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.

 

Goto V

Goto X

Goto help index

Goto main site

1