable to fly from

dodging attacks directed at them.

 

MURDER

Syntax: murder <character

MURDER is used to kill other player characters. There are restrictions on

murdering low level players, and there are penalties for using MURDER.

 

MUSIC

Syntax: music <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 MUSIC channel is for those who are feeling inspired to verse. Bards are

encouraged to air their melodious voices upon this channel, and to lend a

critical ear to the compositions of others. The MUSIC channel can be seen by

all interested players.

 

 

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