Clan
clanarmy
Any state
clanmessage
Any state
clans
Any state
clantalk
Sleeping
clanwhere
Resting
coffer
Resting
ct
Any state
initiate
Resting
nominate
Resting
orders
Any state
outcast
Resting
pledge
Resting
renounce
Resting
Core player commands with category, required position, and in-game help text.
Showing 359 of 359 documented commands.
Any state
Any state
Any state
Sleeping
Resting
Resting
Any state
Resting
Resting
Any state
Resting
Resting
Resting
Fighting
The Assassin has many of the sneaky skills required by someone who is hired to kill people.
The Assassin has many of the sneaky skills required by someone who is hired to kill people. The Assassin is the only class that may wield a bow. This gives the assassin, regardless of his current class (if he switched to a different class) the permanent ability to wield a bow. A cleric that was an assassin, can wield a bow. The Assassin may only wield bows, swords, daggers, and knives. The Assassin advances at a fairly slow rate. (-) Return rc05
Fighting
ASSASSINATE is a skill learned by Assassins that enables them to kill any player character (within reason that is).
Syntax: assassinate <character> [<object>]
ASSASSINATE is a skill learned by Assassins that enables them to kill any player character (within reason that is). There are still level limitations, but they are a bit less strict than those for murder. Assassination is very costly however, making it a skill that should be used wisely. A major bene- fit of ASSASSINATE is that it allows you to kill the player for a given object. The object, if takeable, will be given to the assassinator when the assassinatee dies. In order to assassinate neutrals, an assassin must be a follower of Demise. There is no longer any experience cost to assassinate, but there are limits on reincarnation. A character with zero reincarnations can attack any character 10 levels below and higher. A character with one reincarnation can attack 5 levels below and higher. A character with two or more reincarnations can attack characters of the same level or higher. The role of level 95 assassins is to reap the lives of enemy followers of Order and Chaos. NOTE: Other classes will not let their guild members (or former guild members) ASSASSINATE. So if you join or have ever been a part of another class, you will not be allowed to ASSASSINATE. See also: VICTORY.
Standing
Once this skill is learned, the player will be able to change what/who he/she is attacking.
Once this skill is learned, the player will be able to change what/who he/she is attacking. EXAMPLE: A player is attacking a Centaur and a Fido walks up and starts biting on them. The player can simply type "kill fido" and they will stop attacking the Centaur and start fighting the Fido. This does NOT mean that the Centaur will stop attacking the player. See also DIVERT, DISTRACT, VOICE.
Standing
KILL starts a fight, and, hopefully, kills something.
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill [<character>]
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE.
Fighting
Fighting
Fighting
Fighting
This skill allows you to put away all thoughts except raw battle.
Syntax: berserk
This skill allows you to put away all thoughts except raw battle. When you are BERSERK, you will hit harder and more often. You will also be able to channel your adrenaline in such a way as to give you more stamina. A side effect of going BERSERK is that you will not be able to control your self beyond deciding where to go and who to KILL or MURDER. NOTE: Only PURE ranger's have the proper frame of mind to go BERSERK.
Fighting
Standing
KILL starts a fight, and, hopefully, kills something.
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill [<character>]
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE.
Fighting
Before you can cast a spell, you have to practice it.
Syntax: cast [<percentage>] [']<spell>['] [<target>]
Before you can cast a spell, you have to practice it. The more you practice, the higher chance you have of success when casting. Casting spells costs mana. The mana cost decreases as your level increases. The <target> is optional. Many spells which need targets will use an appropriate default target, especially during combat. If the spell name is more than one word, then you must quote the spell name. Example: cast 'cure critic' frag. Quoting is optional for single-word spells. You can abbreviate the spell name. When you cast an offensive spell, the victim usually gets a saving throw. The effect of the spell is reduced or eliminated if the victim makes the saving throw successfully. Casting as a multi-class character casts at the level of the spells caster's class. (Example: 10th level Ranger and 8th level Illusionist would cast "Burning Hands" as a 8th level caster, not an 18th level caster) A defensive spell is limited to affecting only those with a level over 60% of the spell's level. This means the previous example would limit defensive spells to characters above 4th level. Spell strength may be reduced by the addition of a percentage in front of the spell name. This effectively reduces the level of the spell cast. Control of spell strength is not an exact science, so only expect it's accuracy to be within about twenty percent. See also, help on individual spell names, MANA, RCAST, MASS.
Fighting
Any state
QUIT leaves the game.
Syntax: QUIT
Syntax: DELETE <password>
QUIT leaves the game. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. DELETE will permanently remove you character from the game. you must include your correct password to verify that you wish to delete your character. See also NEWS, INFO, MERC, DIKU.
Fighting
KILL starts a fight, and, hopefully, kills something.
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill [<character>]
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE.
Resting
Assassins often need to get lost.
Syntax: disguise <phrase>
Assassins often need to get lost. Using disguise, an Assassin can blend into the background. Example: >disguise A sign here reads 'WEST: Land of the Lost.' If someone looks in the room where the player who did this disguise is, they will see: The Crossroads of Chakkor The road splits into many different pathways here. A sign here reads 'WEST: Land of the Lost.' Use disguise with no arguments or STOP to discard a disguise. See DESCRIPTION, TITLE, SCORE, WHO, LOOK.
Standing
Successfully distracting a character will make it easier to steal from or backstab the character.
Syntax: distract <character>
Successfully distracting a character will make it easier to steal from or backstab the character. The distraction lasts for a short time, but can be accumulative. See also DIVERT, VOICE, ATTACK.
Fighting
Divert shifts the attack on you to the named character or creature.
Syntax: divert <name>
Divert shifts the attack on you to the named character or creature. <name> must either be someone in your group or someone of a higher overall level attacking the same target as you. This is essentially the exact opposite of rescue. See also DISTRACT, VOICE, RESCUE.
Fighting
Fighting
Once you start a fight, you can't just walk away from it.
Syntax: flee
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. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. See DIVERT, DISTRACT, RECALL, DEATH, CORPSE.
Fighting
Fighting
KILL starts a fight, and, hopefully, kills something.
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill [<character>]
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE.
Fighting
KILL starts a fight, and, hopefully, kills something.
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill [<character>]
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE.
Fighting
Knife uses a piercing weapon to stab the target.
Syntax: knife <target>
Knife uses a piercing weapon to stab the target. It enhances damage and allows you to attack for greater damage during combat. Higher skilled knifers will gain the ability to use a powerful knife with the TWIST skill. The ability to succeed with this advanced knife is based on the character's natural strength and dexterity. See also KICK.
Fighting
Instead of there being separate spells for dealing out damage to ALL of your enemies and curing ALL of your party, there is the MASS command.
Syntax: mass <spell name>
Instead of there being separate spells for dealing out damage to ALL of your enemies and curing ALL of your party, there is the MASS command. MASS casts a particular OFFENSIVE or DEFENSIVE spell on all of the appropriate players in the room. There are two versions of the MASS command: one for ILLUSIONISTS and one for CLERICS. The ILLUSIONISTic MASS command will only work with OFFENSIVE spells (like "magic missile") and the CLERICish MASS will only work with DEFENSIVE spells (like "cure critical"). MASS is much quicker than actually casting each spell on each of the appropriate characters/creatures, but it does cost a bit more mana. See also: CAST, RCAST
Fighting
Fighting
KILL starts a fight, and, hopefully, kills something.
Syntax: backstab <character>
Syntax: disarm
Syntax: kick
Syntax: kill [<character>]
Syntax: murder <character>
KILL starts a fight, and, hopefully, kills something. BACKSTAB is another way to start a fight, used by thieves. BS is a synonym for BACKSTAB. KILL without an option will kill the first creature in the room. MURDER is used to kill other player characters. There are restrictions of murdering someone that is at least 3/4 your level, and you will be flagged as a killer. You must murder a creature that is charmed by another character. You may only murder another player if both you and the victim are followers of one of the gods, and your god is different than your victim's god. MURDER is the ONLY way to start fighting another player, normal commands do not work on them. After you have started fighting another player, you may use any skill or spell. DISARM is an auxiliary fighting command to disarm your opponent. Similarly, KICK will inflict more damage during combat by kicking. In order to BACKSTAB, DISARM, or KICK successfully, you must practice the appropriate skill. NOTE: If you are a pure ROGUE and have "BACKSTAB" as an "auto" command, attempts at murdering will be initiated as a backstab. See EXPERIENCE, LEVEL, DEATH, DAMAGE, REARM, KNIFE, CORPSE.
Standing
This commands lists all the creatures in a room that can be searched out and found.
Syntax: notice
This commands lists all the creatures in a room that can be searched out and found. It will find creatures that are hiding or disguised. It finds "someone" when there is an invisible creature. See also TRACK, HUNT, REARM.
Any state
PEACE causes all characters in a room to stop fighting.
Syntax: peace
PEACE causes all characters in a room to stop fighting.
Fighting
Elementalists can cast their spells at a range of one room away.
Syntax: cast <direction> <spell> <target>
Elementalists can cast their spells at a range of one room away. It does cost more mana to range cast than to simply cast. If you want to cast 'chill touch' to the north at the fido you would type: > rcast n 'chill touch' fido See also, help on individual spells, CAST, MANA, MASS.
Fighting
RECALL prays to God for miraculous transportation from where you are Chakkor.
Syntax: RECALL <set,reset>
RECALL prays to God for miraculous transportation from where you are Chakkor. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), but only down to the amount required to obtain your current level. RECALL will have a chance of failing (again, more than for fleeing). RECALL doesn't work in certain God-forsaken rooms. Characters afflicted by a curse may not recall at all. A recall scroll is required to recall, but does not need to be recited. RECALL SET will change the destination of the recall to your current location. RECALL RESET will reset your recall room to your death room.
Fighting
Once you start a fight, you can't just walk away from it.
Syntax: flee
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. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. In order to RESCUE successfully, you must practice the appropriate skill. See DIVERT, DISTRACT, RECALL, DEATH, CORPSE.
Fighting
These skills allow you to SHOOT range weapons or THROW objects.
These skills allow you to SHOOT range weapons or THROW objects. In order to SHOOT you will need to learn the SHOOT skill, learn one of the RANGE skills, have a range weapon wielded, and have some ammo in your inventory. In order to THROW, you must have learned THROW and have a throwable item in your inventory or wielded. A wielded item will allow you to THROW quicker. Only certain types of weapons are throwable. You cannot SHOOT or THROW at something in the same room as you. SYNTAXES: > shoot <dir> <name> > throw <item> <dir> <name> EXAMPLE: > shoot north fido will cause you to shoot at a fido which is in range to the North. > shoot e 5.fido will shoot the fifth fido visible to the East. > throw knife west drunk will throw a knife at the drunk to the West. See also RANGE WEAPONS, RANGE, KILL, DAMAGE, EXPERIENCE, RCAST.
Any state
SLAY kills a character in cold blood, no saving throw.
Syntax: slay <character>
SLAY kills a character in cold blood, no saving throw. SLAY bypasses auto actions such as AUTOLOOT and AUTOSAC.
Resting
Snatching an object lets you get it from off the ground without being seen.
Syntax: snatch <object>
Snatching an object lets you get it from off the ground without being seen. If successful, no-one will be told that you have secretly purloined the item. See also STEAL, LOOK, PEEK.
Any state
The suicide command will let you kill your own character.
Syntax: SUICIDE <password>
The suicide command will let you kill your own character. This will not cost any experience, but it does cause you to die. This is useful if you are caught in a room that is impossible to leave. After committing suicide, the player is suggested to visit the morgue to retrieve your items from your corpse. See also DEATH, EXPERIENCE, LEVEL, FLEE, RECALL, WIMPY, CONFIG, KILLER, CORPSE, DAMAGE, DYING.
Fighting
These skills allow you to SHOOT range weapons or THROW objects.
These skills allow you to SHOOT range weapons or THROW objects. In order to SHOOT you will need to learn the SHOOT skill, learn one of the RANGE skills, have a range weapon wielded, and have some ammo in your inventory. In order to THROW, you must have learned THROW and have a throwable item in your inventory or wielded. A wielded item will allow you to THROW quicker. Only certain types of weapons are throwable. You cannot SHOOT or THROW at something in the same room as you. SYNTAXES: > shoot <dir> <name> > throw <item> <dir> <name> EXAMPLE: > shoot north fido will cause you to shoot at a fido which is in range to the North. > shoot e 5.fido will shoot the fifth fido visible to the East. > throw knife west drunk will throw a knife at the drunk to the West. See also RANGE WEAPONS, RANGE, KILL, DAMAGE, EXPERIENCE, RCAST.
Standing
This command allows the player to see who has recently left a room by the tracks left in the ground, and which way they left.
Syntax: track
This command allows the player to see who has recently left a room by the tracks left in the ground, and which way they left. The tracks are shown from top to bottom in order of oldest to newest. See also HUNT, NOTICE, CLEAR PATH.
Fighting
Sleeping
The beep command rings the VT102 bell on everyone in the room.
Syntax: BEEP [<name>]
The beep command rings the VT102 bell on everyone in the room. With a name specified, it beeps the player. indcommo
Any state
These commands will take your message and record it into a file as feedback to the mud implementors.
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>
These commands will take your message and record it into a file as feedback to the mud implementors. Feel free to use these commands as often as you like, but we would appreciate if you check to see that what you're saying hasn't already been done. A fixed bug does not need a write-up for it.
Sleeping
CHAT will allow the player to talk to everyone in the game that is of the same race as the speaker.
Syntax: chat <statement>
CHAT will allow the player to talk to everyone in the game that is of the same race as the speaker. Only those of the same race will hear your chats. This command becomes active after the 3rd level. It can be turned on or off by using the CONFIG command. See also CONFIG. groupcommo
Resting
EMOTE is used to express emotions or actions.
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. EMOTE will only be understood by someone that can understand your race's language. It does not matter which language the character is speaking. POSE is a variant of EMOTE. It performs a random action, based on the character's statistics. See also LANGUAGE, SHOUT, TELL, SPEAK.
Sleeping
Any state
All of these commands send messages to other players.
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
Syntax: etell <character> <message>
All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. 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 or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as TELL, and ignores languages altogether. ETELL subtracts 1% of the experience of the character. See also LANGUAGE, SPEAK, SHOUT, EMOTE.
Any state
These commands will take your message and record it into a file as feedback to the mud implementors.
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>
These commands will take your message and record it into a file as feedback to the mud implementors. Feel free to use these commands as often as you like, but we would appreciate if you check to see that what you're saying hasn't already been done. A fixed bug does not need a write-up for it.
Any state
Sleeping
Sleeping
Sleeping
NEWCHAT allows new players to pose questions to experienced players and administrators.
Syntax: newchat <statement>
NEWCHAT allows new players to pose questions to experienced players and administrators. NEWCHAT can be heard by the following people: - All 0x reincarnate characters - All level 90+ (Knight) characters - All clan founders and leaders - All game administrators (Level 96 and up) It can be turned on or off using the CONFIG command. NEWCHAT is NOT for getting attention of immortals, nor is it a medium to get attention for any other matter. Profanity on NEWCHAT is strictly prohibited. Any discussion about clans is also strictly prohibited. You can expect to be jailed for using NEWCHAT in this manner. See also HELP CONFIG. groupcommo
Any state
NOTE LIST lists notes in the current topic which you can read.
Syntax: note list [<key>] Syntax: note clear
Syntax: note [read] <number> Syntax: note show
Syntax: note [read] all Syntax: note post [<topic#>]
Syntax: note remove <number> Syntax: note
Syntax: note subject <string> Syntax: note erase <number>
Syntax: note to <to-list> Syntax: note delete <number>
Syntax: note topic [<topic#>] Syntax: note reply <number>
NOTE LIST lists notes in the current topic which you can read. If a numerical <key> is specified then the last #key day's notes are listed ("note list 5" shows all notes that were left in the past five days). If a string <key> is specified then messages with "key" in the subject or to-list will be listed. If the string <key> is "new" then all of the notes that have been posted since you last logged off will be listed. If you specify "note list unread" it will show you how many unread notes you have under each topic. NOTE READ reads one or all notes. It is the default option (meaning that a simple "note 5" will show you note #5, just like "note read 5" would do). NOTE SUBJECT sets the subject line of a new note. NOTE TO sets the list of recipients. The recipient ALL means all players that can access the current topic, and the recipient IMMORTAL means all immortals. NOTE WRITE puts you into edit mode, where you can easily enter your note with use of some simple editor commands: /? - help /s - save /l - list /c - clear NOTE SHOW shows your note in progress; NOTE CLEAR starts over. NOTE POST posts your note for reading in the current topic. Posting is not automatic. If you specify a <topic#> for POST, the note will go to the specified topic. NOTE REMOVE removes you from the to-list if you are a recipient. NOTE DELETE or ERASE removes the entire note if you are the sender. NOTE TOPIC will list all of the note topics available to you. If a <topic#> is specified, then that topic will become the current topic for you. The topic is always reset to 0 when you enter the game. NOTE REPLY will set up the "subject" and "to" portions of a note to reply to the given numbered note (a reply goes to the sender and all recipients). Notes will be deleted after they are two weeks old. NOTE NEXT will show you the next note in the current topic. NOTE UNREAD will show you the next note that you haven't yet read. If you've read all the notes in the current topic, it will cycle through the topics, searching for a note that you haven't read yet.
Sleeping
PLAN will allow the player to talk to everyone that is the follower of the same god.
Syntax: plan <statement>
PLAN will allow the player to talk to everyone that is the follower of the same god. This command ignores all rules regarding languages. The player must be a follower of one of the gods to use this channel. Though Mortal Realms does not pretend to be a full role-playing game, it is nonetheless encouraged for players to use the PLAN channel as a means of playing the personality of their character. Only devoutly religious characters, characters devoted to the causes of their God, would become a follower. Therefore followers are asked to act accordingly while speaking on this channel. groupcommo
Resting
EMOTE is used to express emotions or actions.
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. EMOTE will only be understood by someone that can understand your race's language. It does not matter which language the character is speaking. POSE is a variant of EMOTE. It performs a random action, based on the character's statistics. See also LANGUAGE, SHOUT, TELL, SPEAK.
Sleeping
Any state
All of these commands send messages to other players.
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
Syntax: etell <character> <message>
All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. 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 or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as TELL, and ignores languages altogether. ETELL subtracts 1% of the experience of the character. See also LANGUAGE, SPEAK, SHOUT, EMOTE.
Any state
Resting
All of these commands send messages to other players.
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
Syntax: etell <character> <message>
All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. 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 or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as TELL, and ignores languages altogether. ETELL subtracts 1% of the experience of the character. See also LANGUAGE, SPEAK, SHOUT, EMOTE.
Resting
SHOUT sends a message to all awake players in your area.
Syntax: shout <message>
SHOUT sends a message to all awake players in your area. To curb excessive shouting, SHOUT imposes a three-second delay on the shouter. SHOUT will only be heard by someone that understands the language that you are speaking. groupcommo
Resting
SING will allow you to sing a song.
Syntax: sing <lyrics>
SING will allow you to sing a song. It's pretty similar to the SAY command (all language rules apply), but with SING the message is announced as if the words were sung. See also SAY. roomcommo
Any state
AREAS shows you all the areas in the game, with the author's name and the suggested levels.
Syntax: areas [<name>]
Syntax: commands
Syntax: socials
AREAS shows you all the areas in the game, with the author's name and the suggested levels. The levels shown are not exact, so regard with caution. Including an area name will give some statistics of the area in question. A identifiable amount of characters must be made, along with any extra words like 'the'. Example: 'AREAS THE SUN' would give stats on the area 'The Sun Dome'. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. See also SKILLS, PRACTICE, SCORE.
Any state
This command sends a message out to all the people tuned into the channel you have selected.
Syntax: talk <string>
This command sends a message out to all the people tuned into the channel you have selected. You must select your channel through the CHANNEL command. This command can be shortened by using just a ':' for the command name, followed by the text you wish to send. channel
Any state
All of these commands send messages to other players.
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
Syntax: etell <character> <message>
All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. 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 or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as TELL, and ignores languages altogether. ETELL subtracts 1% of the experience of the character. See also LANGUAGE, SPEAK, SHOUT, EMOTE.
Any state
These commands will take your message and record it into a file as feedback to the mud implementors.
Syntax: bug <message>
Syntax: idea <message>
Syntax: typo <message>
These commands will take your message and record it into a file as feedback to the mud implementors. Feel free to use these commands as often as you like, but we would appreciate if you check to see that what you're saying hasn't already been done. A fixed bug does not need a write-up for it.
Resting
Voice let's you mimic the voice of someone else.
Syntax: voice <name> <message>
Voice let's you mimic the voice of someone else. EXAMPLE: > voice fido I hate being killed by players. will produce: Fido says, 'I hate being killed by players.' Some players will not be fooled. See EMOTE, SAY, DISTRACT, VENTRILOQUATE.
Any state
The AUTO command automates combat in several ways.
Syntax: AUTO [off] [quick] [auto] [<skill/spell name>]
The AUTO command automates combat in several ways. AUTO will execute a command continually until you run out of mana or movement for a particular skill. AUTO can always be interrupted by typing in a new command. The WIMPY command will always override an automatic command. AUTO will always start when a player starts combat. AUTO OFF - turns off the automatic system. AUTO AUTO - turns on the basic automatic system. AUTO QUICK - turns on the advanced automatic system. The QUICK mode modifies normal combat, by allowing double speed skills or spells, at the cost of losing normal attacks. This is a very good system for spell casters.
Any state
Any state
The color command both turns on and changes the color fields of the different parts of the display.
Syntax: COLOR [on] [off]
Syntax: COLOR [<field number> <foreground color> <background color>]
Syntax: COLOR [reset]
The color command both turns on and changes the color fields of the different parts of the display. To turn on the color functions, the terminal must support ANSI colors, and be in VT102 mode. The vt102 functions must also be activated. COLOR ON turns on the color modes. COLOR OFF turns them off. COLOR RESET will return the colors to defaults. COLOR by itself will list the various colors for each field. It will also display the lines in the color that is listed for that field. COLOR <field number> <foreground color> <background color> will change individual colors. The <field number> is a number that specifies some part of the screen. The <color> is the value for the color that you would like the <field number> to change to.
Any state
This command configures some of your character behavior.
Syntax: config
This command configures some of your character behavior. Once you enter into the configuration mode, done by typing "config", you will not be able to type in any other commands until you issue the EXIT option. This command is VERY helpful for customizing the way you interface with the game. There are several options for customization. The options are: AUTOEXIT You automatically see exits and doors. AUTOLOOT You automatically loot corpses. AUTOSAC You automatically sacrifice corpses. BLANK You have a blank line between output lines. BRIEF You see brief descriptions only. COMBINE You see object lists in combined format. TELNETGA You receive a telnet GA sequence. DAMAGE You see the status of creatures when they are hit. SPLIT You automatically split gold from an autoloot, if in group. PAGER Your screen will be paused on long pages. (based on VT102 height) TACT Switches between the tactical mode and the prompt mode. REPEAT Returns what you have typed to the screen, so you won't miss it. PEEK You automatically see inventories. (Rogues only) EXP The Experience display on the stats changes to required for level. EXTERNAL Allows MrTerm to display or use downloadable files. METER Displays a download meter for percent complete of files. CASTLES Toggles whether or not you can see and use castle exits BATTLE Toggles whether you listen to battle info or not VICTIM Toggles whether you see a list of kills when using 'finger' CHAT Toggles whether or not you see chats. NEWCHAT Toggles whether or not you see newbie chatter. A special feature, getting only gold from a kill, is set up by turning AUTOLOOT off and turning SPLIT on. Several special modes may be set up: such as COLOR ON, but CONFIG -TACT.This would use the color display, but use the prompt method of play. The pager height is determined by the VT height, even if VT is off. See also SPAM. (-) Return confi2 info01
Any state
Any state
The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you).
Syntax: description
The DESCRIPTION command puts you into an editor to edit your long character description (what people see when they look at you).
Any state
This command changes the email address listed in the FINGER command.
Syntax: EMAIL <your email address>
This command changes the email address listed in the FINGER command. Please enter your complete email address. For the automated mailer function in the MR WHO Web Page, please enter only one valid address. We respectfully ask all players to record a proper email address. For any email that needs to be sent to the player. example: email david@ohm.ee.utulsa.edu
Any state
This command allows the MR web page to automatically link in your home page to the MR WHO Web Page.
Syntax: HTML <your html home page>
This command allows the MR web page to automatically link in your home page to the MR WHO Web Page. Simply enter your basic address. This information will be included at the end of your name in the Web WHO. And will provide an immediate link for those looking at the WHO Page. This information is not checked for validity, so change at your discretion. To remove your page from the listing, simply enter an address of '.' . example: html www.cs.purdue.edu/people/tilljm
Any state
This command changes the email address listed in the FINGER command.
Syntax: EMAIL <your email address>
This command changes the email address listed in the FINGER command. Please enter your complete email address. For the automated mailer function in the MR WHO Web Page, please enter only one valid address. We respectfully ask all players to record a proper email address. For any email that needs to be sent to the player. example: email david@ohm.ee.utulsa.edu
Any state
PASSWORD changes your character's password.
Syntax: password <old-password> <new-password> <new-password>
PASSWORD changes your character's password. The first argument must be your old password. The second argument is your new password. The PASSWORD command is protected against being snooped or logged. The new password must be typed twice to verify it's integrity. A valid password has at least 5 characters. These characters may only be numbers or letters, although the letters are case sensitive. At least one character in the password must be a number.
Any state
Any state
The REPEAT command will simply type in the input string for you the amount of times specified by the amount variable.
Syntax: REPEAT <amount> <command string>
Syntax: <amount> <command string>
The REPEAT command will simply type in the input string for you the amount of times specified by the amount variable. This command is limited by the space in the input buffer, which is slightly over 1200 characters. Also the command is limited by 2 to 40 repeats. The REPEAT command need not be typed out, since all command lines that start with numbers are by default considered a repeat command. example: repeat 10 buy recall or example: 10 buy recall Both of these would buy 10 recall scrolls, one at a time. See also: NUMBER, ALIAS, INTERP, CONTINUOUS.
Any state
The tactical command allows you to bring up a drop down list of mobiles that are in the room, with a number specifying the hit/hit_max ratio in 10% increments, with 'F' being Full.
The tactical command allows you to bring up a drop down list of mobiles that are in the room, with a number specifying the hit/hit_max ratio in 10% increments, with 'F' being Full. The Bold names are those in your group. There are numbers between the status and name further discussed in Combat Mode. The tactical display also includes the top stat bar to optimize it's performance. This means we have added a few more features to it. The first is a game clock, which relates time in the realm. The second is a single letter for your current speed. A larger display should not change transmission rate, so use the largest you can stand. The TACTICAL command allows you to change the size of the tactical map, with the value '1' turning off the Tactical display. The maximum size of the tactical depends on your terminal display size. The absolute maximum is 19. (A) The Compass (B) The Combat Mode (C) The Index Values (D) TOP/BOTTOM modifiers (E) Future Additions compass tact03 tact04 tact05 tact02 interface00
Any state
Any state
Sets your title to a given string.
Syntax: title <string>
Sets your title to a given string. The game supplies a title when your character is created and when you advance a level. You can use TITLE to set your title to something else. See also DESCRIPTION, WHO, WHERE, VT102.
Any state
ADVANCE sets a character's level to the specified value.
Syntax: advance <character> <level>
ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters.
Any state
BAN <site> prohibits players from that site from logging in.
Syntax: allow <site>
Syntax: ban <site>
Syntax: ban
BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. Site bans are not saved; every time the server is rebooted, the site ban list is cleared.
Any state
Any state
Any state
Any state
AT executes the given command (which may have arguments) at the given location.
Syntax: at <location> <command>
AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location).
Any state
The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'.
Syntax: bamfin <message>
Syntax: bamfout <message>
The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands.
Any state
The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'.
Syntax: bamfin <message>
Syntax: bamfout <message>
The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands.
Any state
This spell will banish the target to some random location in the area.
Syntax: cast banish <target>
This spell will banish the target to some random location in the area. There is a small chance that when the spell fails, it will teleport the caster instead.
Resting
Resting
Standing
This command clears a path in the desired direction.
Syntax: clear
This command clears a path in the desired direction. See also BLOCK AREA.
Any state
Any state
Any state
Any state
Resting
The DEATH command sets where you will go when you die.
Syntax: DEATH
The DEATH command sets where you will go when you die. The DEATH command can only be done at specific locations, depending on which god you follow, if any. The room will say "You feel safe here" when you may set your DEATH room. All that is necessary is to type the word 'DEATH' in the desired room. If you use the RECALL RESET command, your recall room will be set to your DEATH room. See also DYING.
Resting
This declines access to someone requesting entry into your channel.
Syntax: decline <player name>
This declines access to someone requesting entry into your channel. Anyone that is already a channel member may decline access to another. Decline may also be used to remove a player from the channel group. Channels are assumed to be self regulated. channel
Any state
Any state
DENY denies access to a particular player and throws them out of the game.
Syntax: deny <character>
Syntax: disconnect <character>
Syntax: freeze <character>
DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all.
Resting
Any state
DENY denies access to a particular player and throws them out of the game.
Syntax: deny <character>
Syntax: disconnect <character>
Syntax: freeze <character>
DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all.
Any state
Any state
Any state
Any state
Any state
ECHO sends a message to all players in the game, without any prefix indicating who sent it.
Syntax: echo <message>
Syntax: recho <message>
ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it.
Any state
All of these commands send messages to other players.
Syntax: gtell <message>
Syntax: say <message>
Syntax: tell <character> <message>
Syntax: etell <character> <message>
All of these commands send messages to other players. GTELL sends a message to all of the characters in your group, wherever they are, even if they are sleeping or stunned or dying. ';' is a synonym for GTELL. SAY sends a message to all awake players in your room. The single quote ''' is a synonym for SAY. TELL sends a message to one awake player anywhere in the world. 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 or switched immortal players. All of these commands depend on the fact that the speaker is talking in a language that the listener can understand. ETELL can be used in an emergency. It acts the same as TELL, and ignores languages altogether. ETELL subtracts 1% of the experience of the character. See also LANGUAGE, SPEAK, SHOUT, EMOTE.
Any state
Any state
Sleeping
Any state
FORCE forces one character to execute a command.
Syntax: force <character> <command>
Syntax: force all <command>
FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. This is typically used for 'force all save'.
Any state
Any state
Any state
DENY denies access to a particular player and throws them out of the game.
Syntax: deny <character>
Syntax: disconnect <character>
Syntax: freeze <character>
DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is not undoable from within the game. Only someone with access to the player files directory may repeal a DENY by editing the appropriate player file. DISCONNECT <character> immediately disconnects that character. FREEZE <character> is a toggle which prevents a character from issuing any commands at all.
Any state
Resting
The glance skill enables you to look at someone without them seeing that you have looked at them.
Syntax: glance <player>
The glance skill enables you to look at someone without them seeing that you have looked at them. It applies only to looking at players.
Resting
Any state
GOTO takes you to a location.
Syntax: goto <location>
GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present.
Resting
This grants access to someone requesting entry into your channel.
Syntax: grant <player name>
This grants access to someone requesting entry into your channel. Anyone that is already a channel member may grant access to another. Channels are assumed to be self regulated. channel
Any state
These spells cure damage on the target character.
Syntax: cast 'cure light' <character>
Syntax: cast 'cure serious' <character>
Syntax: cast 'cure critical' <character>
Syntax: cast 'heal' <character>
These spells cure damage on the target character. The higher-level spells heal more damage. Their effects increase minimally with level.
Any state
Any state
Resting
If you successfully HIDE, then other characters can't see you.
Syntax: HIDE
Syntax: SNEAK
Syntax: VISIBLE
If you successfully HIDE, then other characters can't see you. If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE and STOP cancel your hiding and sneaking, as well as any invisibility, hunting, disguising, or path clearing. See also STEALTH, PICK, STEAL, HUNT, INVISIBILITY.
Any state
HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game.
Syntax: holylight
Syntax: invis
HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you.
Standing
This allows the player to hunt down creatures that flee away during combat.
Syntax: hunt
This allows the player to hunt down creatures that flee away during combat. The skill only works if it is the last creature to be fought in a battle. This command may be terminated by using the STOP command. See also TRACK, NOTICE, REARM, STOP.
Any state
Any state
Any state
HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game.
Syntax: holylight
Syntax: invis
HOLYLIGHT is a toggle that allows you to see (almost) every character and mobile in the game. With holy light, you can see what's in the game more easily. Without holy light, you can see what mortal players see. INVIS is a toggle which makes you completely invisible to all player characters of lower level than you, and to all mobiles. HOLYLIGHT will not allow you to see immortal INVIS characters who are higher level than you.
Any state
Resting
Any state
Any state
Any state
Resting
Standing
Standing
Resting
Any state
Resting
Resting
Any state
Any state
MFIND finds all mobile types with a particular name.
Syntax: mfind <name>
Syntax: ofind <name>
MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name.
Any state
Any state
MLOAD loads a mobile given its vnum (virtual number).
Syntax: mload <vnum>
Syntax: oload <vnum>
Syntax: oload <vnum> <level>
MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded.
Any state
Any state
Any state
Any state
Any state
NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively.
Syntax: noemote <character>
Syntax: notell <character>
Syntax: silence <character>
NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication.
Resting
Any state
Resting
Resting
Any state
Any state
MFIND finds all mobile types with a particular name.
Syntax: mfind <name>
Syntax: ofind <name>
MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name.
Any state
Any state
MLOAD loads a mobile given its vnum (virtual number).
Syntax: mload <vnum>
Syntax: oload <vnum>
Syntax: oload <vnum> <level>
MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded.
Any state
Resting
ORDER orders one or all of your charmed followers (including pets) to perform any command.
Syntax: order <character> command
Syntax: order all command
ORDER orders one or all of your charmed followers (including pets) to perform any command. The command may have arguments. You are responsible for the actions of your followers, and others who attack your followers will incur the same penalty as if they attacked you directly. Most charmed creatures lose their aggressive nature (while charmed). If your charmed creature engages in combat, that will break the charm. See also CHARM, BUY, MURDER.
Any state
Any state
Any state
PARDON pardons a player for their crimes.
Syntax: pardon <character> killer
Syntax: pardon <character> thief
PARDON pardons a player for their crimes.
Any state
Any state
Any state
Any state
Any state
QUIT leaves the game.
Syntax: QUIT
Syntax: DELETE <password>
QUIT leaves the game. When you re-enter the game you will be back in the same room. QUIT automatically does a SAVE, so you can safely leave the game with just one command. Nevertheless it's a good idea to SAVE before QUIT. If you get into the habit of using QUIT without SAVE, and then you play some other mud that doesn't save before quitting, you're going to regret it. DELETE will permanently remove you character from the game. you must include your correct password to verify that you wish to delete your character. See also NEWS, INFO, MERC, DIKU.
Resting
Resting
Resting
Any state
Any state
REBOOT shuts down the server.
Syntax: reboot
Syntax: shutdown
Syntax: wizlock
REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect.
Any state
ECHO sends a message to all players in the game, without any prefix indicating who sent it.
Syntax: echo <message>
Syntax: recho <message>
ECHO sends a message to all players in the game, without any prefix indicating who sent it. RECHO sends a message to all players in your room, without any prefix indicating who sent it.
Any state
Any state
Standing
Standing
Any state
Any state
Any state
Any state
Any state
Any state
Resting
These commands change your position.
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
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. See also SLEEP SPELL, SPEED, MOVEMENT, NORTH.
Any state
This spell uses large quantities of mana to heal large quantities of hit-points on the target.
Syntax: cast 'restore' <target> [<value>]
This spell uses large quantities of mana to heal large quantities of hit-points on the target. The ratio is one-half the hit-points for the mana. You select how much mana you are willing to spend.
Any state
Any state
SWITCH switches you into the body of another character (who must not already have a descriptor, e.g.
Syntax: switch <character>
Syntax: return
SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body.
Any state
Any state
Any state
Any state
Any state
Any state
SAVE performs a save to disk on your player character.
Syntax: SAVE
SAVE performs a save to disk on your player character. It is highly recommended that you use this feature after obtaining quest items, or transferring equipment between characters to prevent any loss from a game crash.
Resting
Any state
Any state
REBOOT shuts down the server.
Syntax: reboot
Syntax: shutdown
Syntax: wizlock
REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect.
Any state
Any state
NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively.
Syntax: noemote <character>
Syntax: notell <character>
Syntax: silence <character>
NOEMOTE, NOTELL, and SILENCE are used to muffle other characters, by preventing them from emoting, telling, and using channels, respectively. Characters who are no'telled will also not receive those forms of communication.
Any state
Any state
Any state
Sleeping
These commands change your position.
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
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. See also SLEEP SPELL, SPEED, MOVEMENT, NORTH.
Any state
Standing
If you successfully HIDE, then other characters can't see you.
Syntax: HIDE
Syntax: SNEAK
Syntax: VISIBLE
If you successfully HIDE, then other characters can't see you. If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE and STOP cancel your hiding and sneaking, as well as any invisibility, hunting, disguising, or path clearing. See also STEALTH, PICK, STEAL, HUNT, INVISIBILITY.
Resting
SPLIT splits some gold between you and all the members of your group who are in the same room as you.
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. See also GTELL, GROUP, FOLLOW, CONFIG.
Any state
Sleeping
These commands change your position.
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
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. See also SLEEP SPELL, SPEED, MOVEMENT, NORTH.
Standing
STEAL attempts to steal coins, or an object, from a character.
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>
STEAL attempts to steal coins, or an object, from a character. You will be marked as a THIEF is you try to steal from other players. You may only steal from other players if both you and your victim are followers of one of the gods. You may not steal from a player that follows the same god you follow. In order to STEAL successfully, you must practice the appropriate skill. See also MURDER, HIDE, SNEAK, PICK.
Standing
Stealth is a combination of hide and sneak.
Syntax: stealth
Stealth is a combination of hide and sneak. So long as you are stealthing, your entrances, exits, and presence are un-announced. It is even rumored that some players have stealthed passed a waiting and wary adversary! The STOP command will cause you to stop stealthing. See also HIDE, SNEAK, STOP, GREATER STEALTH.
Any state
You may use this command to stop yourself from using certain skills, spells and gaming features.
Syntax: stop [all|invis|hide|stealth|sneak|hunt|clear|disguise]
You may use this command to stop yourself from using certain skills, spells and gaming features. These include: invisibility, hide, stealth, sneak, hunt, clear path, disguise Sometimes a mobile will set your long description (the description of you seen by people when they enter your room). You can use the "stop disguise" syntax to restore your normal, standard description. You may also use this command to stop the CONTINUOUS command. See also INVISIBILITY, STEALTH, HIDE, HUNT, CONTINUOUS.
Any state
SWITCH switches you into the body of another character (who must not already have a descriptor, e.g.
Syntax: switch <character>
Syntax: return
SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body.
Resting
Any state
Any state
Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting.
Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, the hp/mana/move regeneration timer is popularly called the 'tick'. Ticks on this mud average 60 seconds of real time, but the actual amount varies randomly from 45 seconds to 75 seconds. Area resetting happens roughly every 50 minutes. The arena resets in 5 minutes. Also note that objects lying on the ground will not be regenerated if anyone is in the area when it resets. You can tell when an area is about to reset by the patter of little feet. See also TIME, CLOCK.
Any state
Standing
Any state
TRUST sets a character's trust to the specified level.
Syntax: trust <character> <level>
TRUST sets a character's trust to the specified level. This is similar to advancing the character for accessing immortal commands, but has no effect on combat strength, et cetera. You can give more trust to mortal (or immortal) characters to give them access to more power without messing up the character. You can also restrict a player's trust to less than their natural level. A trust of 0 means to use the character's natural level again.
Any state
Any state
Usage will show you a graph of the maximum number of players on during each hour of the day (daily) or each day of the week (weekly).
Syntax: USAGE [daily/weekly]
Usage will show you a graph of the maximum number of players on during each hour of the day (daily) or each day of the week (weekly). It will also show you the number of reconnects/hour or day. The number of reconnects should be directly proportional to the lag present at the time of the reconnects. If you wish to play with less lag, you would want to connect at the times with the fewest reconnects. Usage defaults to the daily format.
Any state
USERS reports all of the visible users connected to the server, including users in the process of logging in.
Syntax: users
USERS reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in.
Any state
If you successfully HIDE, then other characters can't see you.
Syntax: HIDE
Syntax: SNEAK
Syntax: VISIBLE
If you successfully HIDE, then other characters can't see you. If you successfully SNEAK, then you can move in and out of rooms without being noticed. In order to HIDE or SNEAK successfully, you must practice the appropriate skill. VISIBLE and STOP cancel your hiding and sneaking, as well as any invisibility, hunting, disguising, or path clearing. See also STEALTH, PICK, STEAL, HUNT, INVISIBILITY.
Sleeping
These commands change your position.
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
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. See also SLEEP SPELL, SPEED, MOVEMENT, NORTH.
Any state
WIZHELP provides a list of all the immortal commands.
Syntax: wizhelp
WIZHELP provides a list of all the immortal commands.
Any state
REBOOT shuts down the server.
Syntax: reboot
Syntax: shutdown
Syntax: wizlock
REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. WIZLOCK is a toggle command. When the server is WIZLOCKed, players below level 36 may not log in. Players who lose their links, however, may reconnect.
Resting
These commands enforce a bet between two players in the Arena.
Syntax: BET <who> <how much>
Syntax: ACCEPT <who>
Syntax: RESIGN
These commands enforce a bet between two players in the Arena. The only way out of a bet once accepted, is to leave the Arena, quit the game, or die. Regards, the only way out of the bet is to lose. Betting yourself before someone accepts will cancel the bet. You may bet as many times as you like, with anyone in the Arena, until someone accepts a bet. Then you must go try to kill them, or otherwise get them to leave the arena. BET without any arguments gives a list of all bets currently offered, and accepted. It will also show whether the participants are actually fighting each other. RESIGN will immediately cause you to give up your bet.
Any state
AFFECTS shows the names of the spells that are currently effecting your character.
Syntax: affects
AFFECTS shows the names of the spells that are currently effecting your character. At higher levels, more data is given. See also SCORE, REPORT, TIME.
Any state
The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk.
Syntax: afk
The afk command will place an [AFK] flag beside your name on the who list, when activated, as well as informing all incoming tells that you are afk. It can be toggled on or off by typing afk, and will also go off automatically when you enter any command.
Any state
Alias allows the you to define several of your own commands.
Syntax: alias <command> <argument list>
Alias allows the you to define several of your own commands. These must be combinations of normal commands. You are not limited to one normal command per alias. You may also have an optional argument inserted into the alias. To add an alias you type 'alias' followed by the name of the new command followed by the command list you want it to do. You may insert an '&' to separate individual commands. You may also insert a '%' to include an argument within the execution of your alias. Example: alias m cast 'magic missile' % & say I got you, % <enter> To use this alias, type the following: m fido <enter> This does the following: cast 'magic missile' fido say I got you, fido ALIAS without an option will list your aliases. ALIAS with the same command as a previous alias will change the previous alias. See also VT102, UNALIAS, INTERP.
Any state
AREAS shows you all the areas in the game, with the author's name and the suggested levels.
Syntax: areas [<name>]
Syntax: commands
Syntax: socials
AREAS shows you all the areas in the game, with the author's name and the suggested levels. The levels shown are not exact, so regard with caution. Including an area name will give some statistics of the area in question. A identifiable amount of characters must be made, along with any extra words like 'the'. Example: 'AREAS THE SUN' would give stats on the area 'The Sun Dome'. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. See also SKILLS, PRACTICE, SCORE.
Any state
Resting
These commands enforce a bet between two players in the Arena.
Syntax: BET <who> <how much>
Syntax: ACCEPT <who>
Syntax: RESIGN
These commands enforce a bet between two players in the Arena. The only way out of a bet once accepted, is to leave the Arena, quit the game, or die. Regards, the only way out of the bet is to lose. Betting yourself before someone accepts will cancel the bet. You may bet as many times as you like, with anyone in the Arena, until someone accepts a bet. Then you must go try to kill them, or otherwise get them to leave the arena. BET without any arguments gives a list of all bets currently offered, and accepted. It will also show whether the participants are actually fighting each other. RESIGN will immediately cause you to give up your bet.
Any state
Block is used to prevent specific players from communicating with you.
Syntax: BLOCK [add/clear/del] [name-list]
Block is used to prevent specific players from communicating with you. It creates a list of player names and Internet sites. If you specify a site then anyone from the site will be unable to communicate with you via tell, reply, beep, socials, say, and etell. NOTE: Block now supports partial site names and single-entry deletions. BLOCK ADD fudgeyou nastyassin - adds "fudgeyou" and "nastyassin" to the list BLOCK ADD 128.56.47.11 - adds the site 128.56.47.11 to the block list BLOCK ADD 128.56 - adds any site starting with 128.56 to the block list (such as 128.56.47.11 used above) BLOCK ADD usc.edu - adds any site ending with usc.edu to the block list (such as blah.cs.usc.edu) BLOCK CLEAR - erases the list of player names and sites BLOCK DEL fudgeyou - deletes only the "fudgeyou" entry in the block list BLOCK - shows you the current list of names and sites
Any state
The buffer command utilizes 20k of ram for each player, recording all data that goes to the screen.
Syntax: buffer [<pages>]
The buffer command utilizes 20k of ram for each player, recording all data that goes to the screen. The scroll back buffer allows the player to view text that has scrolled of the page. Use of the <pages> is optional. Without it, the default is the previous page. When the user specifies a number, the page displayed will be the amount of pages back that the player specified. The actual amount of pages depends on the amount of text on each page, with the minimum amount of pages stored being 16, up to a nominal maximum of 64 pages. BUFFER 0 will redisplay the current page. The size of each page is fixed by the size of the VT102 screen, regardless whether the player is utilizing VT102. If the player wishes to change the page size and is not using VT102, then simply change the VT102 size. The calculation of amount of lines does not consider lines over 80 characters, so the PAGER may pause the screen. See also GREP.
Resting
After a long, hard few minutes of taking out large and aggressive monsters, your party needs to make a CAMP.
Syntax: camp
After a long, hard few minutes of taking out large and aggressive monsters, your party needs to make a CAMP. When you make a CAMP, you REST or SLEEP much better. This enables you to regain your strength (HP,MANA,MOVEMENT) faster than mere resting on the path will. Also, while you are camped, all of the people who are in your group, in your current room, and are either RESTing or SLEEPing will get the same benefits! To break CAMP, simply STAND, or have one of your GROUP get attacked...
Standing
--- PLAYER CASTLES for players level 30 and up --- The CASTLE command allows players to create their own abode.
--- PLAYER CASTLES for players level 30 and up --- The CASTLE command allows players to create their own abode. This command is under construction, so new features will be added as time progresses. Only the tested options will be documented here. Pick one of the following options to learn more about the CASTLE commands. ***NOTE*** To determine if you can build a castle in a given location, simply type "castle" by itself and it will tell you if you can start a castle there. ***NOTE*** Your castle will be limited to 25 or less rooms && 25 or less creatures. (S) Starting a castle. (R) Adding rooms onto your castle. (C) Connecting rooms in your castle. (D) Disconnecting rooms in your castle. (I) Getting Information about your castle. (X) Modifying the rooms in your castle. (M) Adding Mobiles to your castle. (O) Adding Objects to your castle. castleentrance castleroom castleconnect castledisconnect castleinfo rset castlemobiles castleobjects
Any state
This system allows the player to select and join in on a group of players.
Syntax: channel [<channel number>]
This system allows the player to select and join in on a group of players. It broadcasts to all players in the game that have the same channel number selected. All language limitations apply. CHANNEL without a number lists all the player's channel numbers. CHANNEL with a number selects your channel. Channels work though the TALK command. Channel number 0 turns off the feature. Channel numbers range from 1 to 32. PLayers must be granted or declined access to a channel with existing players. (A) Info about the TALK command. (B) Information on GRANT. (C) Information on DECLINE. talk grant decline groupcommo
Any state
The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes.
Syntax: class <name>
Syntax: skills [all] [<class>]
Syntax: multiclass [all] [<name>] [<number range>] [god] [enemy]
The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes. Changing classes is only allowed when your level has reach a multiple of 10 (ex. 20,40,50...). When your level shows a multiple of 10, the CLASS command becomes active. You may only switch once per level, and then you may only switch into a class you have not switched into before. You cannot return to an old class. Your experience will be set to your actual level, but your skills will be at level zero for the class you switched into (ex. Level 20 thief switches to magic-user, and exp is the same as 20th level magic-user, while spell list is that of zero level magic-user). Most classes do not allow you to practice anything at this initial level. Half of your previous practices are transferred to your new class. Each race has 5 classes that they may become, of the 7 total classes. CLASS without an option will list available classes. CLASS followed by a 3 letter class name will switch classes. SKILLS command lists the skills of your current class. SKILLS <class> list the skills of the class you select. SKILLS ALL lists all skills of all classes. MULTICLASS the command lists all the players classes, with options the same as the WHO command: <all> <range> <name> or <god> <enemy>. See also COMMANDS, SOCIALS, PRACTICE, LEVEL.
Any state
Commands that deal with the vt102 support of the MERC interface.
Syntax: vt102 <on,off,##,bold,nobold,fast,slow>
Syntax: refresh
Syntax: clock <##,civ,mil>
Commands that deal with the vt102 support of the MERC interface. Using these commands without an argument with give detailed help. VT102 with no options will display help and current settings. VT102 followed by 'on' will start the support mode. VT102 followed by 'off' will turn off the support mode. VT102 <number> will set the rows. Ranges from 10-100 lines. Default is 24. VT102 support will display the main stats used, in real time, during play. The FX at the top of the screen lists the first 2 letters of your affects. There is also a clock in the right hand side of the display that works off of 24 time. The inclusion of the TACTICAL system has removed the option for top/bottom. The Tactical system may be modified by slow/fast. This is for terminals that are not fully vt102 compliant. Use slow, if garbage crops up during some updates to the screen information. REFRESH will fix the vt102 support if at any time it gets garbled. CLOCK will set your clock to your particular time zone. CLOCK with no options will give more help on how to use the command. It is suggested that all players use vt102 support, where possible. If you receive garbage, or have vertical problems, the rows may be set wrong, as this is a very common problem. The second best guess is that your HOOK settings are wrong. You may also turn of the tactical mode and use prompts by CONFIG -TACT. See also ALIAS, CONFIG, 'REFRESH SPELL', HOOK.
Any state
Any state
AREAS shows you all the areas in the game, with the author's name and the suggested levels.
Syntax: areas [<name>]
Syntax: commands
Syntax: socials
AREAS shows you all the areas in the game, with the author's name and the suggested levels. The levels shown are not exact, so regard with caution. Including an area name will give some statistics of the area in question. A identifiable amount of characters must be made, along with any extra words like 'the'. Example: 'AREAS THE SUN' would give stats on the area 'The Sun Dome'. COMMANDS shows you all the (non-social) commands available to you. SOCIALS shows you all the social commands available to you. See also SKILLS, PRACTICE, SCORE.
Resting
COMPARE compares two objects in your inventory.
Syntax: compare <object-1> <object-2>
Syntax: compare <object>
COMPARE compares two objects in your inventory. If both objects are weapons, it will report the one with the better average damage. If both objects are armor, it will report the one with the better armor class. COMPARE with one argument compares an object in your inventory to the object you are currently wearing or wielding of the same type. COMPARE doesn't consider any special modifiers of the objects. See also INVENTORY, GET.
Resting
CONSIDER tells you what your chances are of killing a character.
Syntax: consider <character>
CONSIDER tells you what your chances are of killing a character. Of course, it's only a rough estimate. See also DAMAGE, LEVEL, EXPERIENCE, KILL.
Any state
These commands list some of the modifications that the statistics do to a character's other stats.
Syntax: STRENGTH Syntax: WISDOM
Syntax: DEXTERITY Syntax: INTELLIGENCE
Syntax: CONSTITUTION
These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. See also STATS.
Any state
This command shows the list of the original Diku Mud implementors.
Syntax: credits
This command shows the list of the original Diku Mud implementors. See also DIKE, MERC, WIZLIST, NEWS.
Any state
These commands list some of the modifications that the statistics do to a character's other stats.
Syntax: STRENGTH Syntax: WISDOM
Syntax: DEXTERITY Syntax: INTELLIGENCE
Syntax: CONSTITUTION
These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. See also STATS.
Any state
Resting
LOOK looks at something and sees what you can see.
Syntax: look
Syntax: look <object>
Syntax: look <character>
Syntax: look <direction>
Syntax: look <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>
LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. See also INVENTORY, EQUIPMENT, SCORE, GET.
Resting
Tells you the visible exits of the room you are in.
Syntax: exits
Tells you the visible exits of the room you are in. Not all exits are visible. You can use the 'bump' technique to find hidden exits. (Try to walk in a certain direction and see what you bump into). See also LOOK, OPEN, UNLOCK, PICK, CONFIG.
Any state
Finger is a method of summarizing the stats of other players in the game.
Syntax: FINGER <player name>
Finger is a method of summarizing the stats of other players in the game. Finger can be used on any character in the game, or any character that has played before. The player need not be in the game to be fingered.
Resting
FOLLOW starts you following another character.
Syntax: follow <character>
Syntax: group
Syntax: group <character>
FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. After grouping you may have the leader follow another party member to have essentially 2 leaders. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group, that you can see. You may FOLLOW and GROUP only with characters who are within a few levels of your own. (Greater than 3/4 your level -2 and less than 5/4 your level +2) You may use GROUP ALL to group all players that are currently following you. You may use GROUP DISBAND to ungroup all players that are currently grouped with you. There is a small side effect of groups. When a party attacks a creature, only those in the group may later attack it, if everyone flees, until the creature heals completely. This means that no one may sneak in a kill your target. Also, any change to the group formation will negate the ability to attack any of these creatures, until they heal. See also LEVEL, SCORE, REPORT, GTELL, LANGUAGE, SPLIT, GROUPCHART.
Any state
The GREP command, similar to the unix command, searches through the scroll back buffer and locates lines that contains the <word>.
Syntax: grep <word>
Syntax: ? <word>
The GREP command, similar to the unix command, searches through the scroll back buffer and locates lines that contains the <word>. The system is case independent, and finds the last 10 cases. The '?' command may be used in replace of the word 'GREP'. This is very useful in showing things like the recent conversation you have had with another player, and can be found by using the players name for the word search.
Sleeping
FOLLOW starts you following another character.
Syntax: follow <character>
Syntax: group
Syntax: group <character>
FOLLOW starts you following another character. To stop following anyone else, just FOLLOW <yourself>. GROUP <character> makes someone who is following you a member of your group. Group members share experience points from kills and may use the GTELL and SPLIT commands. If anyone in your group is attacked, you will automatically join the fight. After grouping you may have the leader follow another party member to have essentially 2 leaders. If the <character> is already a member of your group, then GROUP will kick out the <character> from your group. Characters can also leave your group by using a FOLLOW command to stop following you. GROUP with no argument shows statistics for each character in your group, that you can see. You may FOLLOW and GROUP only with characters who are within a few levels of your own. (Greater than 3/4 your level -2 and less than 5/4 your level +2) You may use GROUP ALL to group all players that are currently following you. You may use GROUP DISBAND to ungroup all players that are currently grouped with you. There is a small side effect of groups. When a party attacks a creature, only those in the group may later attack it, if everyone flees, until the creature heals completely. This means that no one may sneak in a kill your target. Also, any change to the group formation will negate the ability to attack any of these creatures, until they heal. See also LEVEL, SCORE, REPORT, GTELL, LANGUAGE, SPLIT, GROUPCHART.
Any state
HELP without any arguments shows a one-page command summary.
Syntax: help
Syntax: help <keyword>
HELP without any arguments shows a one-page command summary. HELP <keyword> shows a page of help on that keyword. The keywords include all the commands, spells, and skills listed in the game.
Any state
The history commands gives everyone in the room a record of who you have killed, and who has killed you.
Syntax: history
The history commands gives everyone in the room a record of who you have killed, and who has killed you. This is just an interesting command, and has no real impact on the game. See also: KILLER, CORPSE, DEATH, DAMAGE.
Any state
Any state
Resting
This spell reveals information about the object.
Syntax: cast identify <object>
This spell reveals information about the object. (For the shop command "IDENTIFY", see BUY)
Any state
These commands list some of the modifications that the statistics do to a character's other stats.
Syntax: STRENGTH Syntax: WISDOM
Syntax: DEXTERITY Syntax: INTELLIGENCE
Syntax: CONSTITUTION
These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. See also STATS.
Any state
Any state
Your character advances in power by gaining experience.
Your character advances in power by gaining experience. The experience required to gain a level will vary from class to class. You gain experience by: being part of a group that kills a monster - level of monster You lose experience by: fleeing from combat - based on level recalling out of combat - based on level being the target of certain spells dying - returns to 1 over required for current level The experience you get from a kill depends on several things: how many players are in your group; your level versus the level of the monster; your alignment versus the monster's alignment; how many of this monster have been killed lately; and some random variation. A monster that is 30 levels above your level regardless if you are in a group will double the amount of experience gained, while a monster 20 levels below you will halve the experience gained. The LEVEL command will show your current experience in relation to other levels of characters in your class. See also FLEE, RECALL, DEATH, DAMAGE, WIMPY, KILLER, THIEF, CORPSE, HISTORY.
Any state
LOG <character> causes all of a character's commands to be logged into the server's log file.
Syntax: log <character>
Syntax: log all
Syntax: snoop <character>
LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. Or, SNOOP BOB to cancel only your snoop of Bob and leave other snoops snooping.
Resting
LOOK looks at something and sees what you can see.
Syntax: look
Syntax: look <object>
Syntax: look <character>
Syntax: look <direction>
Syntax: look <keyword>
Syntax: look in <container>
Syntax: look in <corpse>
Syntax: examine <container>
Syntax: examine <corpse>
LOOK looks at something and sees what you can see. EXAMINE is short for 'LOOK container' followed by 'LOOK IN container'. See also INVENTORY, EQUIPMENT, SCORE, GET.
Any state
Mana is the unit of power that a spell caster uses when spells are cast.
Syntax: mana <spell>
Mana is the unit of power that a spell caster uses when spells are cast. Mana will decrease with casting, and go up over a period of time. Some spells or items may increase a spell caster's mana. Mana goes up every level for a spell caster based on wisdom and intelligence. Mana usage on each spell decreases based on the level, and the wisdom of the spell caster. When a spell fails the mana usage is half of normal usage. If the spell is successful, but the target of an offensive spell 'saves' then the mana is not divided by 2. MANA, the command, will show you how much mana you will use on a spell that you can cast. This value will be different for most players, even on the same spell. See also CAST, RCAST, MASS, STATS.
Any state
Mortal Realms has several maps for the player to familiarize themselves with.
Mortal Realms has several maps for the player to familiarize themselves with. Each map is given as is, with the assumption that not all the details are filled in. There are two maps of the City of Chakkor. There is also a map of the directions to some of the areas in the game. These are the following maps: HELP MAP - This help file. HELP MAPN - Map of Northern Chakkor. HELP MAPS - Map of Southern Chakkor. HELP MAPB - Complete map of Chakkor for large screens. HELP MAPA - Map of the Arena. When an '*' is displayed next the name of a shop or location, then it means that that location is up or down from the spot that it is shown at.
Any state
MEMORY reports the size of your mud.
Syntax: memory
MEMORY reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks.
Any state
Any state
Any state
MSTAT shows you statistics on a character.
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat
MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object.
Any state
The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes.
Syntax: class <name>
Syntax: skills [all] [<class>]
Syntax: multiclass [all] [<name>] [<number range>] [god] [enemy]
The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes. Changing classes is only allowed when your level has reach a multiple of 10 (ex. 20,40,50...). When your level shows a multiple of 10, the CLASS command becomes active. You may only switch once per level, and then you may only switch into a class you have not switched into before. You cannot return to an old class. Your experience will be set to your actual level, but your skills will be at level zero for the class you switched into (ex. Level 20 thief switches to magic-user, and exp is the same as 20th level magic-user, while spell list is that of zero level magic-user). Most classes do not allow you to practice anything at this initial level. Half of your previous practices are transferred to your new class. Each race has 5 classes that they may become, of the 7 total classes. CLASS without an option will list available classes. CLASS followed by a 3 letter class name will switch classes. SKILLS command lists the skills of your current class. SKILLS <class> list the skills of the class you select. SKILLS ALL lists all skills of all classes. MULTICLASS the command lists all the players classes, with options the same as the WHO command: <all> <range> <name> or <god> <enemy>. See also COMMANDS, SOCIALS, PRACTICE, LEVEL.
Any state
MWHERE shows you the locations of all mobiles with a particular name.
Syntax: mwhere <name>
MWHERE shows you the locations of all mobiles with a particular name.
Any state
MSTAT shows you statistics on a character.
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat
MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object.
Any state
The port command was developed to utilize a small feature of the Internet that allows small packets to transfer quickly, and large packets to transfer after a significant lag.
Syntax: port [<block size>]
The port command was developed to utilize a small feature of the Internet that allows small packets to transfer quickly, and large packets to transfer after a significant lag. The port command breaks the text sent to the player into blocks that are user definable (default 2000). To minimize lag, reduce this number until lag eases up, but increase it if response time is too slow. This system has an optimum value, and lower values work best for longer distance from the server. Higher values for close distances to the server. There is no 'general' or optimal setting. The user will have to try several values within the range. This system is known to cause VT102 and ANSI systems to lose track of cursor placement. To solve this, use the maximum block size. The range of block size is: 16 to 2000
Sleeping
PRACTICE without an argument tells you your current ability level in all the skills and spells available to you.
Syntax: PRACTICE
Syntax: PRACTICE <skill|spell>
PRACTICE without an argument tells you your current ability level in all the skills and spells available to you. You can check this anywhere. PRACTICE with an argument practice that skill or spell. Your learning percentage varies from 0% (unlearned) to a some maximum between 80% and 100%, depending on your class. You must be at a guild master to practice. The higher your intelligence, the more you will learn at each practice session. The higher your wisdom, the more practice sessions you will have each time you gain a level. Unused sessions are saved until you do use them. You may practice skills/spells from other guilds that you were a previous member of at your current class guild for a penalty of costing 3 practices. Practice sessions cost a small amount of gold per practice, which goes up as the character advances in levels. See also LEVEL, EXPERIENCE, SCORE, TRAIN, Guild Names.
Any state
PURGE is used to clean up the world.
Syntax: purge [area]
Syntax: purge <character>
PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. PURGE AREA will remove EVERYTHING in an entire area.
Any state
Commands that deal with the vt102 support of the MERC interface.
Syntax: vt102 <on,off,##,bold,nobold,fast,slow>
Syntax: refresh
Syntax: clock <##,civ,mil>
Commands that deal with the vt102 support of the MERC interface. Using these commands without an argument with give detailed help. VT102 with no options will display help and current settings. VT102 followed by 'on' will start the support mode. VT102 followed by 'off' will turn off the support mode. VT102 <number> will set the rows. Ranges from 10-100 lines. Default is 24. VT102 support will display the main stats used, in real time, during play. The FX at the top of the screen lists the first 2 letters of your affects. There is also a clock in the right hand side of the display that works off of 24 time. The inclusion of the TACTICAL system has removed the option for top/bottom. The Tactical system may be modified by slow/fast. This is for terminals that are not fully vt102 compliant. Use slow, if garbage crops up during some updates to the screen information. REFRESH will fix the vt102 support if at any time it gets garbled. CLOCK will set your clock to your particular time zone. CLOCK with no options will give more help on how to use the command. It is suggested that all players use vt102 support, where possible. If you receive garbage, or have vertical problems, the rows may be set wrong, as this is a very common problem. The second best guess is that your HOOK settings are wrong. You may also turn of the tactical mode and use prompts by CONFIG -TACT. See also ALIAS, CONFIG, 'REFRESH SPELL', HOOK.
Any state
This command shows clan leaders how much money they are going to have to pay as rent for their clanhall.
Syntax: Rent
This command shows clan leaders how much money they are going to have to pay as rent for their clanhall.
Any state
REPORT shows your current statistics to you and also announces them to other players in the room.
Syntax: report
Syntax: score
Syntax: time
Syntax: weather
Syntax: status
REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. This screen may vary from system to system. STATUS is a simplified form of SCORE. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. See also ALIAS, VT102, REFRESH, SPEAK, SPEED, CONFIG, AFFECTS.
Any state
The request command temporarily changes game modes for the current session.
The request command temporarily changes game modes for the current session. REQUEST V- Temporarily turns off VT102 mode. REQUEST V+ Turns VT102 back on after being temporarily disabled. REQUEST P+ Temporarily turns on the Packet system. REQUEST P- Turns off the Packet system. REQUEST L- Temporarily turns off all prompt text. This could be useful for client programs that use the Raw Data system. Therefore the user may then change to a normal VT102 terminal, and not have to switch modes.
Resting
These commands enforce a bet between two players in the Arena.
Syntax: BET <who> <how much>
Syntax: ACCEPT <who>
Syntax: RESIGN
These commands enforce a bet between two players in the Arena. The only way out of a bet once accepted, is to leave the Arena, quit the game, or die. Regards, the only way out of the bet is to lose. Betting yourself before someone accepts will cancel the bet. You may bet as many times as you like, with anyone in the Arena, until someone accepts a bet. Then you must go try to kill them, or otherwise get them to leave the arena. BET without any arguments gives a list of all bets currently offered, and accepted. It will also show whether the participants are actually fighting each other. RESIGN will immediately cause you to give up your bet.
Any state
MSTAT shows you statistics on a character.
Syntax: mstat <character>
Syntax: ostat <object>
Syntax: rstat <location>
Syntax: rstat
MSTAT shows you statistics on a character. OSTAT shows you statistics on an object. RSTAT shows you statistics on a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object.
Any state
This command saves the area normally converting all field numbers to the flag text.
Syntax: savearea [n] [forreal]
This command saves the area normally converting all field numbers to the flag text. Using the 'n' argument will save the fields in number format. The file is also normally saved with a '.are.bak' so it does not write over the loading file. The use of the 'forreal' option will overwrite the current '.are' file.
Resting
SCAN lets you look each of the directions in <dirlist> order (neswud is default order).
Syntax: scan [<dirlist>]
SCAN lets you look each of the directions in <dirlist> order (neswud is default order). EXAMPLE: scan wens lets you look west then east then north then south, letting you see what you can in those directions.
Any state
REPORT shows your current statistics to you and also announces them to other players in the room.
Syntax: report
Syntax: score
Syntax: time
Syntax: weather
Syntax: status
REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. This screen may vary from system to system. STATUS is a simplified form of SCORE. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. See also ALIAS, VT102, REFRESH, SPEAK, SPEED, CONFIG, AFFECTS.
Any state
Resting
Shadow allows you to follow a creature or character from one room behind.
Syntax: shadow <dir> <name>
Shadow allows you to follow a creature or character from one room behind. Every time the creature you are shadowing moves, you move into the room that it was just in. You will follow at this distance until you move independently or the creature you are shadowing is killed, quits, or recalls. EXAMPLE: > shadow n cityguard will cause you to shadow the cityguard that is currently one room to the north of you. See also FOLLOW, SPY, STEALTH, SNEAK, HIDE.
Any state
The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes.
Syntax: class <name>
Syntax: skills [all] [<class>]
Syntax: multiclass [all] [<name>] [<number range>] [god] [enemy]
The multiclass system of Mortal Realms allows characters to advance, in a limited fashion in each of the classes. Changing classes is only allowed when your level has reach a multiple of 10 (ex. 20,40,50...). When your level shows a multiple of 10, the CLASS command becomes active. You may only switch once per level, and then you may only switch into a class you have not switched into before. You cannot return to an old class. Your experience will be set to your actual level, but your skills will be at level zero for the class you switched into (ex. Level 20 thief switches to magic-user, and exp is the same as 20th level magic-user, while spell list is that of zero level magic-user). Most classes do not allow you to practice anything at this initial level. Half of your previous practices are transferred to your new class. Each race has 5 classes that they may become, of the 7 total classes. CLASS without an option will list available classes. CLASS followed by a 3 letter class name will switch classes. SKILLS command lists the skills of your current class. SKILLS <class> list the skills of the class you select. SKILLS ALL lists all skills of all classes. MULTICLASS the command lists all the players classes, with options the same as the WHO command: <all> <range> <name> or <god> <enemy>. See also COMMANDS, SOCIALS, PRACTICE, LEVEL.
Any state
SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell.
Syntax: slookup <skill-or-spell>
Syntax: slookup all
SLOOKUP shows you the internal 'sn' and external 'slot' for the given skill or spell. The 'sn' is used for OSET and OSTAT. The 'slot' is used for area files. Neither 'sn' nor 'slot' is used for player files; these operate with the actual skill and spell names. SLOOKUP ALL shows this information for all skills and spells.
Any state
LOG <character> causes all of a character's commands to be logged into the server's log file.
Syntax: log <character>
Syntax: log all
Syntax: snoop <character>
LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a permanent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. Or, SNOOP BOB to cancel only your snoop of Bob and leave other snoops snooping.
Any state
Spam is a command that turns off certain aspects of combat messages.
Syntax: SPAM [< option letter >]
Spam is a command that turns off certain aspects of combat messages. It allows those with slow links to have a more timely combat, or just to filter out undesired combat messages. SPAM by itself shows a list of the current settings. It is suggested that the player try a few of these settings before deciding on any one setup. The default setting is everything on except the status list. The status list shows an extra line after each combat round as to the condition of each of the players in the current player's party. The data shown is current and maximum hitpoints. This may be used by itself as an extra piece of data with everything else on. Or a summary when some of the other statements are turned off. Spam used in conjunction with CONFIG can shortened overly long combat rounds significantly.
Any state
The SPEAK command changes the player's current language that they are speaking in.
Syntax: speak <race>
The SPEAK command changes the player's current language that they are speaking in. Only the known languages of the player may be switched to. See also LANGUAGE, COMMUNICATION.
Any state
This command changes the rate at which you move.
Syntax: speed <walk, normal, jog, run>
This command changes the rate at which you move. Different rates also modify how much movement points you lose per move. walk - 1 mv lost per move normal - normal mv lost per move jog - 1.5 times normal mv lost run - 2 times normal mv lost Group leaders define how fast the group moves, and changes their rates accordingly. It is possible to run past aggressive creatures, but the faster you are moving and the fewer people decide whether a party gets caught by them. See also SCORE, NORTH, MOVEMENT.
Standing
This skill allows a player to "snoop" on what another player is doing.
Syntax: spy <player>
This skill allows a player to "snoop" on what another player is doing. The player being spied upon must be within a distance of one room away. You will receive information about the characters, in a format similar to what you would get if you saw them type score. See SHADOW, STEALTH, HIDE, SNEAK, STOP.
Any state
Any state
These commands list some of the modifications that the statistics do to a character's other stats.
Syntax: STRENGTH Syntax: WISDOM
Syntax: DEXTERITY Syntax: INTELLIGENCE
Syntax: CONSTITUTION
These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. See also STATS.
Any state
REPORT shows your current statistics to you and also announces them to other players in the room.
Syntax: report
Syntax: score
Syntax: time
Syntax: weather
Syntax: status
REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. This screen may vary from system to system. STATUS is a simplified form of SCORE. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. See also ALIAS, VT102, REFRESH, SPEAK, SPEED, CONFIG, AFFECTS.
Resting
TRAIN increases one of your attributes.
Syntax: train <'str'|'int'|'wis'|'dex'|'con'|'move'|'mana'|'hp'|'prac'>
TRAIN increases one of your attributes. When you start the game, your character has standard attributes based on your class, and several initial practice sessions. You can increase your attributes by using these practice sessions at a trainer (there are several in town). It costs five practice to train an attribute, except that it costs only three practice to train your prime attribute. The best attributes to train first are WIS and CON. WIS gives you more practice when you gain a level. CON gives you more hit points. In the long run, your character will be most powerful if you train WIS and CON both to 18 before practicing or training anything else. Training Move, Mana, and Hp will increase those stats by a small amount. Training Prac will trade Hitpoints for practices. The costs for this is 5 hitpoints per train for one practice. After every 15 levels your maximum character stat goes up by 1. See also PRACTICE, LEVEL, EXPERIENCE, SCORE.
Any state
TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location.
Syntax: transfer <character>
Syntax: transfer all
Syntax: transfer <character> <location>
Syntax: transfer all <location>
TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location.
Any state
Use UNALIAS to remove old aliases.
Syntax: unalias <command>
Use UNALIAS to remove old aliases. Example: alias do tickle % & say Hi there % unalias do If you type UNALIAS ALL, it will remove all your aliases. See also VT102, ALIAS, INTERP.
Any state
Any state
Any state
Resting
REPORT shows your current statistics to you and also announces them to other players in the room.
Syntax: report
Syntax: score
Syntax: time
Syntax: weather
Syntax: status
REPORT shows your current statistics to you and also announces them to other players in the room. SCORE shows detailed statistics to you only. This screen may vary from system to system. STATUS is a simplified form of SCORE. TIME shows the game time, as well as the time the mud was last started, and the current local time for the host computer. WEATHER shows the current game weather. See also ALIAS, VT102, REFRESH, SPEAK, SPEED, CONFIG, AFFECTS.
Resting
WHERE without an argument tells you the location of visible players in the same area as you are.
Syntax: where
Syntax: where <character>
WHERE without an argument tells you the location of visible players in the same area as you are. It will tell you the area they are in, if they are not in your current area. The end argument shows who's group that person is in. The list will not show you players that you cannot see. The WHERE command also shows the last portion of the actual Internet address of the player. WHERE with an argument tells you the location of one character with that name within your area, including monsters. See also WHO, SHOUT.
Any state
WHO ALL shows all of the people currently playing.
Syntax: who Syntax: who race <race name>
Syntax: who <level-range> Syntax: who class <class name>
Syntax: who <name> Syntax: who clan <clan name>
Syntax: who all
Syntax: who god
Syntax: who enemy
Syntax: who target
WHO ALL shows all of the people currently playing. WHO without any arguments will list the people that you may follow or group. WHO lists the players total level, current class, race, and known languages. WHO always sorts out the list shown, for ease of reference. WHO details each character's class, race, level, languages, title, and the area that they are in. The WHO list also highlights the language the character is currently speaking. WHO GOD will list all the people that follow the god you follow. If you don't follow a god, then it lists those that do not follow a god. WHO ENEMY lists all of those that don't follow the same god as you. WHO TARGET shows all the people you are allowed to murder. With arguments, WHO can show players of certain levels or individuals by name. For example: who 10 lists all players of level 10 or above who 15 20 lists all players between level 15 and 20 who bilbo lists information about Bilbo who all lists all the people playing. See also WHERE, LANGUAGE, SPEAK, AREAS.
Any state
WIMPY sets your wimpy value.
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. However, this is not a guaranteed escape. Especially if you have been doing actions that involve delays, like kicks, castings, etc. The maximum value for wimpy is 1/2 of your hitpoints. WIMPY with no argument shows what your current wimpy value is. Some monsters are wimpy. See also DAMAGE, EXPERIENCE, LEVEL, FLEE, RECALL.
Any state
These commands list some of the modifications that the statistics do to a character's other stats.
Syntax: STRENGTH Syntax: WISDOM
Syntax: DEXTERITY Syntax: INTELLIGENCE
Syntax: CONSTITUTION
These commands list some of the modifications that the statistics do to a character's other stats. The lists are +/- 4 of your current stat. See also STATS.
Standing
Use these commands to walk in a particular direction.
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED.
Standing
Use these commands to walk in a particular direction.
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED.
Standing
Use these commands to walk in a particular direction.
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED.
Standing
Use these commands to walk in a particular direction.
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED.
Standing
Use these commands to walk in a particular direction.
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED.
Standing
Use these commands to walk in a particular direction.
Syntax: north
Syntax: south
Syntax: east
Syntax: west
Syntax: up
Syntax: down
Use these commands to walk in a particular direction. See also MOVEMENT, RANGED, LOOK, SPEED.
Fighting
BRANDISH brandishes a magical staff.
Syntax: brandish
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). 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. You must HOLD a wand or a staff before using BRANDISH or ZAP. 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. See also CAST, LEVEL.
Resting
BUY buys an object from a shop keeper.
Syntax: buy <object>
Syntax: list [wide]
Syntax: list <low level range> [<high level range>]
Syntax: list [all] <object>
Syntax: sell <object>
Syntax: value <object>
Syntax: identify <object>
BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. Using LIST ALL will show you all of the objects that the shopkeeper can sell to anyone (highlighted objects can be purchased by you). LIST ALL <object> will also work. LIST WIDE will give you a wide output. LIST with numbers will list items within a range of levels. LIST with one number will list a range from the level selected to the highest available. SELL sells an object to a shop keeper. IDENTIFY will let you, for a price, identify objects that the shopkeeper has. It will cost 5000 gold plus 2% of the price of the object being identified. VALUE asks the shop keeper how much he, she, or it will buy the item for. See also BARGAIN, STEAL, INVENTORY, EQUIPMENT, SCORE, EVALUATE.
Resting
OPEN and CLOSE open and close an object or a door.
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. See also NORTH, SPEED.
Standing
Resting
When you are thirsty, DRINK something.
Syntax: drink <object>
Syntax: eat <object>
Syntax: fill <object> [<source>]
When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. You may fill your containers at the fountains in the game. See also SLEEP, REST, TICK.
Resting
DROP drops an object, or some coins, on the ground.
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>
DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... See also EQUIPMENT, INVENTORY.
Fighting
When you are thirsty, DRINK something.
Syntax: drink <object>
Syntax: eat <object>
Syntax: fill <object> [<source>]
When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. You may fill your containers at the fountains in the game. See also SLEEP, REST, TICK.
Standing
Any state
EQUIPMENT lists your equipment (armor, weapons, and held items).
Syntax: equipment
Syntax: inventory
EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. See also SCORE, GET, CONFIG.
Resting
EVALUATE lets you compare an object you have with one being sold.
Syntax: evaluate <shop_object> [<inventory_object>]
EVALUATE lets you compare an object you have with one being sold. Examples: evaluate helmet will compare whatever you are wearing on your head with the first object that the shop sells with the name "helmet." evaluate 3.helmet crown will compare the first object with the name "crown" in your inventory with the third object named "helmet" which you can buy.
Resting
When you are thirsty, DRINK something.
Syntax: drink <object>
Syntax: eat <object>
Syntax: fill <object> [<source>]
When you are thirsty, DRINK something. When you are hungry, EAT something. FILL fills a drink container with water. You may fill your containers at the fountains in the game. See also SLEEP, REST, TICK.
Standing
Resting
This skill lets you take an object and alter it to make it look like something it isn't.
Syntax: forge <object name> <new short description>
This skill lets you take an object and alter it to make it look like something it isn't. A lot of the effect is based upon your shear strength of suggestion, so the object will eventually revert to its original appearance. If, for example, you wanted to make a dagger look like a broadsword you would type: > forge dagger A long, dark broadsword Then, you could do with the "broadsword" whatever you could normally do with the dagger, and everyone would see that you were doing it with a "broadsword."
Resting
DROP drops an object, or some coins, on the ground.
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>
DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... See also EQUIPMENT, INVENTORY.
Resting
DROP drops an object, or some coins, on the ground.
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>
DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... See also EQUIPMENT, INVENTORY.
Resting
Three of these commands will take an object from your inventory and start using it as equipment.
Syntax: hold <object>
Syntax: remove <object>
Syntax: remove all
Syntax: wear <object> [<location>]
Syntax: wear all
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, it is too heavy for you, or you are not experienced enough to use it properly. If a location is specified, wear will only try to wear the object at the specified location (i.e. hands, neck). WEAR ALL automatically picks the best equipment ( without magic affects ) to wear, regardless if you are already wearing something. REMOVE will take any object from your equipment and put it back into your inventory. REMOVE ALL puts all of your equipment in your inventory. See also INVENTORY, EQUIPMENT, SCORE, GET, COMPARE, DROP, PUT, GET, FILL.
Any state
EQUIPMENT lists your equipment (armor, weapons, and held items).
Syntax: equipment
Syntax: inventory
EQUIPMENT lists your equipment (armor, weapons, and held items). INVENTORY lists your inventory. See also SCORE, GET, CONFIG.
Resting
BUY buys an object from a shop keeper.
Syntax: buy <object>
Syntax: list [wide]
Syntax: list <low level range> [<high level range>]
Syntax: list [all] <object>
Syntax: sell <object>
Syntax: value <object>
Syntax: identify <object>
BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. Using LIST ALL will show you all of the objects that the shopkeeper can sell to anyone (highlighted objects can be purchased by you). LIST ALL <object> will also work. LIST WIDE will give you a wide output. LIST with numbers will list items within a range of levels. LIST with one number will list a range from the level selected to the highest available. SELL sells an object to a shop keeper. IDENTIFY will let you, for a price, identify objects that the shopkeeper has. It will cost 5000 gold plus 2% of the price of the object being identified. VALUE asks the shop keeper how much he, she, or it will buy the item for. See also BARGAIN, STEAL, INVENTORY, EQUIPMENT, SCORE, EVALUATE.
Resting
OPEN and CLOSE open and close an object or a door.
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. See also NORTH, SPEED.
Resting
OPEN and CLOSE open and close an object or a door.
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. See also NORTH, SPEED.
Resting
OPEN and CLOSE open and close an object or a door.
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. See also NORTH, SPEED.
Resting
If you wish to give an item to a player without them realizing you have done it, then, PLANT is the skill for you!
Syntax: plant <item> <player>
If you wish to give an item to a player without them realizing you have done it, then, PLANT is the skill for you! See also: STEAL
Resting
DROP drops an object, or some coins, on the ground.
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>
DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... See also EQUIPMENT, INVENTORY.
Fighting
BRANDISH brandishes a magical staff.
Syntax: brandish
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). 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. You must HOLD a wand or a staff before using BRANDISH or ZAP. 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. See also CAST, LEVEL.
Fighting
BRANDISH brandishes a magical staff.
Syntax: brandish
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). 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. You must HOLD a wand or a staff before using BRANDISH or ZAP. 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. See also CAST, LEVEL.
Resting
Three of these commands will take an object from your inventory and start using it as equipment.
Syntax: hold <object>
Syntax: remove <object>
Syntax: remove all
Syntax: wear <object> [<location>]
Syntax: wear all
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, it is too heavy for you, or you are not experienced enough to use it properly. If a location is specified, wear will only try to wear the object at the specified location (i.e. hands, neck). WEAR ALL automatically picks the best equipment ( without magic affects ) to wear, regardless if you are already wearing something. REMOVE will take any object from your equipment and put it back into your inventory. REMOVE ALL puts all of your equipment in your inventory. See also INVENTORY, EQUIPMENT, SCORE, GET, COMPARE, DROP, PUT, GET, FILL.
Standing
Resting
SACRIFICE offers an object to your God.
Syntax: sacrifice <object>
SACRIFICE offers an object to your God. God may reward you for the sacrifice. The nature of the reward depends upon the type of object. If you sacrifice something that is a container, such as a corpse, it's contents are deposited on the ground. Hint: God likes corpses. See also LOOK, GET, EXAMINE, CONFIG.
Resting
BUY buys an object from a shop keeper.
Syntax: buy <object>
Syntax: list [wide]
Syntax: list <low level range> [<high level range>]
Syntax: list [all] <object>
Syntax: sell <object>
Syntax: value <object>
Syntax: identify <object>
BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. Using LIST ALL will show you all of the objects that the shopkeeper can sell to anyone (highlighted objects can be purchased by you). LIST ALL <object> will also work. LIST WIDE will give you a wide output. LIST with numbers will list items within a range of levels. LIST with one number will list a range from the level selected to the highest available. SELL sells an object to a shop keeper. IDENTIFY will let you, for a price, identify objects that the shopkeeper has. It will cost 5000 gold plus 2% of the price of the object being identified. VALUE asks the shop keeper how much he, she, or it will buy the item for. See also BARGAIN, STEAL, INVENTORY, EQUIPMENT, SCORE, EVALUATE.
Resting
DROP drops an object, or some coins, on the ground.
Syntax: drop <object>
Syntax: drop <amount> coins
Syntax: get <object>
Syntax: get <object> <container>
Syntax: give <object> <character>
Syntax: give <amount> coins <character>
Syntax: put <object> <container>
DROP drops an object, or some coins, on the ground. GET gets an object, either lying on the ground, or from a container, or even from a corpse. TAKE is a synonym for get. GIVE gives an object, or some coins, to another character. PUT puts an object into a container. DROP, GET and PUT understand the object names 'ALL' for all objects and 'ALL.object' for all objects with the same name. To get the second of a particular item, type '2.item'. For the third, type '3.item', etc... See also EQUIPMENT, INVENTORY.
Resting
OPEN and CLOSE open and close an object or a door.
Syntax: open <object|direction>
Syntax: close <object|direction>
Syntax: lock <object|direction>
Syntax: unlock <object|direction>
Syntax: pick <object|direction>
OPEN and CLOSE open and close an object or a door. LOCK and UNLOCK lock and unlock a closed object or door. You must have the requisite key to LOCK or UNLOCK. The required key can be in your inventory or in an open container in your inventory. PICK can open a lock without having the key. In order to PICK successfully, you must practice the appropriate skill. See also NORTH, SPEED.
Resting
BUY buys an object from a shop keeper.
Syntax: buy <object>
Syntax: list [wide]
Syntax: list <low level range> [<high level range>]
Syntax: list [all] <object>
Syntax: sell <object>
Syntax: value <object>
Syntax: identify <object>
BUY buys an object from a shop keeper. LIST lists the objects the shop keeper will sell you. LIST <object> lists just the objects with that name. Using LIST ALL will show you all of the objects that the shopkeeper can sell to anyone (highlighted objects can be purchased by you). LIST ALL <object> will also work. LIST WIDE will give you a wide output. LIST with numbers will list items within a range of levels. LIST with one number will list a range from the level selected to the highest available. SELL sells an object to a shop keeper. IDENTIFY will let you, for a price, identify objects that the shopkeeper has. It will cost 5000 gold plus 2% of the price of the object being identified. VALUE asks the shop keeper how much he, she, or it will buy the item for. See also BARGAIN, STEAL, INVENTORY, EQUIPMENT, SCORE, EVALUATE.
Resting
Three of these commands will take an object from your inventory and start using it as equipment.
Syntax: hold <object>
Syntax: remove <object>
Syntax: remove all
Syntax: wear <object> [<location>]
Syntax: wear all
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, it is too heavy for you, or you are not experienced enough to use it properly. If a location is specified, wear will only try to wear the object at the specified location (i.e. hands, neck). WEAR ALL automatically picks the best equipment ( without magic affects ) to wear, regardless if you are already wearing something. REMOVE will take any object from your equipment and put it back into your inventory. REMOVE ALL puts all of your equipment in your inventory. See also INVENTORY, EQUIPMENT, SCORE, GET, COMPARE, DROP, PUT, GET, FILL.
Resting
Three of these commands will take an object from your inventory and start using it as equipment.
Syntax: hold <object>
Syntax: remove <object>
Syntax: remove all
Syntax: wear <object> [<location>]
Syntax: wear all
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, it is too heavy for you, or you are not experienced enough to use it properly. If a location is specified, wear will only try to wear the object at the specified location (i.e. hands, neck). WEAR ALL automatically picks the best equipment ( without magic affects ) to wear, regardless if you are already wearing something. REMOVE will take any object from your equipment and put it back into your inventory. REMOVE ALL puts all of your equipment in your inventory. See also INVENTORY, EQUIPMENT, SCORE, GET, COMPARE, DROP, PUT, GET, FILL.
Standing
BRANDISH brandishes a magical staff.
Syntax: brandish
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). 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. You must HOLD a wand or a staff before using BRANDISH or ZAP. 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. See also CAST, LEVEL.