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.