WAKE
Syntax: wake
Syntax: wake <character
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.
Use STAND or WAKE to come back to a standing position. You can
also WAKE other sleeping characters.
WARCRY
Syntax: warcry
This skill inspires you for a short time, giving you bonuses in combat. If
you use it in battle, you may even terrify your opponents into fleeing.
'WARD UNDEAD'
Syntax: cast 'ward undead' <character
This spell will protect you from being attacked by aggressive undead creatures.
It will not protect you from creatures that you attack yourself.
'WARP FLESH'
Syntax: cast 'warp flesh' <character
This spell causes its victim's flesh to warp and become malleable, causing any
and all attacks made against them to inflict more damage.
warriors
WARRIORS are fighters, experts in weapons and, if they are clever, tactics
and strategy. Their battle training, along with high strength and high hit
points, make them very formidable in hand to hand combat. They train in the
art of multiple attacks, and acquire the skill needed to make each hit count.
Examples of warriors from legend might include Hercules, Perseus, Beowulf,
Siegfried, Little John, Tristran, and Sinbad. History is crowded with great
generals and warriors; El Cid, Hannibal, Spartacus, and Richard the Lionheart,
to name but a few.
WARSONG
Syntax: cast warsong <character
This spell inspires its target with tales of heroic valour in battles of days
gone by. The affected character will become inspired and even eager for
battle and will receive a bonus to their damage roll.
WARZONE 'WAR ZONE'
War Zones are exceptionally dangerous places that arise for any of a number
of different reasons. The most common cause is conflict between clans. When
a clan is at war, all territories that it controls immediately become War
Zones.
Within a War Zone, anyone is fair game. You may attack other players, but it
is considered poor form to attack the foolish or unwary who are not involved
in the conflict and happen to accidentally blunder into the area. You may
also find that normally non-aggressive creatures become aggressive when an
area is declared to be a War Zone.
You will receive a warning message whenever you enter a War Zone. If a
previously safe area becomes a War Zone (for example, through a clan declaring
war), an announcement of this fact will appear on the INFO channel. It is
wise to leave the area if it becomes a War Zone while you are in it, unless
you are involved in the conflict.
'WATER WALKING'
Syntax: cast 'water walking' <character
This spell allows the person on whom it is cast to walk over water or ice.
'WATERY GLOBE'
Syntax: cast 'watery globe'
These spells, known collectively as elemental shields, are protective
incantations that surround the caster with a protective barrier formed
from the chosen element. Attacks based on that element will inflict less
damage on the caster while the spell remains in effect. The elemental
shields are all mutually exclusive to one another.
Care should be taken when using these spells, for attacks based on the
element opposing the one on which the spell is based will inflict MORE
damage. Thus, for example, a watery globe would reduce the damage inflicted
by a wave spell, but more damage would be sustained from a fireball.
Similarly, earthen armor will reduce the damage from an earthquake, but
a gas breath attack could then have devastating effects.
For further information on which elements oppose which, see ELEMENTS.
WAVE
Syntax: cast wave <direction
This spell summons up a huge wave that washes any creatures it takes full
effect upon out the specified exit. If no exit is available, or if the
creature manages to stand its ground, it will still be severely battered
about by the spell. The wave spell may only be cast in watery terrain types.
WEAKEN
Syntax: cast weaken <character
This spell temporarily reduces the victim's strength and hit points.
WEAR
Syntax: wear <object
Syntax: wear all
Three of these commands will take an object from your inventory and start using
it as equipment. HOLD is for light sources, wands, and staves. WEAR is for
armor. WIELD is for weapons.
WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your
inventory.
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
WEATHER
syntax: time
WEATHER shows the current game weather.
welcome
WELCOME TO DRAGON REALMS!
If you are new to the Realms, please take time to look at our Story, our
Cities and the basic Commands.
- Type HELP STORY to read the history of the Realms.
- Type HELP CITIES for information on the cities of the Realms.
- Type HELP ROLEPLAY for information on playing a character in the Realms.
- Type HELP CHANGES for information on the latest changes to the code.
- Type HELP RULES for guidelines on expected standards of behaviour.
- Type COMMANDS to list instructions on moving, talking, fighting etc.
- Type SOCIALS to list commands used for non-verbal communication.
- Type HELP for more information about just about anything!
Please Note: Dragon Realms is a limited player killing MUD. Unwarranted
and/or casual killing of other players is not allowed. Type HELP PKILL
and HELP WARZONE to get further information.
Enjoy your game! Press Return to enter the Realms:
'WHIRLWIND ATTACK'
Syntax: whirlwind
This skill enables a master warrior to go into a frenzied attack, giving
one strike against all targets in the room.
WHO
Syntax: who
Syntax: who <class/race
Syntax: who <class/race <level-range
WHO shows the people currently in the game. Some people may choose to
remain unseen and won't appear on the WHO
WHO without any arguments shows all of the (visible) people currently playing.
With arguments, WHO can show players of certain classes or races.
For example:
who cle lists all clerics playing
who elf lists all elves playing
who cle hum lists all human clerics playing
who cle mag hum lists all human clerics and mages playing
who bat lists all players currently in a battle
who imm lists all immortals playing
who clan lists all players in your clan
WHOIS
Syntax: whois <character
WHOIS gives you WHO information on a specific character. If your request is
vague, it will match your text to anyone with that string in their names.
For example, "WHOIS frag" might return information on Frag, Fraggle, and
McFraggadocio.
WIELD
Syntax: wield <object
Three of these commands will take an object from your inventory and start using
it as equipment. HOLD is for light sources, wands, and staves. WEAR is for
armor. WIELD is for weapons.
WEAR ALL will attempt to HOLD, WEAR, or WIELD each suitable item in your
inventory.
You may not be able to HOLD, WEAR, or WIELD an item if its alignment does not
match yours, if it is too heavy for you, or if you are not experienced enough
to use it properly.
WIMPY
Syntax: wimpy
Syntax: wimpy <number
WIMPY sets your wimpy value. When your character takes damage that reduces
your hit points below your wimpy value, you will automatically attempt to flee.
WIMPY with no argument sets your wimpy value to 20% of your maximum hit points.
Some monsters are wimpy.
'WIND SHEAR'
Syntax: cast 'wind shear' <character
This spell surrounds its target with fierce gusts of wind which spoil blows
and throw opponents off balance, effectively decreasing (improving) armor
class by 20 points. Missiles such as arrows, slingstones and darts will be
harmlessly deflected away from any character protected by this spell.
wisdom
Your WISDOM measures your character's enlightenment, judgement, guile,
willpower, common sense, and intuition. It affects the following major things.
1. The mana you gain per level (less so than intelligence).
2. The practices you gain per level (more so than intelligence).
WITHDRAW
Syntax: withdraw <amount
A bank is a place in which money and items may be safely stored. You can
transfer money from your person to your account using the DEPOSIT command,
and from your account to your person using the WITHDRAW command. In both
cases you must actually be at the bank. The ACCOUNT command shows you how
much money you currently have in your account, and can be used anywhere.
wizlist
The Trinity:
Scarabae Martin Dick mdick@insect.sd.monash.edu.au Administration
Topaz Kelly Grant mdick@ponderosa.is.monash.edu.au Building/World
Elwyn Andy South llew@werple.mira.net.au Coding/Technical
Other Gods of the Realms:
Brynn Eric Bain libbain@spock.colsf.edu
Glenstorm* Robert Rossel rossel@aludra.usc.edu
* Glenstorm was previously Andy Shearer, 40983@ef.ev.maricopa.edu
WRAITHCLOAK
Syntax: cast wraithcloak
This spell causes the you to be enshrounded in obscuring shadows that make
you less likely to be struck in combat.
WRAITHVERGE
Syntax: cast wraithverge
This spell conjures up a storm of howling, hungry undead spirits that will
immediately fall on living creatures in the room and attempt to devour their
life energies. The number of spirits that answer the call varies. They are
drawn to living creatures and will appear in greater numbers if there is a
lot of lifeforce to feed upon. They are also more numerous by night.