SACRIFICE

Syntax: sacrifice <object

Syntax: sacrifice all

SACRIFICE offers an object to the Gods, effectively removing it from play.

 

SANCTITY

Syntax: cast sanctity

The SANCTITY spell surrounds its user with a halo of righteousness.

Essentially a more powerful version of the SANCTUARY spell, it lasts longer

and cannot be dispelled by others. SANCTITY cannot be used together with

SANCTUARY, but it may be used in combination with PROTECTION.

 

SANCTUARY

Syntax: cast sanctuary <character

The PROTECTION spell reduces the damage taken from any attack by a creature

of opposed alignment (good vs evil, evil vs good) by one quarter. When used by

a neutral caster, it reduces damage sustained from both good and evil creatures

by one tenth. It can only be cast upon a person of the same alignment.

The SANCTUARY spell reduces the damage taken by the character from any attack

by one half.

These spells may be used simultaneously for cumulative effect.

 

SAVE

Syntax: save

SAVE saves your character and objects. You must be at least second level to

save. The game will auto-save your character every few minutes whether you

save or not.

Some objects, such as keys and objects of higher level than you, may not be

saved.

 

SAY

Syntax: say <message

All of these commands send messages to other players.

SAY sends a message to all awake players in your room. The single quote (')

is a synonym for SAY.

 

SCAN

Syntax: scan

This will show you any creatures you are able to see within a short distance

of your position. It also reveals closed exits leading from where you

currently are.

 

SCORE

Syntax: score

SCORE shows detailed statistics to you only.

 

 

SCRIBE

Syntax: scribe <spell <scroll

The SCRIBE skill enables you to write any spell you understand onto a

scroll for later use. You must be holding a quill in order to do so.

 

SEARCH

Syntax: search [room]

Syntax: search <container

This command allows you to search a room, or within a container, for hidden

creatures and/or items. Success is not automatic. Use of this command,

which by its nature is intrinsically time-consuming, imposes a significant

delay upon the character conducting the search.

 

'SECOND ATTACK'

These skills let you attack more than once during a combat round. Use of

these skills is automatic once you have practiced them.

 

SELL

Syntax: sell <object <shopkeeper

SELL sells an object to a shop keeper.

BUY, LIST, SELL, and VALUE, 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 "list" showed you that a shopkeeper had five daggers, and you were

interested in buying the third one, you would type: "buy 3.dagger".

In most cases you do not need to specify which shopkeeper you wish to

deal with. However, you may need to do so if there is more than one present

in the same room.

 

SEMI-COLON ;

Syntax: <command; <command; ...

The semi-colon character (;) separates multiple commands on the one input

line. You can use it in conjunction with aliases to have one alias trigger

a sequence of actions. If you ever need to use a real semi-colon in your

commands, you can do so by entering a backslash (\) immediately before it.

 

serpent folk

SERPENT FOLK are cold-blooded, reptilian creatures who prefer to dwell amidst

the humid heat of swamps and jungles. Devious and sly by nature, they are

the last remnants of a people whose glory began to fade with the decline of

the Old Gods. Once a proud race with a complex and subtle culture, they have

now degenerated to the point where other races tend to look upon them with

pity and disgust. They generally prefer to avoid open confrontation, instead

achieving their goals through cunning, underhanded dealings, manipulation,

and where necessary a knife in the back.

Racial Modifiers: Strength -2, Intelligence -1, Wisdom -1,

Dexterity +2, Constitution +2

Racial Abilities: Poison Bite (a venomous bite that can be used in combat)

Resist Poison (increased resistance to poison)

Classes Permitted: Assassin, Cleric, Thief

Typical Lifespan: 60-80 years

 

SHADOWFIST

See POISONS.

 

'SHARE STRENGTH'

Syntax: cast 'share strength' <character

With this skill, a sorcerer can augment the strength of a companion.

However, the sorcerer's own strength is reduced at the same time. It is

possible to augment the strength of several others, as long as the sorcerer

does not become too weak.

 

SHIELD

Syntax: cast shield

These spells protect the caster by decreasing (improving) the caster's armor

class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of

armor.

 

'SHOCK OIL'

See POISONS.

 

'SHOCKING GRASP'

Syntax: cast 'shocking grasp' <character

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

more damage.

 

SHOOT

Syntax: shoot <direction <character

The SHOOT command discharges a missile from the missile weapon you are

currently wielding, sending it flying in the direction you specify. It will

fly out to the maximum range of your weapon, potentially striking creatures

within its flight path. If you specify a target creature the missile will

target the first creature with that name it encounters, but will still

continue on its way if you should miss. Creatures struck will sustain

appropriate damage and the missile's flight (obviously) will be interrupted.

In order to use the SHOOT command successfully, you must have the

MISSILE WEAPON skill and be wielding a loaded weapon.

 

SHOUT

Syntax: shout <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.

 

SHOUT sends a message to all awake players in the world. Excessive use of this

channel is considered very rude, so to discourage this, the command imposes a

three-second delay on the shouter.

 

 

SHOWCLAN

SHOWCLAN toggles whether or not your clan is visible to people using the WHO

and WHOIS commands.

See CONFIGURE to find out which toggle is on and which is off.

 

SHRINK

Syntax: cast shrink <character

The SHRINK spell causes its target to diminish in size, enabling them to

squeeze into spaces where they otherwise might not fit. The target's size

is reduced by one point, but their strength is also reduced by three points.

 

SICKNESS

Syntax: cast sickness <character

The SICKNESS spell causes its target to lose two points of strength and

suffer a greatly reduced rate of healing. Its effects can be removed by

the use of the CURE DISEASE spell.

 

SIEGE

Syntax: siege

This command shows you the state of any current siege. The siege module on

Dragon Realms is based on code originally written by Erwin Andreassen.

A siege consists of a number of creatures that appear at certain places.

All these creatures head for a certain room. You have a number of game hours

to stop them completely.

The players win after killing a certain number of the siege mobs. You can see

all those numbers for the current siege by typing siege.

The enemy can win in one of two ways. if they occupy the target room for a

number of game hours, or if you do not manage to wipe out a number of them

for another number of hours. To find the target room, watch the enemy closely,

but don't let them know you are there!

 

SING

Syntax: sing <spell <target

Syntax: sing <composition name

The SING command is a specialised way of invoking magic, only used by bards.

It shares many characteristics in common with the CAST command; in fact, a

bard who types CAST while not in possession of a musical instrument is

actually assumed to be doing a SING. Bards who own a musical instrument can

also PLAY their magic. The differences between SING and PLAY are as follows.

- SING does not require the use of a musical instrument, while PLAY does.

- You can SING while fighting, but you cannot PLAY while fighting.

- Musical instruments used when you PLAY can enhance the potency of your

spells; when you SING, this does not occur.

In addition to singing spells, you can also sing your own compositions. Refer

to the COMPOSITION skill for further information here.

 

SLEEP

Syntax: sleep

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.

 

'SLEEP SPELL'

Syntax: cast sleep <character

The SLEEP spell puts its victim to sleep. It has no effect upon the undead.

 

SLINK

Syntax: slink

SLINK is similar in nature to HIDE, but you can move while slinking, and are

immune to detection by most forms of magic.

 

In order to use HIDE, SLINK, SNEAK, or STEALTH successfully, you must practice

the appropriate skill.

 

 

SLIST

Syntax: slist

This command shows you ALL the spells and skills available for your class.

 

SMITE

Syntax: cast smite <character

The SMITE spell calls the wrath of the Gods down on an opponent. It is more

effective on beings whose alignment is opposed to yours.

 

SMOKE

Syntax: cast smoke

FOG enshrouds the room you are currently in with a thick, impenetrable mist

that obscures all vision. SMOKE is similar to fog; it obscures vision in

much the same way, but also causes damage to creatures that remain within it.

AUCTION: Syx is auctioning the elfskin sleeves with a reserve of 60000.

 

SNEAK

Syntax: sneak

If you successfully SNEAK, then you can move in and out of rooms without

being noticed. STEALTH is similar in nature to SNEAK, but it allows you to

undertake a far wider range of actions without being noticed.

In order to use HIDE, SLINK, SNEAK, or STEALTH successfully, you must practice

the appropriate skill.

 

SOCIAL

Syntax: emote <action

Syntax: pose

EMOTE is used to express emotions or actions. Besides EMOTE, there are

several dozen built-in social commands, such as CACKLE, HUG, and THANK.

You can see a list of these using the SOCIALS command.

POSE is a variant of EMOTE.

 

SOCIALS

Syntax: socials

SOCIALS shows you all of the social commands available to you.

 

'SONG OF DEFLECTION'

Syntax: cast 'song of deflection'

This is a defensive spell that deflects blows and missiles aimed at the caster,

effectively bettering armor class by 40 points.

 

'SOOTHE PAIN'

Syntax: cast 'soothe pain' <character

This spell has a restorative and soothing effect upon its target, who will

regain a relatively small number of previously lost hit points as a result.

 

sorcerer

The SORCERER class is a spellcasting class whose magic derives from the

power of the mind. This profession involves rigorous mental disciplines and

unerring concentration, to control the force of the sorcerer's own psyche.

As a result, many of the abilities that a sorcerer acquires are strictly

personal in effect, and cannot be used on others. There are few role models

from history and legend available to the sorcerer; however, those familiar

with the Deryni books by Katherine Kerr, or the Darkover books by Marion

Zimmer Bradley, will find a wealth of material on which to draw.

 

SOULSEAR

See POISONS.

 

'SPECTRAL HAND'

Syntax: cast 'spectral hand' <character

CHILL TOUCH inflicts damage on the victim and also reduces the victim's

strength by one. SPECTRAL HAND is similar in effect but is significantly

more powerful. Neither spell has any effect upon the undead.

 

SPEEDWALK

Syntax: speedwalk

SPEEDWALK is a way of quickly entering directional commands. A speedwalk

command consists entirely of the letters "n", "s", "e", "w", "u", and "d".

So, for example, you could enter "nswwsd" and go north, south, west, west,

south, and then down from your current location.

The SPEEDWALK feature can be toggled on or off by just entering "speedwalk".

You can check your current speedwalk setting using the CONFIGURE command.

 

SPELLS

Syntax: spells

This command shows the spell caster how much mana each spell he or she knows

will cost.

For a list of ALL available spells for your class, type SLIST.

 

'SPIRIT EYES'

Syntax: cast 'spirit eyes'

This spell conjures forth unseen and intangible spirits who will watch over

you and inform you if there is anything hidden or concealed nearby.

 

SPLIT

Syntax: split <amount

SPLIT splits some gold between you and all the members of your group who are

in the same room as you. It's customary to SPLIT the gold after a kill.

 

SPOOK

Syntax: cast spook <character

This spell causes its target to be haunted by strange noises and an indefinable

sense of fear that leaves them restive, haunted, and jumpy. They will be less

inclined to be aggressive and more likely to flee once affected by the spell.

 

'SPOT HIDDEN DOOR'

This skill allows you to see concealed doors and other exits which are not

immediately visible to the eyes of the untrained. It operates automatically

once practiced, and if used successfully it will reveal the presence of the

hidden exit when you do a SCAN in the room.

 

STALK

Syntax: stalk

STALK is a skill you can only use when you are already tracking something.

If you are stalking when you bring your quarry to ground, you will enjoy the

benefit of an automatic surprise attack with significantly increased damage.

Your surprise attack will not be effective if your quarry is already injured

(and therefore wary).

 

'STONE SKIN'

Syntax: cast 'stone skin'

These spells protect the caster by decreasing (improving) the caster's armor

class. SHIELD provides 20 points of armor. STONE SKIN provides 40 points of

armor.

 

STORY

Two thousand years ago, after a long age of peace and prosperity, the world

fell into an age of darkness during which time dread creatures known as

Dragonlords arose from the abyss and squabbled and fought for possession of

the land. The Age of Dragons is believed to have begun because foolish mages

meddled with things best left alone but it was eventually ended by a council

of mages, who managed to create bindings upon the dragonlords that would

imprison them eternally. The places of imprisonment were carefully hidden and

then all record of them destroyed, all entrance to them removed. True, dark

evil was eliminated from the world and The Age of Peace was restored.

Five hundred years ago, miners digging for precious metals in the Dragonback

mountains unwittingly broke the seal upon a magical tomb. Sealed within,

trapped for a thousand years, was the dragonlord, Balpherus. The flesh of his

body had become dust centuries past but Balpherus's spirit was able to escape

the remaining magical bindings. The mine where his tomb was uncovered was

totally destroyed by the terrible magics he unleashed in making his escape

and the area around it so twisted and warped that it became known as Scar.

Though mages at the time strove to find and destroy Balpherus's spirit, all

their attempts were for nothing. He was just too cunningly hidden.

Over the centuries, Balpherus remained hidden, working his evil plans,

hatching his evil plots, moving from body to body as he needed to. Two hundred

years ago, he succeeded in breaking the magical ward upon another tomb, this

one where his dark elf minion Malvena had been imprisoned. Malvena had always

been a servant of evil but finding her master, Balpherus, much weakened by

his having to take on mortal form, she cast him aside and escaped his control.

Both Balpherus and Malvena have since established groups who work covertly or

openly to bring them to power over the world. These are the clan groups

[DRAGON] and [FEAR]. In response to the threat that the freed Dragonlord

Balpherus and dark elf Malvena presented to the world, several groups arose

to guard against them. While not strong enough to destroy Balpherus or

Malvena, these groups protect and hold territories that might otherwise fall

to evil.

See also EVENTS and CLANS.

 

STRATEGY

Syntax: strategy

The STRATEGY skill allows you to devise a battle plan before entering combat.

Assuming the plan is a good one, you will receive bonuses to hit.

 

strength

Your STRENGTH is a measure of your character's muscle, endurance, and stamina.

It affects the following major things.

1. How much weight you can carry.

2. How heavy a weapon you can wield.

3. How much damage you do when you hit an opponent.

 

SUMMON

Syntax: cast summon <character

This spell summons a character from anywhere else in your zone into your room.

Characters who are fighting may not be summoned.

 

SWIM

This skill enables you to move into watery terrain in which swimming is

possible.

 

'SWITCH TARGET'

Syntax: kill <character

This skill enables you to switch your attacks to an opponent other than the

one you are currently fighting. It is invoked by typing "kill <character",

the same way you would ordinarily do when attacking for the first time. Your

original opponent will, in most cases, continue to attack you.

 

 

Goto R

Goto T

Goto help index

Goto main site

1