races
Races are different species that inhabit the Realms. You must choose a race
when you first create a character, and this is a fundamental step in
deciding what sort of character you want to play. The races that are
available are as follows.
Drow Dark elves, weak of body but magically powerful.
Dwarf Small and doughty warrior folk, thrifty by nature.
Elf A fey and often frivolous race with great magical talent.
Giant Huge and powerful, but slow in wit and body.
Half-Elf A human/elf crossbreed, combining attributes of both.
Half-Orc A human/orc crossbreed, combining attributes of both.
Hobbit A small yet brave and hardy folk capable of great stealth.
Human Human beings, with all their good and bad points.
Marshwiggle Dour and hardy marsh creatures with a wordly wisdom.
Merfolk A cultured aquatic race who mistrust surface dwellers.
Orc A fecund and barbarous warrior race, disliked by all.
Pixie Small fey creatures, nimble and magically gifted.
Serpent Folk Sly reptilian creatures with devious and decadent ways.
Troll A huge brutish race given to eating other sentients.
ranger
RANGERS are hunters and woodsfolk who live by not only their swords, but also
their wits. Rangers are very competent in hand-to-hand combat, and tend to be
both resourceful and self-reliant. The abilities of the ranger make them
particularly good at tracking, woodcraft, and unaided survival within the
wilderness. Robin Hood, Orion, Jack the Giant Killer, and the huntresses of
Diana are examples of rangers from history and legend.
READ
Syntax: read <keyword
READ is the same as LOOK, but it sounds better to 'READ sign' than to
'LOOK sign', doesn't it?
RECALL
Syntax: cast recall
This spell is a plea to the Gods to deliver you from your current situation
and miraculously transport you back to your temple. It does not work in
certain areas of the world that are accursed by the Gods. Characters
afflicted by a curse cannot recall at all. If you use this spell during
combat, you will lose experience (more than for fleeing), and you will have
a chance of failing.
RECHARGE
Syntax: cast recharge <object
This spell will restore a wand or staff back to its maximum number of
available charges.
RECITE
Syntax: recite <scroll <target
BRANDISH brandishes a magical staff. RECITE recites a magical scroll; the
<target is optional, depending on the nature of the scroll. ZAP zaps a
magical wand at a target. If the target is not specified, and you are fighting
someone, then that character is used for a target.
All of these commands use up their objects. Potions and scrolls have a single
charge. Wands and staves have multiple charges. When a magical object has no
more charges, it will be consumed.
'RECOGNIZE TERRAIN'
This ability allows you to recognize the type of terrain you are currently in.
It is particularly useful when using abilities whose effectiveness depends on
terrain, such as FIND FOOD, FIND HERBS, FIND WATER, BUILD FIRE, and so on.
RECRUIT
Syntax: recruit
This skill allows you to go to places containing large crowds of people (such
as inns, taverns, and market places), and recruit mercenaries to aid you in
your endeavours. Such assistance comes at a price, however, so make sure to
take some gold with you.
REFRESH
Syntax: cast refresh <character
This spell refreshes the movement points of a character who is out of movement
points.
'REGAL AIR'
This skill engenders respect and deference in all creatures encountering its
possessor. Otherwise aggressive entities will tend to leave persons of such
obvious importance alone.
'REGENERATE'
Syntax: cast 'regenerate' <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.
REGENERATION
This ability allows the rapid recovery of hit points lost from most forms of
damage. Hit points lost due to fire, acid, poison and life-draining attacks
are not regenerateable and will heal at the normal rate.
REGISTER
Syntax: register (For outlaws, shows all people hunting them)
(For others, shows all outlaws they are hunting)
Syntax: register <player (To register to hunt a new outlaw)
This command allows you to register as a bounty hunter. You must go to a
city watchhouse or equivalent, and inform the authorities of your intention
to hunt down and kill the player in question, who must be an outlaw. Once
you have registered to kill the criminal, you will be able to attack them,
and they will be able to attack you. The effects of registration last
until either the outlaw is killed, or one of you logs out.
See also OUTLAW.
REMOVE
Syntax: remove <object
Syntax: remove all
REMOVE will take any object from your equipment and put it back into your
inventory. REMOVE ALL affects all items you are currently wearing.
'REMOVE CURSE'
Syntax: cast 'remove curse' <character
This spell removes a curse from a character.
If the target character is wearing a noremove item, the item will be
automatically expelled from the body.
'REMOVE 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.
REMOVE TRAP enables you to disarm a trap... but if you don't succeed you will
set it off and suffer the consequences.
RENT
There is no RENT in this mud. Just SAVE and QUIT whenever you want to leave.
REPEAT REPETITION #
Syntax: #<number <commands
The REPEAT feature allows you to automatically execute a command line many
times. For example, you can type "#10 buy bread" while in the grocer's if
you need to stock up on supplies. You can't repeat a command more than 20
times, to help stop misuse of the feature.
If you repeat a command line consisting of many separate commands (see HELP
SEMI-COLON), the entire command line will be executed the number of times you
specify. Regardless of the number of repetitions, a repeated command line
will only be stored once in your command history (see HELP HISTORY).
REPLY
Syntax: reply <message
All of these commands send messages to other players.
REPLY sends a message to the last player who sent you a TELL. REPLY will work
even if you can't see the player, and without revealing their identity. This
is handy for talking to invisible immortal players.
REPORT
Syntax: report
REPORT shows your current statistics to you and also announces them to other
players in the room.
REPUTATION
Shopkeepers know and respect those who are in good standing and honour their
debts. Those in possession of this skill receive a discount to all goods
they purchase. Most shopkeepers are proud to have an ongoing business
relationship with such esteemed individuals.
RESCUE
Syntax: rescue <character
Once you start a fight, you can't just walk away from it. If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you.
The FLEETNESS skill gives you a greater chance of successfully fleeing, and
also cancels the experience loss for doing so.
If you lose your link during a fight, then your character will keep
fighting, and will attempt to FLEE from time to time.
In order to RESCUE successfully, you must practice the appropriate skill.
RESILIENCE
The RESILIENCE skill reflects years of battle training and general toughness
in a reduction to the damage that you sustain. It increases in effectiveness
as your advance in level. Once practiced, it operates automatically.
'RESIST FIRE'
Characters possessing this skill will take reduced damage from fire-based
forms of attack. The ability operates automatically for those who possess it.
'RESIST MAGIC'
This skill increases your chance of successfully resisting the effects of
magic. In some cases this may result in spells cast against you being negated,
and in others it may work but at a reduced level of effectiveness.
'RESIST POISON'
This ability increases your chance of successfully resisting the effects of
poisons. In some cases this may result in the toxin not taking effect at all,
in others it may still operate but at a reduced level of effectiveness.
REST
Syntax: rest
These commands change your position. When you REST or SLEEP, you
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.
RETALIATION
This is an instinctive attack directed at an opponent who attacks you
unprovoked. It inflicts substantially more damage than normal. Once it has
been practiced, it operates automatically.
RETREAT
Syntax: retreat <direction
The RETREAT skill allows you to stage a tactical withdrawal. When used
successfully it allows you to pull out of combat and move in the specified
direction. If you are the leader of a group, all members of your group will
retreat with you. Unlike fleeing, there is no experience loss for retreating
from combat.
REVELATION
Syntax: cast revelation <character
This spell will grant you an insight into the background of the character upon
whom it is cast.
REVIVIFY
Syntax: cast revivify <character
This spell will restore the character upon whom it is cast to youthful
vigor and strength. The affected character's age will be reduced to the
age at which they started the game, and they will also incidentally be
restored to full hit points. This is a very potent spell that can only be
cast upon those of the same alignment as yourself.
ROLEPLAY
Ever play "let's pretend" when you were a kid? Cops and robbers? Indians
and cowboys? Play at being grown up? If you did, you were roleplaying.
Roleplaying, simply put, is stepping outside of being YOU, and pretending
to be someone, or something, else.
Take this example. You have made for yourself a character called Silky, an
elf, female, who is a mage. Now, instead of having Silky walk through the
realm, randomly killing, perhaps you might like to think about these things:
- What sort of person is Silky? Good? Evil? Selfish? Kind?
- What was Silky's life like before she came into the Realm. You start the
game aged 17. What might she have enjoyed doing during her childhood? Did
she have lots of elven friends? Was she somehow "different" from them?
- What does Silky want out of life? She is going into a world of dangers
and quests, far from her elven home. Why?
Based on these questions, you decide that Silky was always a bit selfish,
thought that the good qualities in elves were a bit over-rated and longed
to escape the Elven home to look at the outside world. She wants to meet
new sorts of challenges, see distant cities. She's neither evil or good,
but depending on what adventures she meets with, she could become either.
Now, how do you play your character in the MUD? For a start, killing
everything you meet along your way is not really in Silky's nature. She might
kill very evil creatures, as well as "dumb animals" such as foxes, birds etc.
But she should be very upset at the notion of killing children, or townsfolk,
or travellers she meets on the road. This means that YOU, playing Silky, will
have to make careful decisions about what to attack.
When you meet other players, you interact with them as Silky, not as Bob
sitting at his keyboard. You don't talk about the football scores. You talk
about your travels, what you have seen, your elven home, your ideas about the
world Silky is living in. You ask questions about the Realm and talk to the
other players about their journeys and experiences.
Dragon Realms has a story, which you can read if you type HELP STORY. Many
of the areas you can explore in the game are strongly tied into this story.
Your character will also become tied into the story, if you roleplay. Perhaps
one day, Silky will be known throughout the Realm for her exploits.
"Remember when Silky got that band of adventurers together to beat back the
goblin invasion?"
"I saw Silky yesterday. She had just got back from slaying a Dragon!"
You are asked to write a note to the imms (see help NOTE) outlining your
character (about twenty lines is enough) by the time you reach level 10.
Players who don't roleplay will find their enjoyment of the game much
diminished. Don't hesitate to talk to an immortal or other players if you
need more help with the idea of roleplaying, or developing your character.
ROOMBLANK
Syntax: roomblank
ROOMBLANK toggles whether or not you see a blank line between the description
of the room and its contents, and the creatures that can be seen there.
See CONFIGURE to find out which toggle is on and which is off.
RULES
Although we would prefer to have a minimum of restrictions on players, some
rules are essential to ensure that time spent playing on Dragon Realms is
enjoyable for all.
1. Bugs. Don't exploit bugs in the code to your advantage. If something is
obviously not behaving the way it should, we expect you to act in good
faith and notify an immortal, rather than taking advantage of it.
2. Multi-Play. No multi-playing of any kind is permitted. You may only have
one character at a time, period. If you wish to start another character
we will archive your current character and approve you another one.
3. Player Killing/Stealing. These activities are permissible within the
broad scheme of things, but you can expect to make enemies if you
persistently indulge in such behaviour. We will take action to curb the
excesses of anyone found to be killing or stealing from other players to
the exclusion of all else, and are not likely to treat them kindly. We
particularly don't like to see players being victimised, so if you kill
someone once and they offer you no further provocation, don't kill them
again! Repeatedly killing the same player or sacrificing their equipment
will draw the kind of immortal attention that you may not want.
4. Politeness. Roleplaying in the context of the game is fine. However,
when stepping out of character (for example, when posting notes that talk
about game mechanics) we expect you to be both constructive and courteous.
Childish tantrums or ravings will not win anyone to your cause.
5. Profanity. Keep it to a minimum. We understand that there will be times
when things go wrong - everyone gets hot under the collar during such
moments. However, bear in mind that other players may not be of an age
suitable for having their ears blistered by your oaths.
6. Reimbursements. Reimbursement is a privilege, not a right. The immortals
have ultimate discretion on whether the circumstances of a particular case
warrant a reimbursement. Their decision is final.
7. Spam. Repetition of commands to the detriment of other users is called
spam, and it is most impolite. Unnecessary spamming, particularly on
public channels such as chat, will be treated with universal disapproval.
Avoid it wherever possible.
8. Scripting. Running your session using scripts effectively precludes any
form of roleplaying and is therefore prohibited. Macros, aliases and so
on are acceptable when used as part of the overall game, but automated
behaviour designed to increase your level or skill ratings is not.
These rules are very straightforward. We intend that they add to your playing
pleasure here, rather than detracting from it. If you feel unable to comply
with any of the above, please speak to an immortal.