OOC
Syntax: ooc <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.
OOC also sends a message to all interested players in the world. OOC stands
for Out Of Character, and you can talk about whatever you like on this channel.
OPAL
Opal - Set upon an island to the south of Azure, Opal is well known as the
abode of enchanters, mages and sorcerous magics. In addition, several cults
have temples within the beautiful city. Non mages have remarked upon some
queer goings on in Opal, but it is definitely the place to shop for magical
equipment, though it won't come cheaply. In addition to the wealth it derives
from the sale of magic items, Opal charges a port tax upon boats entering and
leaving the harbour. Trainers for clerics and mages can be found easily within
Opal.
OPEN
Syntax: open <object|direction
OPEN and CLOSE open and close an object or a door.
orcs
ORCS are a crude and barbarous species. They live harsh lives, often dwelling
in tribes where respect is only earned through strength. They dislike most
other races and, in return, most other races dislike them. Orcs possess great
fecundity, breeding at a pace which would be frightening, were it not for the
fact that their brutal lifestyle and short life span kills them off nearly as
quickly. Orcs are not clever creatures, and make poor spellcasters. They are,
however, fearsome fighters.
Racial Modifiers: Strength +2, Intelligence -2, Wisdom -2,
Constitution +2, Mana -50
Racial Abilities: Hunt (allows automatic pursuit of opponents who flee)
Track (can locate nearby creatures by looking for tracks)
Classes Permitted: Assassin, Cleric, Necromancer, Ranger, Thief, Warrior
Typical Lifespan: 50-60 years
ORDER
Syntax: order <character command
Syntax: order all command
ORDER orders one or all of your charmed followers (including pets) to
perform any command. The command may have arguments. You are responsible
for the actions of your followers, and others who attack your followers
will incur the same penalty as if they attacked you directly.
Most charmed creatures lose their aggresive nature (while charmed).
OUTLAW OUBLIETTE
Outlaw flags are acquired when you undertake a highly anti-social act such
as attacking a shopkeeper, a healer, or a trainer. Attempting to steal from
other players will also result in an outlaw flag. The flag cannot be removed
except through the intervention of the immortals, and an explanation will
be required. Outlaws will be attacked by any town guards they encounter,
as well as certain other creatures that perform guardian-type roles (such as
the Guardian Spirit of the Temple of Elwyn in Haven).
Certain things are handled differently for outlaws. When they are killed
by other players, outlaws go to the Oubliette (a dark and dismal jail cell)
instead of the Hall of Heroes. They will remain there until either they or
somebody else posts bail for them. The city authorities pay a bounty to
any player who kills an outlaw.
Other players can attack outlaws, but first they must register their
intention to do so with the authorities. A registered bounty hunter can
attack any outlaw they've been registered to hunt, but the reverse is also
true.
See also BAIL, BOUNTY, OUBLIETTE, REGISTER.