Help Files

Table of Contents (896 entries)

! : ^ ABSORB_DISEASE ABSORB_MANA AC ACCOUNTS ACID_SPLASH ADMIN_CLAN_COMMAND ADRENALINE_CONTROL ADRENALIZE ADRILANKHA AERIAL_SERVANT AFFLICTION AFK AGE_REVERSAL AGGREVATE_GOOD AGING AID AKHEVA ALACRITY ALIASES ALIGNMENT ALL_SEEING_EYE ALLURE_OF_DEATH ANGEL ANGUISH_OF_THE_DEAD ANIMATE_DEAD ANTIPALADIN ARCANE_TOME AREA_LEVELS AREAS AREAS_IN_NEED ARINORN ARMOR ARMOR_OF_UNDEATH ARMS_OF_MORPHEUS ARTHURS_GIFT ASK ASSEMBLE ASSIST ATTACK_BONUS_ONE ATTACK_BONUS_THREE ATTACK_BONUS_TWO ATTACKS ATTRIBUTES AUCTION AUGMENTATION_OF_DEATH AUGMENTATION_ONE AUGMENTATION_THREE AUGMENTATION_TWO AURA_SIGHT AUTOCOND AUTOEXIT AUTOLEVEL AVASCULATE AVATAR AWE BACKSTAB BALANCE BALLISTIC_ATTACK BANISH_SHADOW BANISHMENT BANK BANSHEE_AURA BAREHAND_ATTACK BASH BASH_BOOST BASH_FORCE BASH_MAGNIFY BATTLE_CRY BAZAAR BELLOW_OF_THE_DEAD BENEDICTION BERSERK BILE_SPEW BIOFEEDBACK BLACKFLAME BLADE_OF_PAIN BLESS BLESSED_CHANCE BLESSED_WARMTH BLINDNESS BLIZZARD_BLAST BLOCK BLOOD_BURST BLOOD_RITE BLOOD_WEAPON BLOODSTORM BLUFF BOARDS BODY_CONTROL BOIL_BLOOD BONE_WALK BRAINBONK BRAVERY BRAZIL BREATH_OF_DARKNESS BREW BRIEF BUG BUILD BURNING_HANDS BURROWING_BONY_DIGITS BURY BUY CALL_LIGHTNING CALL_OF_THE_HOLY CALL_TO_ARMS CALM CANCEL CANNIBALIZE CAST CAUSE_CRITIC CAUSE_SERIOUS CAVORTING_BONES CELL_ADJUSTMENT CHAMELEON_POWER CHANGES CHANNEL CHANNELS CHAOS CHARISMA CHARM_PERSON CHAT CHECK CHILL_TOUCH CHILLING_EMBRACE CHIVALRY CIRCLE CIRCLEMUD CLAN_COMMAND CLAN_RECALL CLAN_ROOMS CLANS CLASSES CLAW CLEAN CLEAR CLEAR_MIND CLERIC CLOSE CLS COLOR COLOR_CODES COLOR_SPRAY COLOUR COMBAT_MIND COMBINE COMMANDS COMMENT COMPACT COMPLETE_HEALING CONCEAL_ALIGNMENT CONDEMNED CONE_OF_COLD CONE_OF_SILENCE CONFUSION CONJURE_AIR_ELEMENTAL CONJURE_EARTH_ELEMENTAL CONJURE_ELEMENTAL CONJURE_FIRE_ELEMENTAL CONJURE_WATER_ELEMENTAL CONSIDER CONSTITUTION CONTROL_WEATHER CONVOKE_SHADOW COPY CRAFT CREATE_FOOD CREATE_LIGHT CREATE_SPRING CREATE_WATER CREDITS CRIMSON CRITICAL_HIT CRUSADER CRUSADERS_MIGHT_ONE CRUSADERS_MIGHT_THREE CRUSADERS_MIGHT_TWO CRY_OF_THE_DEAD CRYOGENIC CSAY CURE_BLIND CURE_CRITIC CURE_LIGHT CURE_POISON CURE_WOUNDS CURSE DAM_ENHANCE DAMAGE_DICE DAMAGE_ENHANCE DAMAGE_MESSAGES DAMROLL DANGER_SENSE DARK_FLAMES DARK_FURY DARK_KNIGHT DARK_STRENGTH DARK_VIGOR DARKEST_CALL DARKKNIGHT DATE DC DEATH_BLADE DEATH_FIELD DEATH_FOG DEATH_PACT DEATH_TRAP DEATHS_DIRECTION DEBILITATING_PAIN DECAYING_ENTRAILS DELAY DEMENTIA DEMILICH DEPOSIT DETATCH DETECT_ALIGNMENT DETECT_INVISIBILITY DETECT_MAGIC DETECT_NOISE DETECT_POISON DETONATE DEXTERITY DEXTERITYSPELL DIAGNOSE DIG DISARM_TRAP DISASSEMBLE DISINTEGRATE DISMEMBER DISMISS_SUMMONED DISPEL_EVIL DISPEL_GOOD DISPEL_MAGIC DISPEL_SANC DISPLACEMENT DISPLAY DIVINE_DARKNESS DIVINE_FAVOR DIVINE_PURPOSE DIVINE_REFRESH DIVINE_STRENGTH DIVINE_VIGOR DIZZYING_WIND DODGE DOMINATION DONATE DOOMWAIL DOUBLE_PAIN DOUBLEBARREL_BACKSTAB DOUBLESTRIKE DOWN DRACOLICH DRAGON_SLAYER DRIFTING_DEATH DRINK DROP DT DUST_DEVIL DWARF EAGLE_CLAW EARTHEN_GRASP EARTHQUAKE EAST EAT ECHO ECLIPSE ECTOPLASMIC_FORM ECTOPLASMIC_KEY EDGE_OF_HATRED ELF EMAIL EMERGENCY EMOTE ENCHANT_ARMOR ENCHANT_WEAPON ENCOURAGEMENT ENDURANCE ENDURE_MAGIC ENERGY_DRAIN ENHANCE_DAMAGE ENHANCE_POWER ENHANCED_STRENGTH ENSORCELLMENT ENSTILL ENTER EQUIPMENT ESSENCEBURN EVIL_TOUCH EXAMINE EXCHANGE EXITS EXPANDING_MIND EXPEND EXPERIENCE EYE_GOUGE EYEPOKE FAERIE_FIRE FAERIE_FOG FAQ FEIGN_DEATH FERRY FESTERING_TUMORS FILL FIND_TRAP FIRE FIRE_DAGGER FIRE_FALL FIRE_FOUNTAIN FIRE_STORM FIREBALL FIREBLAST FIREFLY FISSION_BOMB FLAGS FLAME_BLADE FLAME_OF_DARKNESS FLAMESTRIKE FLEE FLESH_ARMOR FLESH_GOLEM FLOAT FLUSH FLY FOLLOW FORBIDDANCE FORCE FORCE_OF_NATURE FORGE FORGET FORTITUDE FORTRESS_OF_HATE FORUMS FREEDOM FRENCH FRENZIED_STRENGTH FRENZY FROST_STRIKE FROZEN FUNERAL_PYRE FURIOUS_DEFENSE FUROR GAIN GALLANTRY GAMBLERS_RUIN GARGAMEL GATE_ONE GATE_THREE GATE_TWO GECHO GET GHOSTDWEOMER GIFT_OF_ESSENCE GIFT_OF_FORCE GIFT_OF_MAGIC GIVE GOLD GOLEM GOSSIP GRAB GRANTS GRATS GRIM_FEAST GROIN GROUP GROUP_ARMOR GROUP_HEAL GROUP_INFRAVISION GROUP_INVISIBILITY GROUP_RECALL GROUP_SUMMON GROUP_VIGOR GSAY GTELL GUESTS GUILDS GUT HAGGLE HAMMER_OF_WRATH HAND_OF_JUSTICE HARM HARM_EVIL HARM_GOOD HARMONY HASTE HAUNTING_CORPSE HAYATE HEAL HEAL_THE_DEAD HEALERS_PRAYER HEAT_BLOOD HELP HELPING_HAND HERO HEROIC_BOND HEROIC_SCREAM HIDE HINTS HIT HIT_POINTS HITROLL HOAX HOLD HOLLER HOLY_ARMOR HOLY_AURA HOLY_BLESSING HOLY_DISSIPATION HOLY_EVIL_AWAY HOLY_HELPER HOLY_RETURN HOLY_SENSE HOLY_SIGHT HOLY_STRENGTH HOMETOWNS HORRID_WILTING HOUSE_GUESTS HOUSES HP_REGEN HURL ICE_STORM IDEA IDENTIFY IDENTIFY_WEAKNESS IMMLIST IMMORTALITY IMOTD IMPLEMENTOR INFORMATION INFORMATION_SPELL INFRAVISION INNS INSET INSPIRE INSTRUMENT_OF_NIFE INSULT INTELLIGENCE INTENSIFY_SUMMONING INVENTORY INVISIBILITY INVISIBLE_TO_LIVING IRONFIST JOBS JOIN JUNK KICK KILL KISS KNIGHT KNIGHTS_PROTECTION KNIGHTS_PROTECTION_ONE KNIGHTS_PROTECTION_THREE KNIGHTS_PROTECTION_TWO KNOW_LOCATION KNOWHISTORY KNOWN_ISSUES LAND LASER_TAG_ARENA LEAVE LEECH_FIELD LEERING_CORPSE LEND_HEALTH LESSEN_POISON LEVELS LEVITATION LIANA LIBRARY LICH LIFE_DETECTION LIFE_DRAINING LIFEBLOOD LIGHTNING_BOLT LINK LIST LISTEN LLOYDS_BEACON LOAD LOCATE_OBJECT LOCATE_TRAPS LOCK LOCKERS LOOK MAGIC_AURA MAGIC_MISSILE MAGICAL_BURST MAGICAL_ILLUSION MAGICAL_IMPOTENCE MAGPOINTS MAIDENS_BLESSING MAIL MAINTAIN MAJOR_CREATE MAKE MANA_POINTS MANA_POOL MANA_REGEN MANA_SPELL MANASKIN MAPS MASS_DOMINATION MEDITATE MELLON_COLLIE MENTAL_BLAST MENTAL_ILLUSION MENTAL_SURGE METEOR_SWARM METRORAIL MIDGAARD MIGHTY_BLESSING MIND_BAR MIND_OVER_BODY MIND_WARRIOR MIND_WIPE MIND_WRACK MINOR_CREATE MINOR_MALISON MIRAGES_OF_DEATH MIRROR_IMAGE MISCAST_MAGIC MONORAIL MONSUM_ONE MONSUM_THREE MONSUM_TWO MOTD MOVE_REGEN MUD_BALL MUG MULTI-CAST MULTICLASS MULTIPLE_STAB MUSIC MUTE MYSTICAL_SHIELD NE NECROMANCER NECROSIS NEGATE_SANCTUARY NETHERGAZE NEW_THALOS NEWBIE NEWS NEWSCORE NEWSPAPER NEXUS NINJA NMOTD NO-MAGIC_ROOM NOAUCTION NOCSAY NOFOLLOW NOGOSSIP NOGRATS NOHASSLE NOMUSIC NONEWBIE NOREPEAT NORTH NORTHEAST NORTHWEST NOSHOUT NOSPAM NOSUMMON NOTELL NOTITLE NOWHOIS NOWIZ NW NYNAEVE OBJECT_READING OFFER OHELP OLDSCORE OPEN ORDER PACIFY PACK_REGENERATION PAGE PALADIN PETRIFICATION PETS PHYSICAL_ILLUSION PICK_LOCKS PKILL PKILLTOGGLE PLASMA_BALL POISON POISON_BLADE POISON_BOLT POISON_SENSE POISON_SPELL POISONPROOF POLICIES POLICY POLYMORPH POOFIN PORTAL POSE POTIONS POUR POWER_CHECK POWER_OF_THE_GODS POWER_REGEN_ONE POWER_REGEN_THREE POWER_REGEN_TWO POWER_SCORE POWER_WORD_KILL PRACTICE PRESERVE_CORPSE PROJECT_FORCE PROMPT PROTECTION_FROM_ACID PROTECTION_FROM_COLD PROTECTION_FROM_DRAIN PROTECTION_FROM_ELECTRICITY PROTECTION_FROM_ENERGY PROTECTION_FROM_EVIL PROTECTION_FROM_FIRE PROTECTION_FROM_GOOD PROTECTION_FROM_THE_LIVING PSIONIC_DISINTEGRATE PSIONIC_FORGET PSIONIC_INFLATION PSIONIC_INVISIBLE PSIONIC_RELOCATE PSIONIC_TELE_OTHER PSIONIC_TELEPORT PSIONICIST PSP PSYCHIC_BLAST PSYCHIC_CRUSH PULSE PUMMEL PURIFICATION PUT PYROCURSOR QECHO QLOG QSAY QUAFF QUEST QUEST_AREAS QUEST_PRIZE_LIST QUEST_TITLES QUESTS QUICK_SOBER QUICKDRAW QUIT! RACES RAINBOW RANDOM_APPLY RAPID_ASSAULT RAPID_HEALING RCHAT READ RECALL RECEIVE RECEPTACLE RECHARGE RECITE RECOVER_SIGHT REDEEM REFLECTION REGEN REGENERATE_FLESH REGENERATION RELOCATE REMORT REMORT_POINTS REMORT_REWARDS REMOVE REMOVE_CURSE REMOVE_INVIS REMOVE_POISON RENT REPLY REPOP REPORT REQUEST RESCUE RESIGN RESISTANCES RESOLUTION REST RESTLESS_BONES RESTORE RETREAT RETURN RETURN_SIGHT ROGUE ROGUES_SHADOW ROOM_PRICES ROOMFLAGS ROTTING_FLESH RTELL RULES RWHO SACRIFICE SACRIFICIAL_HEART SANCTUARY SAVE SAVING_THROWS SAY SCAN SCENT_OF_DARKNESS SCENT_OF_SHADOW SCORE SCREAM SCREAM_OF_THE_DEAD SCRIBE SCRIPT_PRICES SE SECOND_ATTACK SELL SEND SENSE_LIFE SENSE_THE_HIDDEN SENSE_THE_LIVING SENSE_UNDEAD SETCOLOR SHACKLE_OF_BONE SHADOW_BOLT SHADOW_CREEP SHADOW_STORM SHADOW_TOUCH SHADOW_TWIN SHARD_SPRAY SHIELD SHIELD_SWING SHOCKING_GRASP SHOPS SHOUT SHROUD_OF_AGONY SHUTDOWN SIGN SIP SIPHON_LIFE SIPHON_STRENGTH SIT SKARA_BRAE SKELETON_FORM SKILLS SKILLSET SLAY SLEEP SLIP SLOW SLOW_POISON SLOWNS SMELL SMILE SMITE SNEAK SNOOP SNOWBALL SOCIALS SORCERER SORROW SOUL_EVACUATION SOUTH SOUTHEAST SOUTHWEST SPCODES SPELL_DURATION SPELL_IMMUNITY SPELLFAIL SPINESEVER SPIRIT_ARMOR SPIRIT_SENSE SPIT SPLIT SSTAT STAB STAFF STAND STATS STEAL STEELSKIN STONE_SKIN STOP_HEALING STORE STORE_ACCESS STORE_LOG STRENGTH STRENGTHSPELL STRIKE STUN_TOUCH SUCCESSION_OF_SHADOWS SUCCOR SUMMON SUMMON_SHADOW SUNRAY SW SWELLING_DEATH SWITCH SWITCH_OPPONENTS SWORD_BLOCK SYMBOL_OF_TRANSAL TAKE TALK TAPER_ENCHANTMENT TASTE TC TEKHEN TELEPORT TELL THEFT_OF_ENERGY THEFT_OF_VIGOR THIEF THORNWRACK THROW TICK TIME TIME_FOLD TITLE TMPFREEZE TOGGLE TOUGHNESS TOWER_OF_IRON_WILL TOWNS TRACK TRAINS TRANQUILITY TRANS TREASURE TRIGGER TYPO ULTRABLAST UNAFFECT UNDEAD UNDEAD_PROTECTION UNGODLY_SHIELD UNGROUP UNHOLY_AID UNHOLY_ARMOR UNHOLY_AURA UNHOLY_BLESSING UNHOLY_GOOD_BE_GONE UNHOLY_HELPER UNHOLY_RETURN UNHOLY_SENSE UNHOLY_SIGHT UNHOLY_STRENGTH UNLOCK UNSTORE UP UPHEAVAL UPPERCUT UPTIME USE USERS VALOR_OF_MARR VALUE VAMPYRIC_ANGUISH VAMPYRIC_CURSE VAMPYRIC_TOUCH VENOM_OF_THE_SNAKE VERSION VIGORIZE VISIBLE VOTE WAKE WANDS WARD_UNDEAD WARNINGS WARRIOR WATERBREATHE WATERWALK WAVE_OF_FEAR WEAKEN WEAKNESS WEAKNESS_SPELL WEAR WEATHER WEST WHERE WHIRLING_WIND WHISPER WHO WHOAMI WHOIS WIELD WIMPY WIRLING_WIND WISDOM WITHDRAW WIZENING WIZLIST WORD_OF_DEATH WORD_OF_RECALL WORD_OF_SHADOW WORD_OF_SOULS WRITE YAULP ZANTETSU ZOMBIE_FORM

!

!
Use ! to repeat the last command typed at the keyboard.
See also: ^
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:

:
Usage: emote <message>
       : <message>

Show people what you're feeling.  The shorthand is ":".

"emote <string>" will display your name, then the string.

Example:

If your name is "Helt",

  > emote is feeling very sad today.

will display:

Helt is feeling very sad today.
See also: SOCIALS
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^

^
Use ^ to replace a string from the last command with a new string.  The
syntax is the same as in csh: "^old-string^replacement"

Examples:

  > tell rasmusse Hi there, how are you?
  No-one by that name here.

  > ^rasmusse^rasmussen
  You tell Rasmussen, 'Hi there, how are you?'

  > ^you^you doing^
  You tell Rasmussen, 'Hi there, how are you doing?'
See also: ALIAS , !
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ABSORB_DISEASE

ABSORB DISEASE
Level            : Psionicist 35 
Power Score      : CON -3
Initial Cost     : 12
Maintenance Cost : N/A

This power lets the psionicist take the disease from another person's body
and absorb it into himself.  Presumably, the psionicist will then heal
himself (using complete healing or other means).

A side affect of the spell is that the disease is transmuted into poison
when it enters the psionicist's body, which also prevents the disease from
continuing to spread.
See also: DISEASE
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ABSORB_MANA

ABSORB MANA
Level        : Sorcerer 39
Usage        : cast 'absorb mana'
Duration     : Instantaneous

More a learned ability then a spell, the sorcerer can use this spell once per
day as an emergency method of replenishing her mana when in need.  When cast, 
the spell draws on the mana pool of the room as if the sorcerer suddenly
regened all her mana at once.  The only limit is the available mana in the
areas mana pool.

This spell is granted once every mud day (24 ticks).  You are only granted
this spell once at a time.
See also: GRANTS
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AC

AC
"AC" is your armor class.  It is a number from -10 to 10, roughly defined
as follows:


  AC  Roughly equivalent to
-----------------------------------------------------------
  100  Naked person
    0  Very Heavily armored (Plate mail, and "two shields") 
 -100  Armored battle tank

The score command displays your armor class as a number such as 78/10; this
means 78 on a scale from -100 to 100 (i.e., 7.8 on the scale from -10 to
10). Thus, improving your AC by 2 would mean lowering your armor class by
20 points. That's good .
See also: SCORE
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ACCOUNTS

ACCOUNTS
ACCOUNTS are a great way of managing multiple characters.  The basics of
an account allow you to login to the mud and get a listing of all of your
multis.  On top of that you can login to the game with your multi without
having to enter additional passwords.  You are also able to get a list of
all your characters, keeping you from forgetting who your AntiPaladin is.

Another advantage of an account are shared bank accounts.  Money deposited
into your characters bank account is automatically put into a centralized
account so that all of your multis can draw upon it.

Quest points are not currently shared in this manner.  This is will change.

You can keep a different password on your characters then on your account.
This allows you to let other people login with your character (should you
choose to share your character, please keep the character sharing policy in
mind) without allowing them access to your other characters through your
account.  In fact, this allows added protection against some jerk changing
your password because you can always access that character through your
account without needing the password, then go the the character menu and
reset your password.

A character can only be tied to one account at a time.  If you sell or
otherise give away a character, you need to un-attach that character from
your account.  

Using an account is not required.  Without one, game play is as normal.

If you do not login a character through the account it is attached to, it
does not receive the account "advantages".  Any gold deposited into the
bank, or questpoints obtained stay with that character until next time it 
is logged in through your account, at which time they are automatically 
transferred to your account.  This is an added safety measure to protect 
you should you choose to share a character.

We are open to ideas for other benefits to using your characters through
this system.

To login with your account, or to create a new one, place a * (asterisk) 
before your account name.  Account names can be the same as your character 
name, or they can be something totally different.  Account names are
limited to a-z and no more then 20 characters long.

Example:  To login with the account "Alucard", you would type "*Alucard" at 
the login screen, then enter your account password.
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ACID_SPLASH

ACID SPLASH
Usage        : cast 'acid splash' <target>
Accumulative : Damage
Duration     : Instant
Resistance   : Acid

The caster forms a mass of concentrated acid and hurls it at their target.
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ADMIN_CLAN_COMMAND

ADMIN CLAN COMMAND
A quick note on the admin clan options to the clan command.

create, delete, name, adminpromote, maxrank, ranks, applevel.

CREATE       : "clan create <clanname>" to create a clan.
DELETE       : "clan delete <clanname> delete" to delete a clan.
NAME         : "clan name <oldname> <newname>" to rename a clan.
APPLEVEL     : "clan <clanname> <applevel>" The minimum level someone must be
             : to join a clan.  Right now this is admin only, and although
	       you have to specify a clan, it will update ALL clans.
	       This leave the possibility open for clans to be able to set
	       their own min levels.
ADMINPROMOTE : "clan adminpromote <member>" to promote someone within a clan.
               This was necessary instead of letting admin use the normal
	       promote command.
MAXRANK      : "clan maxrank <clanname> <maxrank>"  This is used to change
               the number of 'ranks' a clan has.  This must be at least 2,
	       and right now the limit is set to 8, but the could be increased
	       if the need arises (this is arbatrary, just to keep it from
	       getting out of control).
RANKS        : "clan ranks <clanname> <namelist>"  This command is to set
               the NAMES of each rank.  Each rank name can consist of only
	       one word, but _'s should be fine.  The <namelist> starts with
	       the lowest rank first, leading to the highest rank.  If you
	       don't specify enough names for each rank, or too many, it will
	       fail without changing anything.
	       
	       The rank of Applicant cannot be changed.  When you change ranks
	       around, don't consider this a real rank.  Clans technically
	       start with 2 ranks (Member,Leader) + Applicant.  This name
	       cannot be changed (don't ask to be unless you're willing to
	       pay me real money) ;).

Other commands that admin can use:

list, info, who, demote, addleader, delleader, expel.

When using demote, addleader, delleader, or expel, you do not need to
specify what clan you are affecting, just the member's name as if you were
the leader of that clan.

If you have any trouble doing ANYTHING clan related, do a viewlog CLANERR
That should give you a pretty decent error.  If nothing else, it's something
you can report to Brazil :)
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ADRENALINE_CONTROL

ADRENALINE CONTROL
Level              : Psionicist 22
Power Score        : CON -3
Initial Cost       : 8
Maintenance Cost   : 8

By controlling the production and release of adrenalin in his system, the
psionicist can give himself temporary physical boosts on demand.  When he
increases his adrenalin, the caster gains up to 6 points (level/13)+1,
which are spread across strength, dexterity, and constitution (in that
order), enjoying all the normal bonuses for higher stats.
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ADRENALIZE

ADRENALIZE
Level       : Warrior 34
Usage       : adrenalize
Duration    : (Level/10)+2

A real warrior knows how to control the flow of adrenaline in times of
need.  This skill allows him to do just that.  The flow doesn't last for
long, and takes a lot out of the warrior.  The affect is 1 to 3 additional 
Damroll, based on level.
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ADRILANKHA

ADRILANKHA
                        Main points of Interest - Adrilankha
                        ====================================



                              Imperial
       Drugar       Jewelry    Palace    Gift         
      Menswear       Booth       ^       Shop       
         o             o         |        o         
  +------+-------+-----+---------+--------+---------------+--------+
  |              o               |                        o        |
  |            Brinta's          |                      Lyorn      |
  |           Fashion            |                     Horn Bar    |
  |                              |                                 |
  |                              |                                 |
  |                     Short    |                                 |
  |                   Term Rent  |    Donations   Library           |
  |                       o      |       o         ^               |
  |             Rising    |      |       |         |               |
  |            Phoenix  o-+------+----Verra's-------            o--|
  |                Inn    |      |     Temple                Hall  |
  |                       o      |       |               of Quests |
  |                      Long    |       |                         |
  |                   Term Rent  |     Board - Quest               |
  |                              |       |                         |
  |                              |     Social                      |
  |                     Post     |                                 |
  |                     Office o-|-o General Store                 |
  |                              |                                 |
  |                     Bakery   |   Armory                        |
  |                        o     |     o                           |
  |                Water   |     |     |                           |
  |                 Shop o-+-----+-----+-o Weapons                 |
  |       Metro            |     |     |                           |
  |     Station   House of |     |     | Bardic Colleges           |
  |          o      o Names|     |     |      o                    |
  |          |      |      |     |     |      |                    |
<-W.GATE-----+------+------+-----+-----+------+-----------------E.Gate->
  |          |      |      |     |     |      | \                  |
  |          o      o      |     |     |      o  o Bill Nye        |
  |        Bank  Marriage  |     |     |  Antiques                 |
  |               Office   |     |     |  Artifacts              |
  |                        |     |     |                           |
  |               Witch o--+-----+-----+--o Pet Store              |
  |                 Brew   |     |     |                           |
  |                        o     |     o                           |
  |                      Scroll  | Apothecary                      |
  |                       shop   |                                 |
  |                              |                                 |
  |             Anti-            |           Necro-                |
  |    Thieves Paladin  Cleric   |   Ninja   mancer  Paladin       |
  |     Guild   Guild   Guild    |   Guild   Guild    Guild        |
  |       o       o       o      |     o       o        o          |Wizard
  +-------+-------+-------+------+-----+-------+--------+----------+-o
  |       o       o       o      |     o       o                   |Guild
  |    Psionic  Warrior Sorcerer |   Quest   Witch                 |
  |     Guild    Guild   Guild   |   Redeem  Guild                 |
  |                              |                                 |
  |                              | Shereba                         |
  |                      Klava   | Gaming    Dragon                |
  |                      Store   |  Room     Motel     Shop        |
  |                        o     |   o         o        o          |
  +-------+-------+--------------+---+---------+--------+----------+
          |       |        |     |
          o       o        o     o
    Identity   Cherin's   Bar    |
    Complex   Artisan Hole       |
                              The Docks
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AERIAL_SERVANT

AERIAL SERVANT
Usage:  cast 'aerial servant'
Level:  AntiPaladin: 24; Cleric: 25

This spell summons a fairly powerful creature from the elemental
planes, which will do the caster's bidding.
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AFFLICTION

AFFLICTION
Level        : Antipaladin 15
Usage        : cast 'affliction' <target>
Duration     : Instantaneous
Resistance   : Disease

When this spell is cast on a target, they suffer from a mild affliction 
dealing 3d8 + 3 damage.  The damage is disease in nature, but does not 
actually disease the victim, and the corpse could be quite messy.
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AFK

AFK
When you need to be away from your keyboard for a few minutes, you can toggle 
the afk flag.  To do this, simply type 'afk'.  When you return, type 'afk' 
again to turn the toggle off. 

If you want people to receive a message when they send a tell
while you are afk, type 'afk (message)'.

Ex:   afk Getting a drink, be back in 5 minutes.

See policy: IDLE
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AGE_REVERSAL

AGE REVERSAL
Level        : Cleric: 26
Usage        : cast 'age reversal' <target>
Duration     : level hours, accumulative

Calling upon the forces of time, this spell causes the target's age to
reverse equal to one-fifth the caster's level.
See also: WIZENING
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AGGREVATE_GOOD

AGGREVATE GOOD
It doesn't do anything.
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AGING

AGING
Level            : Psionicist 48
Power Score      : CON -5
Initial Cost     : 10
Maintenance Cost : N/A

With this power, an evil psionicist can cause unnatural aging by touch.  
Increases victim's age by an amount equal to the caster's level.
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AID

AID
Level        : Cleric: 24 
Usage        : cast 'aid' <target>
Duration     : (Level/4)+4, accumulative

This spell will give the target +20 hit points and +1 to damroll for
the duration of the spell.

Spell upgrades:
    +5 hour to duration   for 1,000 exp
   -10 to mana cost       for 10,000 exp
    +1 to hitroll bonus   for 100,000 exp
   -10 to mana cost       for 150,000 exp
    +1 to damroll bonus   for 1,250,000 exp
   -15 to mana cost       for 1,750,000 exp
    +2 to damroll bonus   for 3,000,000 exp
See also: DAMROLL , HIT POINTS
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AKHEVA

AKHEVA
Level        : Sorcerer
Usage        : cast 'akheva'
Duration     : (level/5)+2, accumulative

This once long-forgotten spell aids the caster in battle. This spell 
increases the caster's max hitpoints my 35 and improves AC by 15.
See also: AC
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ALACRITY

ALACRITY
Level        : Sorcerer
Usage        : cast 'alacrity'
Duration     : Level/4

When invoked, the caster is able to clear her mind, and shorten the length
of time it takes to cast a spell.
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ALIASES

ALIASES
Usage : alias <alias name> <command>

An alias is a single command used to represent one or more other commands.
The ALIAS command can be used to manipulate your character's aliases.  Type
ALIAS alone to see a list of your currently defined aliases.

Type ALIAS <alias name> <command> to create a new alias.  The alias name
must be one word.  The command can be any string.  Aliases may not be
nested or used recursively.  Any command may be overridden by an alias
(other than the ALIAS command itself, of course).

  > alias gbb get bread bag
  > alias gac get all corpse

Type ALIAS <alias name> to delete an alias that has already been defined.

  > alias gbb

A semicolon (";") can be used to define multiple actions to be taken with
a single alias.

  > alias eat get bread bag; eat bread

Note that the 'eat' contained within the eat alias is interpreted as the
MUD's internal eat command; aliases may not be nested or used recursively.
 The variables $1, $2, ... $9 may be used to represent arguments given with
an alias.

Examples:

  > alias killem cast 'fireball' $1; cast 'harm' $2
  > killem fido mage

Would cast fireball on fido, followed by casting harm on mage.  Variables
may be used repeatedly and in any order:

  > alias helpem cast 'heal' $1; cast 'bless' $1; cast 'armor' $1

The special variable $* represents the entire input line after an alias:

  > alias tr tell rasmussen $*
  > tr hi there, how are you today?
  You tell Rasmussen, 'hi there, how are you today?'

Typing "ALIAS DEFAULT" will set your aliases to a few premade aliases
See also: ! , ^
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ALIGNMENT

ALIGNMENT
Good alignment is from 1000 to 350, neutral is -350 to 350, and evil is -350 
to -1000.  Blue aura is good, none is neutral, and red is evil.  Killing 
good/evil aligned mobs will change your alignment, and some spells may change 
your alignment, as well. There are many pieces of alignment restricted 
equipment in the game, so pay close attention to this value.
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ALL_SEEING_EYE

ALL SEEING EYE
Usage        : cast 'all seeing eye'
Accumulative : None
Duration     : Instant

This spell reveals things hidden by magical or other means.
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ALLURE_OF_DEATH

ALLURE OF DEATH
Usage        : cast 'allure of death' <number>
Damage       : N/A
Save         : N/A
Duration     : level, accumulative
Resist       : N/A
Level        : Necromancer 49

A necromancer will sacrifice an amount of hit points, minimum of 10, to
transform it into twice that amount of mana.  For example, you sacrifice
30 hit points, your max hp is reduced by 30 for the duration of the spell,
and your max mana is increased by 60 for the duration of the spell.
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ANGEL

ANGEL
An immortal of rank ANGEL is the lowest rank of an immortal.  They are here to 
help answer questions and to solve minor mortal disputes.  Feel free to ask 
them questions.
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ANGUISH_OF_THE_DEAD

ANGUISH OF THE DEAD
Usage         : cast 'anguish of the dead' <victim>
Accumulative  : affect
Duration      : Random

Temporarily reduces the victims max hitpoints, and drains the victims
hitpoints by a random number based on your level.  The drained hitpoints
are added to the casters max hitpoints.  The higher your max hitpoints, the
greater the chance for spell failure.

Your alignment also drops 50 points when you use this spell.
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ANIMATE_DEAD

ANIMATE DEAD
Level        : Necromancer 11
Usage        : cast 'animate dead' corpse
Duration     : Instantaneous

Creates a weak undead servant from the corpse of a slain monster.  Due to 
the agonizing process of dying, the strengths and skills of the monster 
slain do not transfer to the animated corpse.
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ANTIPALADIN

ANTIPALADIN
AntiPaladins are evil, magic-using warriors.  They possess strength in
hand-to-hand combat, while using magic to harm and curse opponents.    
You can improve your skills and spells by practice. To view a list of
spells for AntiPaladin, type 'spells antipaladin'

When the AntiPaladin's alignment is EVIL, they receive a 20% bonus to
damage they do, and receive permanent PROTECTION FROM GOOD.

If a AntiPaladin's alignment turns GOOD, they lose the ability to cast spells.
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ARCANE_TOME

ARCANE TOME
Usage        : cast 'arcane tome'
Accumulative : Duration
Duration     : Level / 4

This spell calls upon arcane forces to increase the casters mana regen 
rate.
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AREA_LEVELS

AREA LEVELS
Area                                Level
============================================================
100 Acre Woods (book)               10-20
Abandoned Outpost                   25-30
Addict Academy                      1-30
Adrilankha                          15-30
Adrilankha Library                  All
The Alcoholics Bar                   60+
Arinorn                             All
Asylum (book)                       All
Atlantis                            15-30
Bamboo Forest and Ishikawa River    1-30
Bardic Colleges                     All
Candyland                           1-15
Carnival                            All
Castle Arinorn                      Large Groups, 30
Castle Black                        25-30
Castle of the Lizard King           25-30
Castle Python (book)                1-25
Castle Spulzeer                     60+
Clematis Street                     All
Court Jester's House                10
Dargaard Keep                       15-30 (and large groups)
Draconian forest and Sky realm      25-30
Dragonlance                         ????
Eastern Adrilankha Forest           1-25
Eastmanwatch                        15-30
Enchanted Village                   15-25
Enders Game(book)                   15-30
Fae                                 20-30
Froboz Factory                      1-5
Galaxy (book)                       10-30
Garden of the Gods                  25-30
Gilligan's Island                   10-23
Goblin Caves                        8-30
Graveyard of the Dragons            1-30
Great Eastern Desert                5-20
Great Eastern Pyramid               15-30
Great Inland Sea                    1-15
Greza Ship                          15-25
Grim (book)                         2-20
Gypsy Village
Haunted Mansion                     15-30
High Tower of Sorcery
Illuminati                          Large Groups
Ishikawa City                       5-30
Japan                               All
Keep of Mahn-Tor                    20-30
Laser Tag                           All
Luma's Newbie Zone                  1
Mad World of Seuss                  30+
Merricrest                          5-20
Miden'nir                           10-30
Midgaard Destruction                50+
Mirror World (book)                 10-30
Mob Museum (book)                   15-25
Mordenheim                          1-15
Motie (book)                        12-20
Nakaminato Village                  1-30    
Narnia                              10-30
New Thalos                          1-15
New Thalos Library                  All
Newbie Zone (book)                  1-7
Norse Myths                         5-30
Olympus sky realms and Greek Myth   Large Groups 30
Oz (book)                           10-20
Pharoah's Pyramid (book)            15
Ravenloft                           5-25
Redface Castle                      20-30
Rhyoden                             All
Rogue's Underground                 15-30
Rome                                10-30
Sea of Gimhreadh                    10-15
Sesame St. Muppet Theatre (book)  All
Shire                               1-25
Shogun's Palace - Upper levels      16-30
Shogun's Summer Palace              5-30
Sieged Castle                       25-30
Skara Brae                          20-30
Skara Brae Library                  All
Skexie Palace                       All
South Merricrest                    20+
The Sky Citadel                     25-30
Smuggler's Caverns                  15-20
Snow Mountains                      Large Groups 60+
Temple of the Demonweb              40-50ish
Tombstone                           60+
Tower of Bel Mordaine               5-30
Tower of Thieves                    30-70
Trogglodyte Caves                   5-10
Ultima (book)                       3-30
Valley of the Kings                 60+
Western Adrilankha Forest           3-25
Wilderness around Arinorn           All
Zerika's Imperial Palace            10-30
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AREAS

AREAS
Books are contained in the various town Libraries.  Not all libraries
have all of the books.  For certain books one may have to go to 
another town.

 100 Acre Woods                    :*Book
 Abandoned Outpost                 : Deep in the Scandezi Desert
 Addict Academy                    : Northwest of Adrilankha
 Adrilankha                        : Hometown
 Adrilankha Library                : In Adrilankha
 The Alcoholics Bar                : On Clematis
 Arinorn                           : Off the River Elrond
 The Ash Mountains                 : 
 Asylum                            :*Book
 Atlantis                          : Under the ocean
 Bamboo Forest and Ishikawa River  : Near Skara Brae, past sea
 Bardic Colleges                   :*Book (abandoned Bardic Guild in some \
                                     towns)
 Candyland                         : In The Refreshment Room's Arcade
 Carnival                          : West of Skara Brae
 Castle Arinorn                    : In Arinorn
 Castle Black                      : West of Adrilankha
 Castle of the Lizard King         : West of Skara Brae
 Castle Python                     :*Book
 Castle Spulzeer                   : Near Mordenheim
 Chessboard                        : North of Midgaard
 Clematis Street                   : In Arinorn
 Court Jester's House              :*Book
 Dargaard Keep                     : Near Mahn-Tor
 Draconian forest and Sky realm    : West of Adrilankha
 Dragonlance                       : Somewhere on the Scandezi Continent
 Eastern Adrilankha Forest         : Self explanatory
 Eastmanwatch                      : Southeast of Adrilankha
 Enchanted Village                 : East on the Scandezi Plains
 Ender's Game                      :*Book
 Fae                               : In the Sea of Geimhreadh
 Froboz Factory                    : West of Skara Brae
 Galaxy                            :*Book
 Garden of the Gods                : Northwest of Adrilankha
 Gilligan's Island                 : South of Adrilankha
 Goblin Caves                      : Southeast of Skara Brae
 Graveyard of the Dragons          : South of the destruction of Midgaard
 Great Eastern Desert              : South of New Thalos
 Great Eastern Pyramid             : Depths of the Scandezi Desert
 Great Inland Sea                  : Northeast of Skara Brae
 Greza Ship                        : Wandering the Seas
 Grimm                             :*Book
 Gypsy Village                     : Northwest of Merricrest Road
 Haunted Mansion                   : East of Skara Brae
 Illuminati                        : Northwest of Arinorn
 Ishikawa City                     : Northeast of Skara Brae (In Japan)
 Janal / Timmra                    : West edge of the great oceans
 Japan                             : East of the Great Inland Sea
 Keep of Mahn-Tor                  : Southeast of Adrilankha
 Laser Tag                         : Housing Complex
 Luma's Newbie Zone                : When a newbie enters the game
 Mad World of Seuss                : In a Reading Room *Book
 Merricrest                        : West of Adrilankha
 Miden'nir                         : West of Midgaard
 Midgaard                          : Hometown
 Mirror World                      :*Book
 Mob Museum                        :*Book
 Monty Python                      :*Book
 Mordenheim                        : Near the Red Room
 Motie                             :*Book
 Nakaminato Village                : Northeast of Skara Brae (In Japan)
 Narnia                            : Northeast of Adrilankha
 New Thalos                        : Hometown
 New Thalos Library                : In New Thalos
 Newbie Zone                       :*Book
 Norse Myths                       : West Side of the Scandezi Plains
 Olympus sky realms Greek Myths  : Southwest of Adrilankha and up
 Oz                                :*Book
 Pharoah's Pyramid                 :*Book, in the Scandezi Desert
 Paths of the Dead                 : 
 Ravenloft                         : (Now that would be telling)
 Redface Castle                    : Southeast of Adrilankha
 Rhyoden                           : Southeast of Rome
 River Elriond                     : Southwest of Midgaard
 Rogue's Underground               : Under Arinorn
 Rome                              : Deep in the Scandezi Desert
 Sea Of Geimhreadh                 : West on the River Elriond
 Sesame St. Muppet Theatre       :*Book
 The Shadow Plane                  : From within the shadow temple
 Shire                             : Deep in the Merricrest Forest
 The Shogun's Summer Palace        : Northeast of Skara Brae (In Japan)
 Sieged Castle                     : East of Skara Brae
 Skara Brae                        : Hometown
 Skara Brae Library                : In Skara Brae
 Skexie Palace                     : East of Adrilankha
 The Sky Citadel                   : Southwest of Adrilankha and up
 Sleeping Beauty                   : South of the Scandezi Road
 Smuggler's Caverns                : In Haon-Dor
 Snow Mountian                     : Near Mahn-Tor
 South Merricrest                  : South of Merricrest
 Tarak Nor                         : 
 Temple of the Demonweb            : Near Arinorn
 Tombstone                         : West of New Thalos
 The Tower of Midgaard             : North of Midgaard
 Tower of Bel Mordaine             : In The North-West Sea
 Tower of Thieves                  : In The Forests of Arinorn
 Trogglodyte Caves                 : Southeast of Midgaard
 Ultima                            :*Book
 Valley of the Kings               : Now that would be telling
 Western Adrilankha Forest         : Self explanatory
 Zerika's Imperial Palace          : North of Adrilankha

Type HELP AREA LEVELS for the levels appropriate for each zone.
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AREAS_IN_NEED

AREAS IN NEED

- Casino with games that take gold and give quest ribbon prizes
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ARINORN

ARINORN
                        Main points of Interest - Arinorn
                        =================================

                                                              Warrior
                                                               Guild  
                                                                 |
                                                      Sorcerer   |  Cleric
                                                         Guild --+-- Guild
                                            To                   |
           Donations                        Library  Psionicist  |   Ninja
      To      |                 Kilbreth's             Guild --+-- Guild
    Castle    |                  Arms      Mind                |
      ^    Garden of   Wilbun's  Magical    Warrior   Mayor's    |
      |    Arinorn      Pets      Means      ^        Office     |
      |       |          |          |        |         |         |
W. Gate-------+----------+----------+--------+---------+---------|
      |       |                     |        |         | Paladin |
      |    Honey Dew            Holtorg's   Bank       | Crusader|  Priest
      |      Inn                   Mall          Post -+  Guild\-+- Guild
      |                                         Office |         |
      |- Docks                                         |  Necro. | Fighter
      |                         Identity        Water -+  Guild -+- Guild
      |                         Complex         Shack  |         |\
      |                            |                   | General | \(down)
      |----------------------------+-------+-----------+- Store  |  Thief
      |                            |       |           |\        |  Guild
Candy | Quest                     Bill   House   Hall of  to     |\ 
Store + Redeemer                  Nye   of Names  Quests  Park   | \(down)
      |                                                          |   to
      |                                                          |   River
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ARMOR

ARMOR
Level        : Cleric 1, Sorcerer 4
Usage        : cast 'armor' <target>
Duration     : 24 Hours, accumulative


The Armor spell will improve the armor class of your target by 20 points.
See also: AC
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ARMOR_OF_UNDEATH

ARMOR OF UNDEATH
Usage        : cast 'armor of undeath' <corpse>
Damage       : N/A
Save         : N/A
Duration     : 96
Resist       : N/A
Level        : Necromancer 45


This spell allows the caster to create a magical armor from the remains of
a humanoid.  The caster must touch a corpse when invoking the spell.  The
corpse will stand erect, embrace the caster, and begin to bend and 
twist, wrapping itself around the caster to form gruesome armor of 
bones and dead flesh.

The armor gives a bonus of 10 to AC, 75 hit points, 75 mana, and a bonus
of 8 to magpoints.  The armor bonds with the caster, preventing anybody
else from wearing it.

The armor is worn on your body and automatically worn for you.  If you are
wearing armor already the spell fails and the corpse may be destroyed.
See also: AC , HIT POINTS , MANA POINTS
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ARMS_OF_MORPHEUS

ARMS OF MORPHEUS
Usage        : cast 'arms of morpheus' <target>
Accumulative : Duration
Duration     : 4 + Level / 4

If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.
See also: WAKE
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ARTHURS_GIFT

ARTHURS GIFT
Usage        : arthursgift <target>
Level        : Knight 23
Affect       : +50% hp regen, +15% move regen
Duration     : 12 hours
Cost         : 35 - 60 moves

Bestowing upon the target the gift of the mightiest of Kings, their hp
regen and move regen are increased.
See also: HP REGEN , MOVE REGEN
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ASK

ASK
Usage : say | shout | holler <string>
              tell | whisper | ask <player> <string>

If you consider communicating with other beings, you might be understood
better if you start your sentences with either say, tell, whisper or shout.

Examples:

  > say Hey, does anyone know how to get to Oz?
  > tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

  > ' hello there.

Shout broadcasts your message to everyone is your geographic zone.  Holler
broadcasts to everyone in the game but costs 20 movement points.  You must
be level 3 before you can use shout and holler.
See also: AUCTION , GOSSIP , GSAY , NOREPEAT , QSAY , REPLY
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ASSEMBLE

ASSEMBLE
Sometimes, you will need to create an item from several
other items in your inventory.  The ASSEMBLE, COMBINE, 
and MAKE commands will allow you to do this.

Usage:

 > make <item>
 > assemble <item>
 > combine <item>

Ex:
 > make pizza
See also: COMBINE , MAKE
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ASSIST

ASSIST
Usage : assist <target>

If Quifael is being beaten senseless by a warg and you feel brave enough
to help him, type ASSIST QUIFAEL to hit the warg.  Note that the warg will
continue to hit Quifael; assist only aids in attacking, not in taking 
blows.

  > assist Doctor
See also: FLEE , KILL , RESCUE
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ATTACK_BONUS_ONE

ATTACK BONUS ONE
Level : Dark Knight 10
Usage : (automatic)

When practiced, increases damage done by 10%.

This applies to spells as well as hand to hand combat.
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ATTACK_BONUS_THREE

ATTACK BONUS THREE
Level : Dark Knight 30
Usage : (automatic)

When practiced, increases damage done by 10%.  This effect stacks with the 
effects of Attack Bonus One and Attack Bonus Two.

This applies to spells as well as hand to hand combat.
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ATTACK_BONUS_TWO

ATTACK BONUS TWO
Level   : Dark Knight 20
Usage : (automatic)

When practiced, increases damage done by 10%.  This effect stacks with the 
effects of Attack Bonus One.

This applies to spells as well as hand to hand combat.
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ATTACKS

ATTACKS
The value for attacks (listed in SCORE) determines the maximum number of
attacks a player may have in one round. While everyone always gets at least
one attack, any attacks above this have a chance of failing (ie: you do not
make that attack) which depends upon dexterity and strength.

Warriors have a higher chance of making their extra attacks than all other
classes.

Your attack number can be modified by objects with the "attacks" affect as
well as spells.
See also: SCORE
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ATTRIBUTES

ATTRIBUTES
The attribute command displays information that isn't contained in your 
score. This information includes your stats (STR/INT/WIS/CON/DEX/CHA), 
damroll and hitrolls, as well as spells that affect you.  This includes 
perm affects received from equipment.

EX:
Attribute
--This shows current attributes
Attribute modified
--This shows current attributes and regular stats without eq.
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AUCTION

AUCTION
Usage: auction <message>

This channel is reserved for a specific purpose.  Messages on this channel
reach everyone who is monitoring it.  You must be at least level three to 
use
auction.

Examples:

  > auction short sword -- minimum bid 100k

Typing auction will list the last 15 messages to be auctioned.

By typing noauction you turn off the auction channel. To re-enable this 
channel type noauction a second time.
See also: EMOTE , GSAY , HOLLER , NOREPEAT , SAY , SHOUT , GOSSIP , GRATS
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AUGMENTATION_OF_DEATH

AUGMENTATION OF DEATH
Usage        : cast 'augmentation of death' <target>
Damage       : N/A
Save         : N/A
Duration     : 24, accumulative
Resist       : N/A
Level        : Necromancer 63
Affect       : Strength +2, AC +20, Attacks +1

When cast, this spell augments your ability to kill.

It increases your strength and the number of attacks you can do per round,
but has the side affect of raising your AC.
See also: AC , STRENGTH , ATTACKS
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AUGMENTATION_ONE

AUGMENTATION ONE
Level        : Sorcerer: 20
Usage        : cast 'augmentation one'
Duration     : Next spell cast

When affected by this spell, the duration of the following spell is 
doubled.

Only spells that the caster received between levels 1 and 20 are affected.
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AUGMENTATION_THREE

AUGMENTATION THREE
Level        : Sorcerer: 60
Usage        : cast 'augmentation three'
Duration     : Next spell cast

When affected by this spell, the duration of the following spell is 
doubled.

Only spells that the caster received between levels 41 and 60 are 
affected.
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AUGMENTATION_TWO

AUGMENTATION TWO
Level        : Sorcerer: 40
Usage        : cast 'augmentation two'
Duration     : Next spell cast

When affected by this spell, the duration of the following spell is 
doubled.

Only spells that the caster received between levels 21 and 40 are 
affected.
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AURA_SIGHT

AURA SIGHT
Power Score      : WIS -5
Initial Cost     : 9
Maintenance Cost : 2

Allows the psionicist to see 'auras', being able to detect the alignment
of things all around him/her.
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AUTOCOND

AUTOCOND
Usage: autocond

To toggle the Autocond (autocondition), type 'autocond'.  This will allow
you to see an opponent's physical health (their condition) during a battle. 
Type 'autocond' again to turn the toggle off.
See also: TOGGLE
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AUTOEXIT

AUTOEXIT
Usage: autoexit

Toggles the automatic display of currently available exits.  Not all
possible exits will be displayed, only those immediately available.
If a door is closed it will not show up as a possible exit.
See also: TOGGLE
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AUTOLEVEL

AUTOLEVEL
Usage: autolevel

To automatically gain levels while playing, the autolevel toggle must be on.  
This is the default for all new characters.

Some players may wish to have more control over the development of their 
characters.  To this end, you can turn off autolevel and use the GAIN command 
to specify which guilds to spend your EXPERIENCE on.

To toggle the autolevel off, type 'autolevel'.  If you want to turn the 
autolevel on again, type 'autolevel' again.

Use the TOGGLE command to see your autolevel status.

Note: this only affects guilds that use experience to level.  Guilds that 
rely on other methods, such as Dark Knight, whom gains levels based on your 
number of kills, will still gain levels automatically when their conditions 
have been met.
See also: TOGGLE , GAIN , EXPERIENCE
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AVASCULATE

AVASCULATE
Usage        : cast 'avasculate' <victim>
Damage       : (29d18 + 28) * 3;
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 35

This spell inflicts a massive amount of magical damage to undead creatures.
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AVATAR

AVATAR
An immortal of rank AVATAR is a higher rank than an ANGEL, thus they have more 
responsibilites. AVATAR's usually have more specific jobs to do, such as 
being a Slumlord or running quests. They are also available to answer mortal 
questions.
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AWE

AWE
Power Score       : CHA -2
Initial Cost      : 1
Maintenance Cost  : 4

A psionicist can use this power to make others hold him in awe.  The 
target of the spell is so taken aback by how great the caster is, he 
cannot effectivly fight in battle.  Damroll is greatly reduced, based on 
level of the caster, until the target is killed, or the psionicist stops 
maintaining the power.
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BACKSTAB

BACKSTAB
Usage: backstab <target>

Backstab is a way to sneak up on a person and attempt to place your dagger
in his back, at exactly the point where it does most damage.  A successful
backstab gives a damage multiplier, depending on level:

    Levels  Multiplier
    ------  ----------
     1-7        2
     8-14       3
    15-25       4
    26-36       5
    37-40       6
    41-65       7
   

The chance of successfully backstabbing a person depends on how well you
have practiced backstab at your guild.  You can always backstab sleeping
people.
See also: PRACTICE
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BALANCE

BALANCE
Commands to take money out of the bank, put money in the bank, or see how
much money you have in the bank.  Can be used at any branch of the First
National Bank of AddictMUD (wherever you see an automatic teller machine).

Examples:

  > balance
See also: GOLD , SCORE , WITHDRAW , DEPOSIT
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BALLISTIC_ATTACK

BALLISTIC ATTACK
Power Score      : CON -2
Initial Cost     : 5
Maintenance Cost : N/A

  Hurling small objects at your enemy, causing moderate damage comparable
to a BURNING HANDS spell.
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BANISH_SHADOW

BANISH SHADOW
Usage        : cast 'banish shadow' <target>
Accumulative : N/A
Duration     : Instantaneous

This spell is used to banish creatures of the Plane of Shadow back to that
plane.  The creature gets a saving throw.  A successful saving throw means
they will not be banished, but still sustains a lot of damage.
See also: ANIMATE SHADOW
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BANISHMENT

BANISHMENT
Usage        : cast 'banishment' <target>
Accumulative : Damage
Duration     : Instantaneous

The caster attempts to banish the soul of her victim into the 
netherworld.  If successful, the victim is stripped of their soul, and the 
lifeless body falls dead.  Partial success will bring their soul closer to 
banishment, at great cost to their life force.
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BANK

BANK
Commands to take money out of the bank, put money in the bank, or see how
much money you have in the bank.  Can be used at any branch of the First
National Bank of AddictMUD (wherever you see an automatic teller machine).
See also: GOLD , SCORE , DEPOSIT , WITHDRAW , BALANCE
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BANSHEE_AURA

BANSHEE AURA
Usage        : cast 'banshee aura' <target>
Accumulative : Duration
Duration     : 24 Hours

Calling on the wail of the banshee, the caster creates a sonic aura around
the target.  The aura will improve your AC as well as increase resistance
to sonic attacks.
See also: AC
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BAREHAND_ATTACK

BAREHAND ATTACK
Usage: barehand <target>

   This skill is alotted to the ninja class allowing them to use their
fists as deadly weapons.  The ninja's level and how well you are learned in
the skill affect the potence of the attack.  You must be weaponless in
battle for the skill to improve.
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BASH

BASH
Usage: bash <target>
Cost : 5 movement points

The success of a bash depends upon how well you are learned.  To bash someone
is to attempt to 'knock' that person over.  If you succeed you will inflict
minor damage, and cause the victim to fall on it's rear.  The victim will be
unable to issue any commands for 2 rounds of violence.  If you miss you lose
your balance and fall.

A bash makes you unable to type commands for 2 rounds of violence.

Note that hitting a person who is resting/sitting will inflict 1.5 * damage.
See also: KICK , RESCUE
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BASH_BOOST

BASH BOOST
Usage: Automatic

A "bash boost" increases the meager amount of damage that BASH does when 
used by a number between 1 and the amount you know the skill (superb is 95%).

There is a skill check which could result in zero increase.  So the better
you know the skill the better it is for you.
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BASH_FORCE

BASH FORCE
Usage: Automatic

A "bash force" increases the amount of time the mob must "wait" after 
being bashed, before it may stand up.

The number is determined by how practiced you are at the skill.  That wait
time increase is 1/4th that value.  (superb is 95).

There is a skill check which could result in zero increase.  So the better
you know the skill the better it is for you.
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BASH_MAGNIFY

BASH MAGNIFY
Usage: Automatic

A "bash magnify" increases the strength of a "bash boost" and "bash 
force".  Both "bash boost" and "bash force" must be practiced as well in 
order for "bash magnify" to work.

There is a skill check for success, so the better you know the skill, the
better it is for you.
See also: BASH , BASH FORCE , BASH FORCE
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BATTLE_CRY

BATTLE CRY
Usage: battlecry

Letting loose a loud battle cry (RAWRRRR!), the party gains a strength 
bonus based on the warrior's level.
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BAZAAR

BAZAAR
Usage: bazaar <item> <price>

Do you have an item you would like to sell?  A huge stack of haste scrolls 
you wouldn't mind making a little gold back on?

Take your wares to one of the shops in the Bazaar!  Within a few minutes of 
your item(s) selling, you will receive a mudmail with your gold.  It's as 
simple as that.

Bazaar's work like regular shops, except players use the BAZAAR command to 
add items they want to sell, and specify the price required.

More than one person can sell the same item at a shop, and each person can 
specify a different price for that item.  Using the extended syntax of the 
BUY command to specify which item the consumer wishes to purchase, they
will of course buy the cheapest item.  If they are all the same price, the 
shopkeeper will sell whichever item is most handy.

If you want to cancel any of your sales, you will have to cancel all your 
sales at the bazaar shop, with the CANCEL command.  You will have to type 
"cancel" twice, to verify that that is what you want to do, and your items 
will be returned to you.

Shopkeepers that sell your items will take a 50 coin handling fee when you 
put your item up for sale.
See also: BUY
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BELLOW_OF_THE_DEAD

BELLOW OF THE DEAD
Usage         : cast 'bellow of the dead' <victim>
Accumulative  : affect
Duration      : Random

Temporarily reduces the victims max hitpoints, and drains the victims
hitpoints by a random number based on your level.  The drained hitpoints
are added to the casters max hitpoints.  The higher your max hitpoints, the
greater the chance for spell failure.

Your alignment also drops 50 points when you use this spell.
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BENEDICTION

BENEDICTION
Level        : Cleric: 1
Usage        : cast 'benediction'
Accumulative : Healing
Duration     : N/A

This is a powerful group healing spell.  It grows in power as the cleric 
grows in level.

A granted spell, it can only be used once every two hours.
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BERSERK

BERSERK
Usage: berserk

   This is a skill used by Warriors. When a Warrior attempts to
go berserk he forces his mind to use all his strength and adrenaline
in battle.  Once he goes berserk he cannot think of anything else,
(i.e. flee).  The good thing about this is when they do go berserk
they get special bonuses to damage, however since the barbarian is not
in his right minds so he might not hit as well.
See also: WARRIOR
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BILE_SPEW

BILE SPEW
Usage        : cast 'bile spew' <target>
Damage       : 45 * level
Save         : Half damage
Duration     : Instant
Resist       : Acid
Level        : Necromancer 30

Caster calls forth an acidic spew of bile from their stomach, causing ?
acid? damage on victim.
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BIOFEEDBACK

BIOFEEDBACK
Power Score      : CON -2
Initial Cost     : 6
Maintenance Cost : 6

  Through great control of the body, a psionicist can cushion him/herself
against physical (or non-psionic) attacks, absorbing 1/4 of the damage.
(i.e. you are attacked for 20 points of damage, if you are affected by
BIOFEEDBACK, it absorbs 5 points, so you only receive 15 points of damage.)
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BLACKFLAME

BLACKFLAME
Usage        : cast 'blackflame' <target>
Damage       : 65d52 + 110
Save         : Half damage
Duration     : Instant
Resist       : Shadow
Level        : Necromancer 58

Caster calls forth a ring of black flames to hurl against his victim.
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BLADE_OF_PAIN

BLADE OF PAIN
Usage        : cast 'blade of pain' <target>
Damage       : 10d30+level
Save         : Half damage
Duration     : Instant
Resist       : Slash
Level        : Necromancer 18

The caster calls forth a pain enducing blade, that is
hurled at the enemy.
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BLESS

BLESS
Usage        : cast 'bless' <target>
Accumulative : Duration
Duration     : 6 Hours, permanent for objects

Bless on a victim will improve the target's saving throw versus spells
by 1, and furthermore improve the hitroll by 2.

Bless on an item currently has no defined action.  It is only possible
to bless non-evil items, and the object blessed may weigh no more
than five pounds per level of caster.
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BLESSED_CHANCE

BLESSED CHANCE
Usage        : cast 'blessed chance' <target>
Accumulative : Duration
Duration     : 6 + (level/2) Hours

A Blessed Chance on a victim will improve their saving throws by -5.
See also: SAVING THROWS
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BLESSED_WARMTH

BLESSED WARMTH
Usage        : cast 'blessed warmth' <target>
Accumulative : Duration
Duration     : 25

    This spell protects the caster from cold based attacks, they take 20%
less damage from all cold based attack.
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BLINDNESS

BLINDNESS
Usage        : cast 'blindness' <target>
Accumulative : None
Duration     : 2 hours

Blindness will blind a target failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.
See also: AC , HITROLL
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BLIZZARD_BLAST

BLIZZARD BLAST
Usage        : cast 'blizzard blast' <weapon>
Accumulative : None
Duration     : 300 seconds

Imbues the weapon with a strong ice based weaponspell.
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BLOCK

BLOCK
Usage: block

This command will allow you to "parry" a victim's attempts to hit you
for a round of combat.  Further, after you block, you will be unable to
use any other combat command, including flee, for at least 1, possibly 2,
rounds of combat.
See also: BASH
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BLOOD_BURST

BLOOD BURST
Usage        : cast 'blood burst' <target>
Accumulative : Damage
Duration     : Instantaneous

A low level spell, the caster attempts to boil their victims blood.
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BLOOD_RITE

BLOOD RITE
Usage        : cast 'blood rite'
Damage       : N/A
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 61

A blood rite is a ritual allowing the caster to transform vital hitpoints
into mana.  An important ability when in a pinch and you need quick mana to
cast a spell to save yourself or your group.

Amount transferred is equal to the caster level.  You cannot transfer
yourself below one hit point.
See also: HIT POINTS
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BLOOD_WEAPON

BLOOD WEAPON
Usage        : cast 'blood weapon' <weapon>
Accumulative : N/A
Duration     : 75 seconds

Allows a spell caster with a dark soul to enchant a weapon so it will drain
hit points from it's foes to restore the wielder.

A granted spell that can be used only once every two hours.
See also: GRANTS
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BLOODSTORM

BLOODSTORM
Usage        : cast 'bloodstorm'
Damage       : (15d8 + level) * 9
Save         : Half damage
Duration     : 2, accumulative
Resist       : Poison
Level        : Necromancer 41


Caster calls forth a solid stream of blood on all victims in a room
crushing them under its powerful stream.  This spell affects all victims in
a room.

Doing damage, and lowering each victim's HITROLL, and raising their AC.
See also: HITROLL , AC
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BLUFF

BLUFF
Usage: bluff


Fool your opponent, make them think you're about to move in one direction,
when you actually move in another.  This causes your attacker to miss you,
striking where they thought you were going to be.

A successful BLUFF gives you a few mirror images that the attacker will hit
instead of you.

Based on your level, a BLUFF can use 10 - 25 movement points.
See also: MIRROR IMAGE
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BOARDS

BOARDS
Bulletin boards are the forum of inter-player communication on the MUD.
There are different bulletin boards for different purposes -- for example,
a standard mortal board, a board for immortals, a board for fun "social"
messages, etc.  Naturally, not all players may be allowed to read all
types of boards.

Type "LOOK BOARD" to see the messages already posted on a board.  Type
"WRITE <subject>" to post a message to a board.  Type "READ <number>" to 
read a post.  Type "REMOVE <number>" to remove your own messages.

Example:

  > look at board
  > write Am I using these boards correctly?
  > read 6
  > remove 6
See also: MAIL , READ , WRITE
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BODY_CONTROL

BODY CONTROL
Usage            : cast 'body control' <type>
Power Score      : CON -4
Initial Cost     : 7
Maintenance Cost : 6

  Body control is much like the reverse of the Necromancer spell "WEAKNESS".
The psionicist gathers great control to resist certain elements or attacks.
Where <type> can be one of the following: fire, cold, elec, energy, blunt,
pierce, slash, acid, poison, drain, sleep, or charm.  Damage taken from the
specified type is reduced by a percentage equal to the level of the caster.

NOTE:  You can only control your body effectively against one type at a time.
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BOIL_BLOOD

BOIL BLOOD
Usage        : cast 'boil blood' <weapon>
Accumulative : Duration
Duration     : 75 seconds

Imbues the weapon with a strong fire based weaponspell.
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BONE_WALK

BONE WALK
Usage        : cast 'bone walk'
Damage       : N/A
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 27

This spell raises the bones of giants of old. When cast, enormous bones
thunder from the ground and form a massive skeletal giant. This giants
shin bone is as big as you are!
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BRAINBONK

BRAINBONK
Usage: brainbonk <victim>

Using brainbonk, the rogue attempts to bonk an enemy on the head with the
hilt of his weapon.  Any size dagger can be quite effective.

Due to the location of the intended attack, the damage can be quite
considerable.
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BRAVERY

BRAVERY
Usage        : cast 'bravery' <target>
Accumulative : Duration
Duration     : 24 hours

This spell will make the victim feel brave.  His ego will swell up and he
too will feel like the king of the forest.  Thankfully he won't run around
singing about it, going "put 'em up! put 'em up!".

The spell lowers the target's ac, as well as add's hit point bonus' based
on the caster's level.
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BRAZIL

BRAZIL
1.  A country in South America
2.  The name of a far too long (and boring) Movie
3.  The last name of the main character from the Saga of The Well World.
    (Nathan Brazil)
4.  All that is pure and holy.
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BREATH_OF_DARKNESS

BREATH OF DARKNESS
Usage        : cast 'breath of darkness'
Accumulative : Poison
Duration     : Instantaneous

   When cast, the caster exhales all available air in his lungs, that 
emits a rancid stench.  When a victim breathes the stench they are 
poisoned.
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BREW

BREW

Given the proper ingredients, you may "brew" potions.
A complete list of potions you may brew will be available
when the skill is complete, in the meantime, don't complain
if it doesn't work :P
See also: CRAFT
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BRIEF

BRIEF
Usage: brief

Toggle "brief mode".  When in brief mode, you don't see the descriptions of
the room you are in; only the name of the room and the people and objects
there.  Unless you're very familiar with the area in which you're traveling,
however, it is not advisable to use this command.  Frequently, you will find
small but vital hints in the descriptions of the rooms: An extra peek at your
surroundings could mean the difference between life and death!

If you explicitly type 'look', you will always see the full room description,
even in BRIEF mode.
See also: COMPACT , LOOK
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BUG

BUG
Usage: bug <bug report>

For making useful suggestions and reporting problems to the Powers that Be.

Examples:

  > bug the entire game crashes when I type 'put bag in bag'
See also: TYPO , IDEA
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BUILD

BUILD
The build command is used for the owner of housing to make modifications 
and expansions on their own.  Only the owner can make the modifications, 
and each change will cost gold.

Different options to the build command include:

       build room create <direction>
       build room name <new room name>
       build room storage
       build room storelog
       build room desc (you are then dropped into the editor)
       build room hometown <adril|skara|nt> <direction>
       build room door <direction> <keyword>
       build object list
       build object buy <number>
       build addguest
       build prices

The options started with rooms because those are the most common changes
players request.  Now some objects may be purchased (but not yet
customized).  Other options are to follow (shop, mob, recall device/mob
perhaps, etc)... all in good time, and depending on demand.

STORAGE will add a STORE flag to the room you are currently in.
STORELOG will add a STORELOG flag to the room you are in.  This is
    viewable by typing "store log"
NAME is used to change the name of the room.
DESC will start you editing the room description.  If you abort the 
    editing, you will not be charged, but each time you save the room 
    description, it will cost you, so make sure you get it right the 
    first time.
DOOR will turn an exit into a closable door.  Specify the direction, and
    keyword for the door (be it "door", "gate", whatever you like, but you
    only get one word).

The HOMETOWN option is used to create an exit to a hometown from the room
    you are currently in.  You must choose a direction where there is no 
    exit from the room you are currently in.

The CREATE option creates a new room connected in the direction you 
specify.  This is the most expensive option, so type your exit 
carefully.  If you need corrections made by someone in charge of housing, 
it will cost you.

For HOMETOWN and CREATE, the exits are specified as n, s, e, w, nw, sw, 
ne, se, up, and yes, even down.

ADDGUEST will add an additional guest slot.  Currently there is no cap for
    the number of guest slots you can add, but we reserve to enforce a
    limit later if we decide it becomes a problem for whatever reason.

The OBJECT section deals with buying objects to sit in your room.  For
example, an ATM, or a fountain.  Type "build object list" to see the list
of available items, and their cost.  When buying, use the corresponding
number on the left side of the item name.  For example, an ATM may be
80500, so you would type "build object buy 80500" and an ATM will be copied
to your housing and made to load in the room you are currently in.

If you no longer want the item to load, or you pick an incorrect object,
you will need to submit with the REQUEST command, and pay to have it removed.

Typing "build prices" will show you the current prices of each thing.  
Prices are cheaper then putting in a request for us to do it for you,
usually even if you have to go back and spend more money to fix a typo or
change a description again.
See also: ROOM_PRICES , STORE , UNSTORE , ROOMS
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BURNING_HANDS

BURNING HANDS
Usage        : cast 'burning hands' <target>
Accumulative : Damage
Duration     : Instantaneous

   When this spell is cast, a jet of searing flames shoots from the caster's
fingertips, scalding the unfortunate victim.
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BURROWING_BONY_DIGITS

BURROWING BONY DIGITS
Usage        : cast 'burrowing bony digits' [victim]
Accumulative : Damage
Duration     : Instant

The caster sends forth a spray of bony fingers that burrow into the 
victim on contact, causing great pain and damage.
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BURY

BURY
Usage: bury

With this command you can bury items in the ground to be retrieved later
with the DIG command.  Items buried will save even if there is a crash or
reboot.  Keys or items flagged !RENT will not survive the elements
underground however.
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BUY

BUY
Usage: buy <item name>
       buy #<item number>
       buy n.<item name>
       buy n <item name>
       buy n #<item number>

If you'd like to purchase an item from a shop and have the money, you can buy
it.  Items can be bought by name, or by their number in the shop listing,
and can be bought in quantity.
 
Examples:
 
  > buy sword        (buy the first sword on the list)
  > buy #3           (buy the third item on the list)
  > buy 4.sword      (buy the fourth sword on the list)
  > buy 10 bread     (buy 10 pieces of bread)
  > buy 10 #2        (buy 10 of the second item on the list)
See also: LIST , SELL , SHOPS , VALUE
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CALL_LIGHTNING

CALL LIGHTNING
Usage        : cast 'call lightning' <target>
Accumulative : Damage
Duration     : Instaneous

This spell will use the "force of nature" to make a bolt of lightning
strike the victim.  It is therefore only possible to call lightning
outside, and it has to be raining (or worse).
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CALL_OF_THE_HOLY

CALL OF THE HOLY
Usage        : cast 'call of the holy' <victim>
Duration     : Instaneous

Will summon a person of the name spoken.  It is not possible to summon
someone of four or more levels above yourself.  Call of the Holy can only
bring the most pious of individuals.
See also: NOSUMMON
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CALL_TO_ARMS

CALL TO ARMS
Usage: calltoarms

Call to Arms is used to call upon your friends to join you in battle,
increasing morale and boosting the group's hitpoints.
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CALM

CALM
Usage        : cast 'calm' 
Accumulative : Calmness
Duration     : Instantaneous

Peace descends upon the area, causing all fighting to stop.
Aggressive mobiles are also made too calm to attack.  However
watch out for mobs with memory ;)
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CANCEL

CANCEL
Usage: cancel <idnum>

The commands used by the AddictMUD Mail System (AMS) are MAIL, CHECK,
RECEIVE, and CANCEL.  These commands can only be used while in an Official
AMS Post Office.  You must be at level three in order to use the MMS.

To cancel a sent message before it it received, type LIST to see any
messages you may have sent. Mail to a player of a higher level will not be
listed.

To cancel a message, type CANCEL followed by the id number.

Unfortunately, the AddictMUD Mail System is not very efficient when
canceling mails with packages.  The package tends to get lost.  Management
is currently working to rectify this unpleasant situation; an announcement
will be made when this issue is corrected.

Example:
 > cancel 2230
See also: CHECK , RECEIVE , MAIL , LIST
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CANNIBALIZE

CANNIBALIZE
Power Score      : CON 
Initial Cost     : 0
Maintenance Cost : N/A

Cannibalize allows you to 'convert' CON to PSP's for an amount of time. 
For every 1 CON you choose to cannibalize, you get 9 PSP's added to your
MAX.  It can be cast more then once, however you can not get below 3 CON
when casting this spell.

Cannibalize takes one argument when casting, and that is how many CON you
want to CANNIBALIZE.

This spell is not maintainable like normal Psionic spells, it has a set
duration based on how many CON has been cannibalized. (10*amount 
cannibalized)

Please keep in mind when casting this spell that it WILL affect the 
casting of spells that have CON at it's 'Power Score'.
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CAST

CAST
Usage: cast '<spell name>' <target>

For "magical" people who wish to throw a spell at someone or something.

Example:

  > cast 'burning hands' fido

Note that the name of the spell must be enclosed by "'"s.
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CAUSE_CRITIC

CAUSE CRITIC
Usage        : cast 'cause critic' <target>
Accumulative : Damage
Duration     : Instantaneous

This spell causes 3d8+3 hitpoints of damage.
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CAUSE_SERIOUS

CAUSE SERIOUS
Usage        : cast 'cause serious' <target>
Accumulative : Damage
Duration     : Instaneous

When cast upon an enemy, this spell causes 2d8+4 damage to target.
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CAVORTING_BONES

CAVORTING BONES
Usage        : cast 'cavorting bones'
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 11

This spell allows the caster to raise the bones of warriors from long ago.
When this spell is cast upon a corpse the bones spring up and come to
life, bringing forth a creature that looks to be straight from the
underworld.
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CELL_ADJUSTMENT

CELL ADJUSTMENT
Power Score      : CON -3
Initial Cost     : 5
Maintenance Cost : N/A

This power can be used exactly like the REMOVE POISON spell, to drive the
poison out of the victim.
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CHAMELEON_POWER

CHAMELEON POWER
Power Score      : CON -1
Initial Cost     : 6
Maintenance Cost : 3

The psionicist using this power actually changes the coloration of his
skin, clothing, and equipment to match his surroundings.  As he moves, the
coloration changes and shifts to reflect any changes in the surroundings.

The effect of this power is exactly like the thief HIDE skill.
See also: HIDE
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CHANGES

CHANGES
Use this command to view a list of recent changes to the mud.

Usage:

> changes
See also: NEWS
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CHANNEL

CHANNEL
A dynamic channel is a channel that is created 'on the fly'.  You decide
what command it will be (it can't be an existing mud command), what color
it is, and who can use it.  Created channels last for one hour, and will
continue to exist even after the creator logs off.


To create a channel, use the command 'channel'.

Example:

channel create private red

This will create a new channel called private, and the text will be the
color red.  Then a 'temp' command is created called 'private' that you will
use to talk on the channel.  (Sorry, the command can't be abbreviated).

If you want to allow people to see the channel, you type the channel name,
then a + then their name.

Example:

private +roger

Now roger can see and talk on the private channel.  By the same method, you
can also remove people form the channel

private -roger

Now roger cannot see it any longer.

private *        This will give a list, to the creator of the channel, of
                 all who are able to use the channel.


private  (with no arguments, this will toggle the channel on/off without
          completly loosing access to it.  Much like typing NOGOSSIP)

Valid colors are: red, green, cyan, yellow, blue, magenta
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CHANNELS

CHANNELS
See help files available for each communication command.

SAY GSAY SHOUT HOLLER TELL ASK WHISPER
GOSSIP GRATS AUCTION NOTELL NOSHOUT 
NOGOSSIP NOGRATS NOAUCTION CSAY QSAY
COMMENT CHAT
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CHAOS

CHAOS
Usage        : cast 'chaos' 
Accumulative : Damage
Duration     : Special

CHAOS is similar to the spell FISSION BOMB, and just like a real atomic 
blast, it can destroy most things outright.
    Just like Fission Bomb, a protective shield is created using the 
caster's mana before the spell is cast.  The more mana the caster has, 
the stronger the shield.  The shield is very important against damage to 
the caster and the group (if it is the case).  The side effects of Chaos 
are identical to fission bomb: blindness, poison and even death.
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CHARISMA

CHARISMA
This is your natural charm, this affects your powers of persuasion, mainly
with thieves haggling abilities.  It's also a factor in how many charmed 
followers you are allowed to have.
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CHARM_PERSON

CHARM PERSON
Usage        : cast 'charm person' <target>
Accumulative : Nothing
Duration     : (432/Intelligence points of target)

It is not possible to charm anyone that is already charmed, if
you're charmed yourself, or if the person is a higher level than
yourself.  The person will get a saving throw versus Paralyzation.

A charmed person will follow you, and not be able to attack you, you
can order the charmed person using the order command.
See also: FOLLOW , ORDER
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CHAT

CHAT
Chat is a channel that anyone can enter, but only those players that are
currently in that channel can hear each other talk.  The default chat
channel is chat<0>.

usage:
  chat <say something!>
  chat *<somenumber>   (changes what channel you're tuned to)
See also: SAY , TELL , AUCTION , GRAT , GOSSIP , QSAY
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CHECK

CHECK
Usage: check

The commands used by the Mail System (MS) are MAIL, CHECK, RECEIVE, and
CANCEL.  These commands can only be used while in an Official MS Post
Office.  You must be at level two in order to use the MS.
See also: RECEIVE , MAIL , CANCEL
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CHILL_TOUCH

CHILL TOUCH
Usage        : cast 'chill touch' <target>
Accumulative : Damage
Duration     : Instananeous

When the caster completes this spell, a blue glow encompasses his hand.
This energy attacks the life force of the living creature which the caster
touches.   A victim failing its saving throw will suffer minor damage and
get its strength reduced by an amount based on the level of the caster.
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CHILLING_EMBRACE

CHILLING EMBRACE
Usage        : cast 'chilling embrace' <target>
Damage       : 3d9 + 5
Save         : Half damage
Resist       : Drain
Duration     : Instantaneous
Level        : Necromancer 7

The caster walks up to the target and embraces the victim, inflicting a
small amount of damage on contact.
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CHIVALRY

CHIVALRY
Usage        : chivalry
Level        : Knight 21
Duration     : 24 hours
Cost         : 25 - 45 moves

The Knight sacrifices his own hit points to benefit the group.  The
knight's max hp is lowered by 25%, and that amount is added to each member
of the group.
See also: HIT POINTS
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CIRCLE

CIRCLE
Usage: circle

During battle if you are not being attacked personally, you can try to
circle around your opponent, causing roughly half the damage as 
backstab.  
Note, you must have a piercing weapon, same as backstab.
See also: BACKSTAB , STAB
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CIRCLEMUD

CIRCLEMUD
                    C  I  R  C  L  E  M  U  D     3  .  0

CircleMUD was developed from DikuMUD (Gamma 0.0) by Jeremy "Ras" Elson at
Johns Hopkins University's Department of Computer Science.  All code unique
to CircleMUD is protected under a copyright by the Trustees of the Johns
Hopkins University.

Many, many people contributed to CircleMUD in one way or another throughout
the course of its development.  Although it's impossible for me to remember
them all, I'd like to extend special thanks to certain people:

  -- Jeff Fink, for submitting a veritable mountain of excellent code.
  -- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
     reporting.
  -- Furry (Alex Fletcher), for single-handedly managing Circle's world 
     files.
  -- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
     code and area submissions.
  -- Jean-Jack Riethoven for porting the code to the Amiga, and David 
     Carver for porting it to OS/2.
  -- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
  -- The DikuMUD folk, and the good old WhatMUD implementors Dave Justin,
     for starting the ball rolling.

  -- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being 
     there in the very early days of Circle's development.
  -- And, of course, Sharon, Ben, Erica, Aly, and Josh, for keeping me 
     sane.

...plus everyone else in the Circle community who has submitted material!
Thanks everyone!

  Anonymous FTP:  ftp.cs.jhu.edu:pub/CircleMUD
Author's E-Mail:  jelson@jhu.edu
            URL:  http://www.cs.jhu.edu/~jelson/circle.html
   Mailing List:  circle@pvv.unit.no
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CLAN_COMMAND

CLAN COMMAND
The clan command is the main engine behind clans.  This is how people apply
to a clan, get promoted, deposit gold into the clan treasury, etc, etc.
Without this, leaders might as well keep track of their members with a piece
of paper.

Basic options to non-clan-members are:

list, apply, info, who.

LIST  : This lists all clans.
APPLY : "Clan apply <clanname>" if you want to apply to a clan.
INFO  : "clan info <clanname>"  This gives some basic info on a clan.  Number 
        of members, etc, and displays their 'plan'.
WHO   : "clan who <clanname>" will list everyone that is a member or applicant
        to the specified clan, as well as their rank.

Member options:

deposit, resign.

DEPOSIT : This is used for depositing money into the clan treasury (Only
           leaders may withdraw gold).
RESIGN   : If you no longer choose to be a member of a clan, you may resign
           by typing "clan resign resign".

Leader options:

withdraw, promote, demote, addleader, delleader, appfee, expel, plan.

WITHDRAW : Used to withdraw gold from the clan treasury.
PROMOTE  : Will promote another clan member.
DEMOTE   : Will demote another clan member.
ADDLEADER: Makes a member a 'true' leader (gives access to the leader
           commands)
DELLEADER: Removes a members access to leader commands.
APPFEE   : Sets the application fee for entering the clan.
EXPEL    : Kicks a member out of the clan.
PLAN     : Set the clan plan (general info about the clan, limited to 8k
           characters)

Important information on leaders.  A member can be any rank in the clan,
including the highest rank, and still not be a leader.  In order for a
member to have access to use the leader commands, a leader must give them
access to them with the 'addleader' command.  A member of any rank can have
access to the leader commands, but they cannot promote/demote/expel someone
of a higher rank then they are.
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CLAN_RECALL

CLAN RECALL
  To see about getting a Clan recall device or recall mob, contact 
Jagang. Clan recalls allow the clannie to be teleported to their Clan 
castle.
See also: CLANS , CLAN_COMMAND
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CLAN_ROOMS

CLAN ROOMS
See CLANS
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CLANS

CLANS
The following is a help file containing the specifics on clans 
here at AddictMUD.

1: What is a Clan?
2: How do I start a Clan?
3: What fee's apply?
4: How do I add on to my Clan castle?
5: How does a clan get warnings? How can they harm the clan?
6: What can cause a Clan to be removed from AddictMUD?

1 - What is a Clan?

  A good way to think about Clans,  is to think about a close family of
mudders that stick by each other, and help their fellow clannie along in
their life here at Addict. Clans can consist of a max # of 30 players.
Clans have a founder/leader, and other ranks of command following.

2 - How do I start a Clan?

  To start a Clan the first thing you need to do is save save save.  Save
25 Million gold coins, and mudmail Brazil letting him know you are
interested in starting a Clan. In the mudmail you need to include the name
of your Clan, and the ranks you would like your clan to contain. The ranks
need to be in order from the greatest to the lowest, with a minimum of 2
and a max of 6. After this info is submitted it will be reviewed.   Then
the immortal staff will devise a quest for you to complete in order to 
earn your clan it's rightful status in the world, provided you and your 
fellow future clan mates completed it within the given time.

  A new clan will receive a clan hall with three starter rooms, which will
all be flagged as storage rooms.

Be warned,..if you do not complete the quest in the given time, you will
not be reimbursed your 25 Mil, nor will you be able to apply for a Clan 
for a period of one month. To start a clan you need to have at least three
followers that are interested in joining the Clan with you (multi's do not
count).

3 - What fee's apply?

  25 Mil to get a clan going.

4 - How do I add on to my Clan castle?

  Rooms are purchased with the BUILD command.  Gold is taken from the clan
treasury to pay the fees involved.  Only clan leaders have access to do 
so. Anything not handled by the BUILD command is to be asked for view the
REQUEST command, just like a standard player house.

5 - How does a Clan get warnings? How can they harm the Clan?

  If anyone in your Clan gets a warning, your Clan is marked with that
warning as well.  Once a clan is marked with 3 warnings it is up for being
disbanded.   All situations are considered on a case-by-case basis,
including who the offender(s) are, and the situation involved.

6 - What can cause a Clan to be removed from AddictMUD?

  If a Clan exceeds their 3 warnings (See 5) its byebye for the Clan.
If the founder/leader is frozen or banned its byebye as well.

  Keeping in line with the POLICY HOUSING, if no leader of a clan is 
around much for the span of a year, the clan will be disbanded, and the 
clan hall liquidated (deleted).

  If the leader of a Clan appears to be leaving Addict and they fail to
pass over the throne of command to a clan-mate the clan and all items
within will be nuked to a crisp after a certain period of time.

Any other questions in the Clan-Department can be directed to Brazil. 
Mudmail is always preferred.
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CLASSES

CLASSES
Currently there are nine classes available on this mud.  Each has different
skills and/or spells that enable them to be useful in different parts of the
mud.

Current starting classes available are:
        Paladin     AntiPaladin
        Cleric      Sorcerer
        Thief       Warrior
        Necromancer Psionicist
	
Special classes available are:
        Ninja

Each class has a help file that details them fully.

See the GUILDS help for available sub-classes to compliment your existing
primary classes.
See also: REMORT , GUILDS
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CLAW

CLAW
Usage        : cast 'claw'
Damage       : Grows with use
Save         : N/A
Duration     : 4
Resist       : N/A
Level        : Necromancer 20

Claws grow from your finger tips, giving you the ability to do bare
hand damage without a weapon.  While affected by this spell, you do 5d4 +
your damroll.
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CLEAN

CLEAN
A CLEAN (or PLAYERFILE CLEAN) is when old characters are removed from the
playerfile.  The definition of "OLD" is determined based on each characters
level.

File cleaning is not currently enforced while we re-evaluate things.  The 
class system has change so level restrictions are harder to enforce.

A level 0 character (never entered the game), is removed after 48 hours.

Level one characters are purged after one year.

If you rented at a CRYOGENECIST, or LONG TERM RENTAL place, your character
will be saved for 365 days, regardless of level.

Currently, no other character cleaning is in place.  This could change at
any time, so please keep that in mind when you are on extended leave.

If you know ahead of time that you will be on extended leave, please let
one of the immortal staff know (and when you might be back), we are willing
make arrangements to not have your character cleaned for a much longer 
period.
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CLEAR

CLEAR
Clears the screen.
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CLEAR_MIND

CLEAR MIND
Power Score  : WIS -4
Initial Cost : 30
Maintenance  : 15

Causes the Psionicist to force a clearer state of mind.  This change in
mindset increases the Psi's power score, increasing the success rate of
any power invoked while CLEAR MIND is being maintained.
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CLERIC

CLERIC
Clerics have an ancient belief in not carrying sharp weapons.  However, 
tradition often makes way for progress, and more and more wield swords and 
other such weapons.  This class gives you the wisdom of peace, blessing and 
healing, but it is possible to learn more violent spells.  You can improve
your spells by using the practice command.
See also: PRACTICE
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CLOSE

CLOSE
Usage: open | close | lock | unlock <door> [direction]

To open, close, lock, and unlock doors, of course.

Examples:

  > open portal
  > lock door
  > unlock door south
  > close gate
See also: ENTER , LEAVE
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CLS

CLS
Clears the screen.
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COLOR

COLOR
Usage: color [off | sparse | normal | complete]

If you have a color-capable terminal and wish to see useful color-coding
of information, use the COLOR command to set the level of coloring you see.

  > color off
  This command disables all color.

  > color sparse
  > color normal
  > color complete

These three commands turn color on to various levels.  Experiment to see
which level suits your personal taste.

'color' with no argument will display your current color level.

Using color will slow down the speed at which you see messages VERY slightly.
The effect is more noticeable on slower connections.  Even if you have
color turned on, non-colorized messages will not be slowed down at all.
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COLOR_CODES

COLOR CODES
Addict now has the ability to set specific colors in titles, channels, 
room descriptions, on object, on mobs, etc etc etc etc etc.

Note that excessive abuse of this will annoy the Imm's, and will be dealt
with by having color turned off for all players for a short period of 
time.

Basically how its done is this : to set your title in all blue, you would
type 

tit bI want a blue titlen

Whats going on here is that the b changes your color to blue, and the 
n returns the mud to normal colors.  If you dont end with n, you 
will 'bleed' into the next displayed lines for everyone who sees your 
colors, and you'll annoy them.  Make sure to use n! Also, dont put 
spaces after your codes or before them at the end of a line.  It will put 
an extra space in and it wont look like you want it to.

Below are the codes for all the colors and special effects you can do with
our new colors.  NOTE to builders :  ANY areas containing color in mobs,
objects or room descriptions MUST be OK'd by the an immortal FIRST.

Color code list
----------------

Normal Colors
k = Black
r = Red
g = Green
y = Yellow
b = Blue
m = Magenta
c = Cyan
w = White

Bold Colors
K = Bright black (No real use.  Just for completeness)
R = Bright red
G = Bright green
Y = Bright yellow
B = Bright blue
M = Bright magenta
C = Bright cyan
W = Bright white

Background Colors
0 = Black background
1 = Red background
2 = Green background
3 = Yellow background
4 = Blue background
5 = Magenta background
6 = Cyan background
7 = White background

Misc Characters
 = The character
 = The \ character

Special Codes
n = Normal
v = Reverse video
u = Underline (Only for mono screens)
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COLOR_SPRAY

COLOR SPRAY
Usage        : cast 'color spray' <target>
Accumulative : Damage
Duration     : Instantaneous

Upon casting this spell, the caster causes a vivid, fan-shaped spray of
clashing colors to spring forth from his hand.
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COLOUR

COLOUR
Usage: color [off | sparse | normal | complete]

If you have a color-capable terminal and wish to see useful color-coding
of information, use the COLOR command to set the level of coloring you see.

> color off
This command disables all color.

> color sparse
> color normal
> color complete

These three commands turn color on to various levels. Experiment to see
which level suits your personal taste.

'color' with no argument will display your current color level.

Using color will slow down the speed at which you see messages VERY slightly.
The effect is more noticeable on slower connections. Even if you have
color turned on, non-colorized messages will not be slowed down at all.
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COMBAT_MIND

COMBAT MIND
Power Score      : INT -4
Initial Cost     : 5
Maintenance Cost : 4

With use of this power, you gain understanding of combat, and how to
better your opponents, resulting in an increase in hitroll.
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COMBINE

COMBINE
Sometimes, you will need to create an item from several
other items in your inventory.  The ASSEMBLE, COMBINE, 
and MAKE commands will allow you to do this.

Usage:

 > make <item>
 > assemble <item>
 > combine <item>

Ex:
 > make pizza
See also: ASSEMBLE , MAKE
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COMMANDS

COMMANDS
Usage: commands

The COMMANDS command gives a canonical list of all the known verbs.

Each command listed should have help available by typing 'HELP <command>'.
See also: SOCIAL , SOCIALS
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COMMENT

COMMENT
Usage:  comment <player> <text>

   Sends a comment to another player in the same room.  Other players in the
room can see your comment and who it is directed to.
See also: CHANNELS
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COMPACT

COMPACT
Usage: compact

This command toggles the extra blank line output to your screen after each
command.  Useful if you have a small display.
See also: BRIEF
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COMPLETE_HEALING

COMPLETE HEALING
Power Score      : CON 
Initial Cost     : 30
Maintenance Cost : 0

Much like Ninja meditating, after the initial cost is spent while in a
SITTING position, the psionicist starts to regen at a much faster rate.

If you are poisoned, when you are in the process of a "Complete healing",
the poison will purge from your system more rapidly.
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CONCEAL_ALIGNMENT

CONCEAL ALIGNMENT
Usage        : cast 'conceal alignment' <target>
Accumulative : Duration
Duration     : 24 Hours

Using advanced holy techniques, the priest will hide the target's 
alignment from any equipment they wear.  The result is that any align 
restricted equipment can be worn even if the equipment would not normally 
allow it.
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CONDEMNED

CONDEMNED
Usage        : cast 'condemned' <target>
Damage       : N/A
Save         : N/A
Duration     : 3
Resist       : N/A
Level        : Necromancer 65

Victim's struck by this spell must make a saving throw, or become immune
to the effects of magical healing.
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CONE_OF_COLD

CONE OF COLD
Usage        : cast 'cone of cold' <target>
Accumulative : Damage
Duration     : Instant

When this spell is cast, it causes a cone-shaped area of extreme cold,
originating at the sorcerer's hand and extending outward in a large cone 
of chilling damage.
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CONE_OF_SILENCE

CONE OF SILENCE
Usage        : cast 'cone of silence' 
Accumulative : Nothing
Duration     : 3

Silence decends upon the area, blocking all channels from
entering the room.
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CONFUSION

CONFUSION
Usage            : cast 'confusion' <victim>
Power Score      : INT - 3
Initial Cost     : 35
Maintenance Cost : 15

Causes confusion in a single mob.  A confused mob will: 1) hit another
mob in the room, 2) hit another player, or 3) flee.  Effects are random.
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CONJURE_AIR_ELEMENTAL

CONJURE AIR ELEMENTAL
Usage        : cast 'conjure air elemental' 
Accumulative : Nothing
Duration     : Instantaneous

This spell summons a creature from the elemental plane of air.
These creatures are fairly powerful followers.  A mage should 
have only one of a given type of elemental follower at any one 
time, as like elementals may consume one another.
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CONJURE_EARTH_ELEMENTAL

CONJURE EARTH ELEMENTAL
Usage        : cast 'conjure earth elemental' 
Accumulative : Nothing
Duration     : Instantaneous
 
This spell summons a creature from the elemental plane of earth.
These creatures are fairly powerful followers.  A mage should 
have only one of a given type of elemental follower at any one 
time, as like elementals may consume one another.
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CONJURE_ELEMENTAL

CONJURE ELEMENTAL
Usage        : cast 'conjure elemental'
Accumulative : Nothing
Duration     : Instantaneous

This spell summons a creature from the elemental planes.
(Fire, Water, Air, Earth)  Each creature has unique properties
and are fairly powerful followers.  A mage may have only one
of a given type of elemental follower at any one time, as like
elementals will consume one another.
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CONJURE_FIRE_ELEMENTAL

CONJURE FIRE ELEMENTAL
Usage        : cast 'conjure fire elemental' 
Accumulative : Nothing
Duration     : Instantaneous
 
This spell summons a creature from the elemental plane of fire.
These creatures are fairly powerful followers.  A mage should 
have only one of a given type of elemental follower at any one 
time, as like elementals may consume one another.
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CONJURE_WATER_ELEMENTAL

CONJURE WATER ELEMENTAL
Usage        : cast 'conjure water elemental' 
Accumulative : Nothing
Duration     : Instantaneous

This spell summons a creature from the elemental plane of water.
These creatures are fairly powerful followers.  A mage should 
have only one of a given type of elemental follower at any one 
time, as like elementals may consume one another.
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CONSIDER

CONSIDER
Usage: consider <target>

This command will compare your Level with the <monsters> level.  You will then
receive a rough estimate, which is by no means exact.  Consider does not take
hitpoints/special attacks/damage into account.

Example:

  > consider fido
See also: HIT , KILL
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CONSTITUTION

CONSTITUTION
Constitution gives bonuses to the amount of hitpoints you have per level. 
If your constitution is too low, you will have penalties to your hitpoints.
 Your max hit points can change at any point dependent on your current
constitution.  See HIT POINTS for more details.
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CONTROL_WEATHER

CONTROL WEATHER
Usage        : cast 'control weather' better/worse
Accumulative : Affect
Duration     : Instantaneous

This spell will change the "course" of the current weather.

Example:

  > cast 'control weather' worse
See also: WEATHER
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CONVOKE_SHADOW

CONVOKE SHADOW
Usage        : cast 'convoke shadow' <corpse>
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 37

This spell calls to the shadows that hide unseen.  With wails of anguish
and despair, the shadows of the unseen come to your aid. Don't be
afraid..... It's only a shadow....
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COPY

COPY
Usage        : cast 'copy' <item to copy>
Accumulative : Nothing
Duration     : Instantaneous

If you have a piece of fine blank parchment (purchasable at the General 
Store in New Bengloarafurd), and cast the copy spell on any other object 
of type NOTE, the parchment will crumble and a duplicate copy of the NOTE
appears in the parchment's place, effectively copying the note.  (This
spell can also be used to copy mail.)
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CRAFT

CRAFT
Given proper ingredients, you may craft a wand or staff.
However, same as brew, it's not complete.
See also: BREW
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CREATE_FOOD

CREATE FOOD
Usage        : cast 'create food' 
Accumulative : Nothing
Duration     : Instantaneous

This spell instantly creates a magical mushroom.  The mushroom will be
filling for the next (5+level) hours, up to a maximum of 24 hours.
See also: CREATE WATER
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CREATE_LIGHT

CREATE LIGHT
Usage        : cast 'create light'
Accumulative : No
Duration     : Permanant

Creates permanent light source.
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CREATE_SPRING

CREATE SPRING
Usage        : cast 'create spring'
Accumulative : Nothing
Duration     : Level

Creates a flowing spring of fresh water.
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CREATE_WATER

CREATE WATER
Usage        : cast 'create water' <drink container>
Accumulative : Nothing
Duration     : Instantaneous

Expect disastrous results if cast upon a drink container which contains
a liquid other than water.  Empty water containers will be filled
depending on the level of the caster.

Double amount of water will be created if it is raining (or worse).
See also: CREATE FOOD
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CREDITS

CREDITS
These commands show you important information about CircleMUD.  It is a good
idea to read them every once in a while.

   info     - useful information about the game for beginners
   news     - latest changes to the code and areas
   policy   - policies on topics like player killing
   credits  - the people who made CircleMUD possible!
   version  - displays the current CircleMUD version number
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CRIMSON

CRIMSON
Our Editor-in-chief, Crimson, can usually be found
being nice, helping newbies, and generally
cheering up the place.

Tell her a joke, and see how she blushes so prettily.
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CRITICAL_HIT

CRITICAL HIT

A CRITICAL HIT does an extra 20% of damage.

Everyone gets a minimum chance of 1% to land a critical hit on every attack.
Each guild will help or hurt that chance.

For example, a Warrior gets a 8% bonus to that check, for a total of 7%, or
if you are a Necromancer you get a -2% penalty.

Check each guild with the GUILDS command to see what bonus' they give.

Right now the only thing that can modify your chance for a critical hit is
your guild memberships.  Other things are being carefully considered.
See also: GUILDS
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CRUSADER

CRUSADER
The Crusader is a "sub-class".  In order to become a Crusader, you must
first have mastered the peaceful defending ways of a Paladin, by being a
Paladin with at least one remort.  Becoming a Crusader does not change your
class from Paladin.  It is an enhancement to the Paladin class.

Crusader's have their own experience table, sharing the experience gained
and used for your Paladin levels.  Twenty percent of the experience gained
is divided among any sub-classes that require experience to level.  Once
Crusader reaches the max level of 30 it stops using exp.

You must be Paladin to join the Crusader guild.
See also: GUILDS , PALADIN
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CRUSADERS_MIGHT_ONE

CRUSADERS MIGHT ONE
Level        : Crusader 5
Usage        : cast 'crusaders might one'
Duration     : 12 Hours, accumulative

For Crusaders with alignment of 350-550, they will receive a bonus of 10%
damage dealt to evil aligned mobs.  No penalty or bonus versus neutral align
mobs.  Penalty of 10% damage to good aligned mobs.
See also: CRUSADER
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CRUSADERS_MIGHT_THREE

CRUSADERS MIGHT THREE
Level        : Crusader 30
Usage        : cast 'crusaders might three'
Duration     : 12 Hours, accumulative

For Crusaders with alignment of 800-1000, they will receive a bonus of 30%
damage dealt to evil aligned mobs.  No penalty or bonus versus neutral
align mobs.  Penalty of 30% to good aligned mobs.
See also: CRUSADER
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CRUSADERS_MIGHT_TWO

CRUSADERS MIGHT TWO
Level        : Crusader 18
Usage        : cast 'crusaders might two'
Duration     : 12 Hours, accumulative

For Crusaders with alignment of 550-800, they will receive a bonus of 20%
damage dealt to evil aligned mobs.  No penalty or bonus versus neutral
align mobs.  Penalty of 20% to good aligned mobs.
See also: CRUSADER
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CRY_OF_THE_DEAD

CRY OF THE DEAD
Usage        : cast 'cry of the dead' <victim>
Accumulative : Affect

Cry of the dead temporarily drains the victim of hitpoints, reducing his 
max hitpoints, increasing the casters.

Being such a vile spell, the casters alignment will drop quickly.
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CRYOGENIC

CRYOGENIC
Inns are places where the weary traveler may rest while the innkeeper looks
after his equipment and treasure.

Specifically, the game will save your equipment while you are logged out.
Here at AddictMUD, there is no daily cost for renting, but be aware that 
characters that are rented for too long may be deleted due to inactivity.

Rent files are deleted periodically based on a character's level and
duration of inactivity, but characters rented at a CRYOGENIC CENTER are
safe for one year, no matter the character level.  See the help for CLEAN
for character cleaning / purging information.
See also: OFFER , RENT , CLEAN
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CSAY

CSAY
CSAY is a private channel used by clans.  Each clan has it's own csay
channel.  You must be a member of that clan to use the csay channel.

usage:
>csay greetings all
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CURE_BLIND

CURE BLIND
Usage         : cast 'cure blind' <target>
Accumulative  : Nothing
Duration      : Instantaneous

This spell will cure a person blinded by the "blindness" spell.
It can not remove blindness caused by cursed items, or items
with the BLINDNESS flag
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CURE_CRITIC

CURE CRITIC
Usage        : cast 'cure critic' <target>
Accumulative : Healing
Duration     : Instantaneous

This spell cures 3d9+10 hitpoints of damage.

Does moderate damage to undead creatures.
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CURE_LIGHT

CURE LIGHT
Usage        : cast 'cure light' <target>
Accumulative : Damage
Duration     : Instantaneous

Cures minor wounds and scratches.
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CURE_POISON

CURE POISON
Usage        : cast 'cure poison' [target]
Accumulative : None
Duration     : Instant

Calling upon holy healing powers, the caster uses this spell to purge all
poison from the system.
See also: POISON
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CURE_WOUNDS

CURE WOUNDS
Usage        : cast 'cure' <target>
Accumulative : Healing
Duration     : Right away

Cures minor wounds and scratches.

Causes minor damage to undead creatures.
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CURSE

CURSE
Usage        : cast 'curse' <target>
Damage       : N/A
Save         : No effect
Duration     : 1 + (level / 2), accumulative
Resist       : N/A
Level        : Sorcerer: 14; Necromancer: 14

Curse cast on a person that fails the saving throw, will reduce their hit
roll and damage roll both, based on level.  It will also reduce the saving
throws.  The effect is accumulative.

When cast upon an object, the object will become undropable.  There may
also be other side affects when cursing an item depending on what kind of
an item it is.
See also: REMOVE CURSE
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DAM_ENHANCE

DAM ENHANCE

See "DAMAGE ENHANCE"
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DAMAGE_DICE

DAMAGE DICE
Many things in the MUD use the concept of Dice Rolls to determine 
damage.  The most common place to see this is on the statistics of a 
weapon.

It is commonly displayed as XdY.

The value of X is the number of dice used (or the number of rolls of a 
singular die).

The value of Y is the size of the die (how many "sides" the die would 
have.

Damage values would be as follows:

Minimum Damage: X (the value of each dice roll being a 1)
Maximum Damage: X * Y (the value of each dice rolled being the maximum 
amount possible)
Average Damage: X * (Y+1)/2

A few examples:

5d5:  Minimum Damage = 5; Maximum Damage = 25; Average Damage = 15
10d2: Minimum Damage = 10; Maximum Damage = 20; Average Damage = 15

1d12: Minimum Damage = 1; Maximum Damage = 12; Average Damage = 6.5
12d1: Minimum Damage = 12; Maximum Damage = 12; Avergae Damage = 12
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DAMAGE_ENHANCE

DAMAGE ENHANCE
Not to be confused with the "enhanced damage" affect, eq that gives 
you "damage enhance" will drain mana during battle to increase damage.  
The amount drained is based on how high your "dam enhance" value is, thus 
increasing damage.
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DAMAGE_MESSAGES

DAMAGE MESSAGES
Tell you how much damage you're doing.  The messages are every 4 points of
damage, up to IMPALE which is 81 damage.

Damage messages are ranked in the following order:

miss              tickles           scratches          barely
graze             hit               hard               very hard
extremely hard    injure            wound              maul
decimate          massacre          OBLITERATE         MUTILATE
DISEMBOWEL        EVISCERATE        DEMOLISH           ANNIHILATE
DEVASTATE         IMPALE
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DAMROLL

DAMROLL
Damroll is a measure of skill in combat, and the ability to hit opponents in 
their most vulnerable spots.  Higher damrolls allow players and mobs to do
more damage to their opponents.  Damroll can be affected by spells, as well
as equipment with the Damroll flag.  There is no minimum or maximum value for
damroll, and its natural value is always 0.
See also: HITROLL , STATS , ATTACKS
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DANGER_SENSE

DANGER SENSE
Power Score      : WIS - 3
Initial Cost     : 12
Maintenance Cost : 10

  This discipline enhances the psionists' awareness to dangers around
him/her.  This skill in MUD terms allows a psionist to 'see' DeathTraps.
Once this skill is enabled, simply 'look DIR' and you will get a idea if
that direction is safe.  NOTE: This skill does not allow you to see TIMED
(or teleport) DT's. IF the room in the direction looked at IS the DT then
you will know, otherwise you will not.
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DARK_FLAMES

DARK FLAMES
Usage        : cast 'dark flames'
Damage       : 2000 - 3800 to room
Save         : Half damage
Duration     : Instant
Resist       : Shadow
Level        : Necromancer 64

Caster calls forth a blaze of dark flames that quickly engulfs all living
beings in the room, leaving everything else untouched.
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DARK_FURY

DARK FURY
Usage        : cast 'dark fury' <self>
Duration     : Short

More you hit, more damage you do.

Can only be used once every 2 hours.

Consumes 10% of your hit points when cast.
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DARK_KNIGHT

DARK KNIGHT
For details on Dark Knight's, see the help for DARKKNIGHT (no space).
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DARK_STRENGTH

DARK STRENGTH
Usage        : cast 'dark strength'
Accumulative : Duration
Duration     : 5 + (level/2)

Calling upon dark power, the caster is granted extended vitality.  Max HP
is increased a modest amount, to allow the caster to live longer in 
battle.
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DARK_VIGOR

DARK VIGOR
Usage         : cast 'dark vigor'
Duration      : level/2
Accumulative  : Duration

Calling upon Dark Powers, the Antipaladin is granted increases to their 
Max Movement.  The amount of increase is determined by the casters level.
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DARKEST_CALL

DARKEST CALL
Usage       : cast 'darkest call' <victim>
Duration    : Instantaneous

Will summon a person of the name spoken.  It is not possible to summon
someone of four or more levels above yourself.  Darkest call is only able
to summon the most evil of fiends.
See also: NOSUMMON
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DARKKNIGHT

DARKKNIGHT
The DarkKnight is a "sub-class".  Becoming a DarkKnight will not change
your current class.  Instead, it will give you additional benefits (with
some penalties of course).

The DarkKnight has it's own experience table, but it is different than a
traditional class.  Because of it's evil nature, levels are gained by the
number of kills you make.

The pro's of becoming a DarkKnight are the additional skills (viewable by
typing "guilds darkknight"), and there is a +5HP and +5Mana per DarkKnight
level bonus added to your stats.  They also enjoy a HP regen bonus of 30%.

Your new evil ways do not go without penalty.  They receive a 10% penalty
to mana regen.

To become a DarkKnight, you must have a natural CONSTITUTION score of at
least 15, and you must complete a quest, given to you at the DarkKnight's
Temple.
See also: GUILDS , CONSTITUTION , REGEN
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DATE

DATE
Shows the current real time.
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DC

DC
Usage: dc <descriptor number | name>

DC (DisConnect) is used to disconnect a socket.  If used on a playing socket,
the player will lose his/her link, but, unlike PURGE, will not extract the
player or dump the player's inventory on the ground.

DC is also useful for disconnecting people who have accidentally left
themselves at the main menu, or connections sitting in the "Get name" state.
See also: USERS
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DEATH_BLADE

DEATH BLADE
Usage        : cast 'death blade' <target>
Damage       : 3d8 + 3
Save         : Half damage
Resist       : Slash
Duration     : Instantaneous
Level        : Necromancer 5

When cast, this spell creates a ghostly blade that attacks your foe.
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DEATH_FIELD

DEATH FIELD
Usage            : cast 'death field' <hp spend>
Power Score      : CON - 8
Initial Cost     : 40
Maintenance Cost : Instantaneous

  Death field is a life sapping region of negative energy.  A Successful
death field takes its toll on everyone (not grouped with the psionicist),
including the psionicist.  Anyone not making a successful save vs spell
receives damage in the amount of hp the psionicist spends.

As a result, your alignment also drops every time you cast this power.
i.e. a psionicist casts "cast 'death field' 80", anyone in the room not
grouped with the psionicists that fails a save vs. spell receives 80 
damage.
You cannot spend more then you have, and you must leave yourself at least 
5 hit points.

NOTE:  Like any spell, this does not affect other players when pkill is
turned off.
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DEATH_FOG

DEATH FOG
Usage        : cast 'death fog'
Accumulative : Damage
Duration     : Instant

The caster summons forth an acidic fog and sends it rolling towards his
victims.
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DEATH_PACT

DEATH PACT
Usage        : cast 'death pact' <target>
Accumulative : N/A
Duration     : Instantaneous

A powerful healing spell considered useful in dire circumstances.  The
spell will drain all the remaining mana from the caster, to heal the 
target to full health.  If the caster has 275 mana, the victim will be 
healed up to full health or 275 hit points, whichever is lower.  The 
excess mana spent is lost.

At the same time, this triggers a massive mana regen affect.  The caster
will regen an additional 6 mana per pulse, and a pulse will be shortened 
to one second.  The affect is short, but the healer will quickly regen a 
lot of mana.

Death Pact is granted to the caster by their deity, therefore can only be
cast a limited number of times per day.
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DEATH_TRAP

DEATH TRAP
Death Traps, also know as DTs, are designed to prevent foolhardy
exploration of the mud. We have tried to make all of the DTs on this mud
clearly marked such that if you attend to the room descriptions, you will
not fall victim (this is *NOT* a promise that ALL DT's are so well marked).  

DT's in the past would remove all your equipment in one shot, and leave you
high and dry.  AddictMUD DT's are a little different.  You are trapped in
the room for a small amount of time.  During this time, you cannot move,
talk, etc, or be summoned out.

If you hit a DT, you do not lose anything.  All of your items are retained.
 Neither do you lose your gold, experience points, or hit points.  The best
way to avoid DTs is to watch where you are going -- when you're in an area
that you're not familiar with, make sure to read the room descriptions and
don't wander aimlessly, check exits before moving, and heed warnings such
as "East - CRUSHED" (although not all warnings will be this blatantly
obvious.)
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DEATHS_DIRECTION

DEATHS DIRECTION
Usage        : cast 'deaths direction'
Accumulative : None
Duration     : N/A

When cast, this spell will tell the caster the direction of the closest
undead creature.
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DEBILITATING_PAIN

DEBILITATING PAIN
DEBILITATING PAIN
Usage        : cast 'debilitating pain' <target>
Damage       : N/A
Save         : N/A
Duration     : 3, accumulative
Resist       : N/A
Level        : Necromancer 18

The caster causes great pain to all enemies in the immediate vicinity.
The pain is intense enough to slow your victims down.  They can no longer
fight effectively, losing an attack (similar to the slow spell).
See also: SLOW
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DECAYING_ENTRAILS

DECAYING ENTRAILS
Usage        : cast 'decaying entrails' <target>
Damage       : (level + magpoints) * 2
Save         : N/A
Duration     : Damage every 4 seconds, for 8 times
Resist       : Drain
Level        : Necromancer 45

This is a powerful spell of great disease!  The victim's entrails start
to decay, causing extreme pain, and damage.

Spell can be cast multiple times for greater damage.
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DELAY

DELAY
Syntax:
delay <time to delay> <target for command> <command for target to execute>
ps
qkill <job number>

There is a new queue system on AddictMUD.  What this means is that you
can enter commands into the queue for execution at a later time.  To view
what is currently in the queue, type PS.  To enter a command into the
queue, the DELAY command is used.  You can enter NEARLY ANY TYPE of
command to be executed.  The <time to delay> argument is the time in real
seconds.  To kill a job in the queue, use PS to find the job number, and
then use QKILL and the job number to kill it.

Example:

>delay 20 swordmaster gos This is a test of the Queue
--This will cause the first instance of 'swordmaster' to gossip, "This is a
test of the Queue" 20 seconds from now.
>ps
--Find your job in the queue list. Note the job number.
>qkill 5
--Kill job 5 in the queue.

  Due to the nature of this command, any abuse of the command queue will
  NOT be tolerated, and will result in the removal of the command
  privelages at the least.
See also: FORCE
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DEMENTIA

DEMENTIA
Level            : MindWarrior 8
Power Score      : INT - 1
Initial Cost     : 25
Maintenance Cost : 2

Making the victim koo koo, the MindWarrior lowers it's resistance to
psychic attacks.
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DEMILICH

DEMILICH
Usage        : cast 'demilich'
Damage       : N/A
Save         : N/A
Duration     : 80
Resist       : N/A
Level        : Necromancer 45

Allows the necromancer to transform into the a demi-lich.  You gain the
hitpoints and attributes of the new form, but retain the same mana, and
all your spells and skills.

While transformed, you cannot level, instead the experience is merely
added, and you must level with the gain command when you return to your
original form.

Use the command 'return' to revert to your normal form.
See also: RETURN , POLYMORPH
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DEPOSIT

DEPOSIT
Commands to take money out of the bank, put money in the bank, or see how
much money you have in the bank.  Can be used at any branch of the First
National Bank of AddictMUD (wherever you see an automatic teller machine).

Examples:

  > deposit 400
  > deposit 10k (deposits 10000)
See also: GOLD , SCORE , WITHDRAW , BALANCE
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DETATCH

DETATCH
Usage            : cast 'detatch'
Power Score      : CON - 3
Initial Cost     : 25
Maintenance Cost : 8

The psionicist detatches his mind from the world around him, and goes 
into a brief trance.  When he comes out of it, a random attribute will be 
increased by 3 (int, wis or cha).
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DETECT_ALIGNMENT

DETECT ALIGNMENT
Usage        : cast 'detect alignment' [target]
Damage       : N/A
Save         : N/A
Duration     : 12 + level, accumulative
Resist       : N/A
Level        : Cleric: 4; Necromancer: 15; Paladin: 8; AntiPaladin: 8

Allows the caster to detect the alignment of those around them.
Evil will show in a red aura, good in a blue aura.
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DETECT_INVISIBILITY

DETECT INVISIBILITY
Usage        : cast 'detect invisibility' <target>
Damage       : N/A
Save         : N/A
Resist       : N/A
Duration     : 12 + level, accumulative
Level        : Sorcerer: 2; Necromancer: 2; Cleric: 8

This spell enables you to see invisible items and players. Note that
casting this spell without arguments defaults the target to the caster.
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DETECT_MAGIC

DETECT MAGIC
Usage        : cast 'detect magic' <target>
Damage       : N/A
Save         : N/A
Resist       : N/A
Duration     : 12 + level, accumulative
Level        : Sorcerer: 2; Necromancer: 2

This spell will let the target (either the caster or another player) see
the aura surrounding magical objects.
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DETECT_NOISE

DETECT NOISE
Usage           : detect noise <direction>
Accumulative    : N/A
Duration        :

This skill allows the user to hear if there are mobs in adjacent
rooms.
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DETECT_POISON

DETECT POISON
Usage        : cast 'detect poison' <target>
Level        : Sorcerer: 10; Cleric: 5; Necromancer: 12

If cast on food or drinks (drink containers), you will be able to sense if
it is poisoned.

Cast on a person you will be able to see if that person is poisoned.
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DETONATE

DETONATE
Usage            : cast 'detonate' <victim>
Power Score      : CON - 3
itial Cost       : 18
Maintenance Cost : N/A

  With the detonate power, latent energy inside animated objects can be
released explosively.  The power is most effective against the animated
undead (i.e. skeletons and zombies).

  This power does not work against noncorporeal undead, such as ghosts,
because they aren't material.  It also has no effect on living creatures.
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DEXTERITY

DEXTERITY
The skill and gracefulness of movement, giving you AC bonuses during 
battle.  It also affects the success rate of some skills.
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DEXTERITYSPELL

DEXTERITYSPELL
Usage         : cast 'dexterity' <target>
Accumulative  : Duration, Affect
Duration      : 20

This spell increases the victims dexterity, allowing him/her to be more
agile.
See also: DEXTERITY
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DIAGNOSE

DIAGNOSE
Usage: diagnose <character>

The DIAGNOSE command tells you how wounded a character looks.  If you are
fighting someone, you can use DIAGNOSE with no arguments to diagnose the
person you're fighting.

Examples: 

  > diagnose
  > diagnose rasmussen
See also: CONSIDER
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DIG

DIG
This command is used to dig the ground at your feet.  Use this command to
get items you have buried.  Sometimes you can find buried treasure that
other players have left.

If you bury a key or an item flagged !RENT, it will be destroyed by the
elements.
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DISARM_TRAP

DISARM TRAP
Usage: disarm <target>

Disarm trap is a skill used by thieves to disarm traps before they go off.
If you fail, the trap is triggered.
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DISASSEMBLE

DISASSEMBLE
Usage: disassemble <item>

  Nearly anyone can disassemble most items.  Most of the components are lost
in the process, however there is a good chance of preserving the parts that
make an item magical.  These leftover pieces can be then be inset into other
items to increase their stats.

  For instance, you can disassemble a ring with +1 damroll.  If successful,
you will receive an "essence of damroll" that you can then inset into an
insetable item.

  You cannot disassemble objects with a LIMITED flag, or a min level greater 
than 65.

  The Average Joe has about a 50% chance of being successful.  This check is
run individually for each apply on the item.

  Thieves receive a DISASSEMBLE skill at level 30.  This increases the chances
of success based on how practices the skill is, modified by the thief's
dexterity.  Make sure you practice the skill once you receive it or you will
have a base chance of success of 0%.
See also: TREASURE , THIEF , INSET
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DISINTEGRATE

DISINTEGRATE
Usage        : cast 'disintegrate' <target>
Accumulative : Damage
Duration     : Instantaneous

This spell is much more powerful than FIREBALL.  The victim must save vs 
spell, or he is hit by an antimatter blast and heavily damaged.

The minimum damage of this spell is 5*level of caster + a bonus determined
by level.  Due to the extreme power of this spell, the victim's saving 
throw is for quarter damage.
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DISMEMBER

DISMEMBER
This command can only be used by the undead.  It is used to try to
dismember a corpse for food.

usage:
>dismember <item>
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DISMISS_SUMMONED

DISMISS SUMMONED
Usage        : cast 'dismiss summoned' <victim>
Accumulative : None
Duration     : Instant

A summoned creature is a mob that was brought into being with 
a "summoning" spell such as monsum one, or gate.  Such mobs can be 
dismissed when you are through with them by the use of this spell.  You 
can also dismiss other summoned mobs no longer following anybody.
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DISPEL_EVIL

DISPEL EVIL
Usage        : cast 'dispel evil' <target>
Accumulative : Damage
Duration     : Instantaneous
Save         : Half damage

This spell will only affect evil creatures.  An evil person of level equal
or less than caster will suffer 100 damage points.

If the victim is higher level than caster, the spell will inflict 6d10+8
damage points, saving throw versus half damage.

Does not do any damage to good victims.

If you are evil aligned and cast this spell you will take great damage, 
and possibly kill yourself.
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DISPEL_GOOD

DISPEL GOOD
Usage        : cast 'dispel good' <target>
Accumulative : Damage
Duration     : Instantaneous

This spell works exactly the same as "dispel evil", except that mobiles
with "good" alignment are affected.

Does not do any damage evil victims.

If you are good aligned and cast this spell you will take great damage, 
and possibly kill yourself.
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DISPEL_MAGIC

DISPEL MAGIC
Usage        : cast 'dispel magic' <target>
Accumulative : Nothing
Duration     : Instantaneous

   All spells on the target are dispelled.  Each spell affecting the 
victim get's a saving throw.
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DISPEL_SANC

DISPEL SANC
Usage        : cast 'dispel sanc' <target>
Accumulative : Nothing
Duration     : Instantaneous

If the victim is affected by sanctuary, the spell removes it.
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DISPLACEMENT

DISPLACEMENT
Power Score      : CON - 3
Initial Cost     : 8
Maintenance Cost : 5

  Much like the MIRROR IMAGE spell, displacement causes images of the
psionicist to form around him/her to confuse the enemy.  This spell cannot
form as many images as MIRROR IMAGE or REFLECTION.
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DISPLAY

DISPLAY
Usage: display

Display is used in shops, when the command is followed by "#" and then the
number of the item from the shopkeepers list, it will display stats of the
requested item.
See also: IDENTIFY
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DIVINE_DARKNESS

DIVINE DARKNESS
Usage        : cast 'divine darkness' [target]
Accumulative : None

Gives the target a darker purpose.  The affect granted from the dark ones
is rapid healing.  The desire is that you take this new found health and
spread foul smelling evilness across the land.
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DIVINE_FAVOR

DIVINE FAVOR
Usage        : cast 'divine favor' <target>
Accumulative : Granted
Duration     : 

This spell is granted to Paladins by their God grants the player temporary
spell Immunity.
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DIVINE_PURPOSE

DIVINE PURPOSE
Usage        : cast 'divine purpose' $1
Accumulative : No
Duration     : 

Grants the target with a temporary burst of Rapid Healing
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DIVINE_REFRESH

DIVINE REFRESH
Usage        : cast 'divine refresh' <target>
Level        : Crusader 8
Duration     : N/A

Restores the movement points of the target.  Strength of the spell is about
half as effective as VIGORIZE.
See also: VIGORIZE
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DIVINE_STRENGTH

DIVINE STRENGTH
Usage        : cast 'divine strength'
Duration     : 2 + (level / 2), accumulative
Level        : Paladin 20

The Paladin calls upon divine forces to drastically increases his STRENGTH.
See also: STRENGTH
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DIVINE_VIGOR

DIVINE VIGOR
Usage         : cast 'divine vigor'
Duration      : level/2
Accumulative  : Duration

Calling upon their God, the Paladin is granted increases to their Max
Movement.  The amount of increase is determined by the casters level.
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DIZZYING_WIND

DIZZYING WIND
Usage        : cast 'dizzying wind' <weapon>
Accumulative : Duration
Duration     : 300 seconds

Imbues the weapon with a weak wind based weaponspell.
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DODGE

DODGE
Usage: Automatic

Dodge makes a thief harder to hit.  Using his dexterity, and increasing
skill, the thief becomes more adept at avoiding attacks in battle.
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DOMINATION

DOMINATION
Power Score      : WIS - 4
Initial Cost     : 20
Maintenance Cost : 3

  Exactly like the CHARM spell.  The charmed victim will remain in your
control for as long as you maintain the spell.
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DOOMWAIL

DOOMWAIL
Usage        : cast 'doomwail'
Damage       : N/A
Save         : No affect
Duration     : 2
Resist       : N/A
Level        : Necromancer 64
Affect       : Mute, Paralysis

Caster causes the victim to be unable to speak and unable to flee or move.
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DOUBLE_PAIN

DOUBLE PAIN
Usage            : cast 'double pain' <victim>
Power Score      : CON - 3
Initial Cost     : 7
Maintenance Cost : N/A

By touching another person, the psionicist greatly lowers that character's
pain threshold.  (Even a little scrape will feel like a serious injury.) 
The effect lasts only for the next attack.  During that attack, all damage
recieved by the victim is doubled.
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DOUBLEBARREL_BACKSTAB

DOUBLEBARREL BACKSTAB
Usage: automatic

A skilled thief can be quite adept at using more than one weapon in a
backstab. With this skill practiced, the thief can backstab with the dagger
he is holding in his other hand *bam* *bam* like a doublebarrel shotgun.  A
formidable skill against any opponent.

The skill is automatic; simply hold a dagger once you've learned the skill.
 Damage is 100% with the second weapon.
See also: BACKSTAB
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DOUBLESTRIKE

DOUBLESTRIKE
Usage        : Automatic
Level        : Knight 9
Cost         : None

When holding a weapon, the damage of that weapon is added to the damage
done that attack.

Max Learned is 30%

Skill check required to add damage.
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DOWN

DOWN
Usage: north
       south
       east
       west
       up
       down

To travel in a given direction.
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DRACOLICH

DRACOLICH
Usage        : cast 'dracolich' <target>
Damage       : N/A
Save         : N/A
Duration     : 80
Resist       : N/A
Level        : Necromancer 63

Allows the necromancer to transform into a powerful dracolich.  You gain
the hitpoints and attributes of the new form, but retain the same mana,
and all your spells and skills.

When transformed you cannot level, instead the experience is merely added,
and you must level with the gain command when you return to your original
form.

Use the command 'return' to revert to your normal form.
See also: RETURN , POLYMORPH
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DRAGON_SLAYER

DRAGON SLAYER
Usage        : dragonslayer
Level        : Knight 2
Affect       : 10% + (level/10) fire resistance
Duration     : 1 day

Calling upon inner strength, a Knight increases his resistance to fire, in
order to face such vile beasts.
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DRIFTING_DEATH

DRIFTING DEATH
Usage:
Accumulation:
Duration:
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DRINK

DRINK
Usage: drink (from) <container/liquid>

If you're thirsty, this command is for you!

  > drink from cup
  > drink water
See also: EAT , SIP
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DROP

DROP
Usage: drop <item>
       drop all.<item>
       drop all
       drop <number> coins

If you lose interest in a carried item, you can drop it on the ground.

  > drop bottle
  > drop all.bread
  > drop all
  > drop 1000 coins
See also: DONATE , GET , JUNK
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DT

DT

DT is the abbreviation for "DEATH TRAP".  For a full description of what a
DT is, see the help for DEATH TRAP.
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DUST_DEVIL

DUST DEVIL
Usage         : cast 'dust devil'
Accumulative  : Can only be cast once every 24 hours.
Duration      : 24 hours
Save          : None

Upon casting this spell the caster calls into being a dust devil.  The
dust devil will faithfully obey the caster for 24 hours.  This spell may
only be cast once every 24 hours.  It is recommended that you note the
time you cast the spell, so you know when you can cast it again.
This spell can not be cast indoors.
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DWARF

DWARF
Dwarves are short, stocky fellows, easily identified by their size and
shape.  They average 4 to 4 1/2 feet tall.  They have ruddy cheeks, dark
eyes, and dark hair.  They are given to hard work, and care little for
most humor.  They are strong and brave, but have a great love for beer,
ale, mead and even stronger drink.

More adept in battle and brute force, they are given higher strength
damage bonuses than any other race.  They also have higher hit point
bonuses on level.

Since dwarves are less inclined to use magic, they gain less mana than any
other race.  While a dwarven cleric is possible, they will have less mana
to draw on for their spells.

Dwarves get perm-infravision at level 1.

The dwarven affinity with the earth allows them to be more aware of changes
in the ground.  With that, they are able to detect when something has been
buried in a room.
See also: BURY
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EAGLE_CLAW

EAGLE CLAW
The eagle claw is an attempt to pull the victim's heart from his chest.
You can perform no combat actions, including flee, for 3 rounds after
clawing.

eagle <victim>
claw <victim>
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EARTHEN_GRASP

EARTHEN GRASP
Usage        : cast 'earthen grasp' <victim>
Accumulative : No
Duration     : 5

The caster calls forth the dirt underground to form a strong hand that
breaks through the ground and grabs hold of the victims ankle, making them
immobile.  It only works in "dirt accessable" places.  Fields, forest,
underground, etc.

While held in place, the victim has significant DEX and armor penalties.
See also: DEXTERITY , AC
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EARTHQUAKE

EARTHQUAKE
Usage        : cast 'earthquake'
Accumulative : Damage
Duration     : Instantaneous

   This spell causes a local tremor of fairly high strength to rip through
the ground.  The spell will effect all non-flying creatures in the area
except caster.
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EAST

EAST
Usage: north
       south
       east
       west
       up
       down

To travel in a given direction.
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EAT

EAT
Usage: eat <item>

If you're hungry or thirsty, these commands are for you!

  > eat bread
See also: DRINK , SIP , TASTE
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ECHO

ECHO
Usage: echo <message>

ECHO displays a string to everyone in your room.

Examples:

  > echo Hi, everyone in the room.
See also: GECHO , QECHO , SEND
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ECLIPSE

ECLIPSE
Usage:
Accumulation:
Duration:
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ECTOPLASMIC_FORM

ECTOPLASMIC FORM
Usage            : cast 'ectoplasmic form'
Power Score      : CON - 4
Initial Cost     : 9
Maintenance Cost : 9

With this power a psionicist converts himself into a ghostly apparition. 
He becomes insubstantial, able to walk through solid material (doors) as 
if it didn't exist.  The psionicist is still visible, but appears as a 
ghost.
 All clothing, items and armor are converted as well.
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ECTOPLASMIC_KEY

ECTOPLASMIC KEY
Level            : MindWarrior 29
Power Score      : DEX - 4
Initial Cost     : 55
Maintenance Cost : N/A

   Using the powers of his mind, the MindWarrior shapes ectoplasm
into the form of a key.  This key can be used to unlock virtually
any locked door or chest.
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EDGE_OF_HATRED

EDGE OF HATRED
Usage        : cast 'edge of hatred' <target>
Accumulative : 
Duration     : 

Creates a powerful shield around the caster causing all damage directed 
at them to be reflected back on the dealer.
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ELF

ELF
  Elves tend to be somewhat taller and slimmer than humans.  Their 
features are finely chiseled and delicate, and they speak in melodic 
tones. Although they appear fragile and weak, as a race they are quick 
and strong. Elves often live to be over 1,200 years old, although long 
before this time they feel compelled to depart the realms of men and 
mortals.

  Elves are often considered frivolous and aloof.  In fact, they are not,
although humans often find their personalities impossible to fathom.  They
concern themselves with natural beauty, dancing and frolicking, playing 
and singing, unless necessity dictates otherwise.  They have little love 
for dwarves, and hate the evil denizens of the woods.

  Elves are also given to stronger magical powers, but less geared for
direct combat.  As a result, they gain less hit points than other races, 
but their mana increases at a higher rate, giving them the ability to 
cast more spells than other races.

Elves get perm-sense life at level 1.
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EMAIL

EMAIL
Usage: email <your email>

This command will set your character's email adress. It is highly
advisable that you set your email for all your characters. This helps
the immortal staff as well as players, specifically in cases of lost
passwords, or in case we need to contact the owner of a character for
any reason.
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EMERGENCY

EMERGENCY
This command sends a page to all the immortals currently online.  If you
have a dire emergency use this command to contact the immortals.

usage:
>emergency <text>

example:
>emergency I can't move due to a bug
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EMOTE

EMOTE
Usage: emote <message>
           : <message>

Show people what you're feeling.  The shorthand is ':'. 'emote <message>'
will display your name, then the message.

Example:

If your name is "Helt",
  > emote is feeling very sad today.

will display:
    Helt is feeling very sad today.
See also: SOCIALS
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ENCHANT_ARMOR

ENCHANT ARMOR
Usage        : cast 'enchant armor' <target>
Accumulative : Nothing
Duration     : Permanant

You may cast this spell on an item with the ARMOR flag.  The enchant will
cause the armor to further reduce the wearers AC, as well as improve 
saving throws.

Be warned, the alignment of the caster can adversly affect the alignment 
of the armor.  A GOOD aligned caster will cause the armor to be !EVIL.  An
EVIL caster will cause the armor to become !GOOD.  Only a NEUTRAL caster
will prevent an alignment restriction from being added to the armor.

The item must not have a MAGIC flag, and must have no applies.

When cast, you have the chance of an additional AFFECT on the armor.  The
affect is random (Sanctuary, Detect Invis, among others more and less
desirable).  When using an enchant orb, the higher the chance to imbue the
item with SANCTUARY or ENHANCE DAMAGE.
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ENCHANT_WEAPON

ENCHANT WEAPON
Usage         : cast 'enchant weapon' <weapon>
Accumulative  : Nothing
Duration      : Permanent

This spell will enchant non-magical (non-modifying) weapons only.
Non-modifying weapons are weapons that might alter any ability such as
DAMROLL etc.  The only way to know if a weapon is suitable for enchantment
is to fully identify it.

The enchantment will either modify the weapon as:

+3 to HITROLL                     +2 to HITROLL
+3 to DAMROLL              OR     +2 to DAMROLL
+1 to Damage dice size            +2 to Damage dice size
See also: ENCHANT ARMOR
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ENCOURAGEMENT

ENCOURAGEMENT
Usage        : cast 'encouragement' [target]
Accumulative : Healing
Duration     : 20 seconds

A quick healing spell, that operates over time.  Instead of healing all at
once, this spell increases more than normal, but split up over the
duration.  As the caster grows in levels, the spell grows in strength.
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ENDURANCE

ENDURANCE
Usage        : cast 'endurance' [target]
Accumulative : Duration
Duration     : 30

When cast, the target's max-moves increase by 35.  Thus allowing them to
run further, or get longer use of skills that require movement to use.
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ENDURE_MAGIC

ENDURE MAGIC
Level        : Paladin 39
Usage        : cast 'endure magic'
Duration     : 24 Hours, accumulative

This spell provides the caster with resistance to Fire, Cold, Electric, 
Shadow, and Holy attacks.
See also: RESISTANCES
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ENERGY_DRAIN

ENERGY DRAIN
Usage        : cast 'energy drain' <target>
Accumulative : Damage
Duration     : Instantaneous

This spell does not do much damage, but victims failing their saving
throw will lose up to 40,000 experience points.  You will gain a 
ten percent of this experience.    

Beware that this spell is evil.
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ENHANCE_DAMAGE

ENHANCE DAMAGE
Usage        : cast 'enhance damage' <target>
Accumulative : Duration
Duration     : 10

Target's damage per attack is increased by 25%.
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ENHANCE_POWER

ENHANCE POWER
Usage         : cast 'enhance power'
Accumulative  : No
Duration      : 4

Calling upon magical powers, the caster attempts to focus his or her 
power, and increase concentration.

This spell allows the caster to lose concentration less.
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ENHANCED_STRENGTH

ENHANCED STRENGTH
Usage            : cast 'enhanced strength' <amount to increase>
Power Score      : WIS - 3
Initial Cost     : Special
Maintenance Cost : Special

  Exactly like the STRENGTH spell, except that the maintenance cost and
casting cost are determined by how many strength you wish to increase.
Initial cost is determined by (NumToIncrease * 2).  Maintenance cost is
merely the amount you increased your strength.

NOTE:  Anything over 18 strength, 1 point raises /10.  Also, you can 
specify to increase over 18/100, however you will just be wasting your 
PSP's on unused strength because 18/100 is the highest possible strength.
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ENSORCELLMENT

ENSORCELLMENT
Usage        : cast 'ensorcellment' <weapon>
Accumulative : Duration
Duration     : (level/3) + 2

This spell is a temporary enchant for weapons only.  It does not have the 
same restrictions as ENCHANT WEAPON, in that it can be cast on "modifying
weapons", the only restriction is that it has one modifier slot available
to store the enchantment.

The enchantment will add DAMROLL by a value of:

    Levels  Damroll
    ------  -------
      1-25     1
     25-44     2
     45+       3
See also: ENCHANT WEAPON
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ENSTILL

ENSTILL
Usage        : cast 'enstill' <victim>
Accumulative : Duration
Duration     : 4 + (level / 20) hours

The caster forces the victim to be 'still', preventing them from fleeing
from battle.
See also: FLEE
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ENTER

ENTER
Usage: enter <place>

If you type 'enter' while you are outdoors, you'll enter any nearby shelter.
You can also follow 'enter' with an argument; for example, 'enter window'.
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EQUIPMENT

EQUIPMENT
Usage: equipment

Gives you a list of all the equipment you're currently using.

If you type "equipment more" you will also see places that you could
currently wear equipment but have nothing on.

Valid wear positions are:

  <used as light>
  <worn on finger>
  <worn on finger>
  <worn around neck>
  <worn around neck>
  <worn on body>
  <worn on head>
  <worn on face>
  <worn on ear>
  <worn on ear>
  <worn on ear>   (remort only)
  <worn on ear>   (remort only)
  <worn on legs>
  <worn on ankle> (remort only)
  <worn on ankle> (remort only)
  <worn on feet>
  <worn on hands>
  <worn on arms>
  <worn as shield>
  <worn about body>
  <worn about waist>
  <worn around wrist>
  <worn around wrist>
  <wielded>
  <held>
  <orb>
  <floating nearby>   (remort only)
See also: INVENTORY , REMOVE , WEAR
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ESSENCEBURN

ESSENCEBURN
Level        : DarkKnight 15
Usage        : essenceburn <target>
Duration     : N/A
Damage       : 20% of your hit points

Sacrifice 20% of your hit points to do great damage to your foe!

Damage done is based on your current hit points.
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EVIL_TOUCH

EVIL TOUCH
Usage       : cast 'evil touch' <victim>
Duration    : 16 seconds

Casting this spell, the caster touches their victim, sending great 
evilness
through their system.  Damage is modified based on the alignment of the
victim.  A pure good victim (+1000 alignment) will have double damage.  A
pure evil victim (-1000 alignment) will suffer no damage.
See also: ALIGNMENT
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EXAMINE

EXAMINE
Usage: examine <thing to examine>

May give you some valuable information about an item or monster.
See also: LOOK
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EXCHANGE

EXCHANGE
This command is used at the alchemist in the Addict Academy.  To find out
more about this command, go find the alchemist and talk to him.
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EXITS

EXITS
Usage: exits

Gives you a list of the obvious exits from your location.  Of course, the
less obvious ones won't show up here - you have to THINK in order to locate
those.
See also: AUTOEXIT
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EXPANDING_MIND

EXPANDING MIND
Level            : MindWarrior 12
Power Score      : WIS - 3
Initial Cost     : 25
Maintenance Cost : 5

Sacrificing 50% of the MindWarrior's natural max hit points, he increases
his natural max PSP by 50%.

This does not count hit points or PSP's given by other spells or equipment.
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EXPEND

EXPEND
Usage        : cast 'expend'
Accumulative : Damage

Expending great energy, the caster attacks the room.  Everything in the
room not grouped by the caster is damaged.  Higher beings, such as Gods 
are not affected, and you cannot damage the already dead (ghosts) with 
this spell.
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EXPERIENCE

EXPERIENCE
Whenever you kill a monster or a player, you earn experience points (aka 
exp).  Your exp is divided among all of your guilds that use exp to gain 
levels.  When enough points are earned in any one guild, that guild will 
raise a level.

Things you should know about experience points:

  * When damaging a monster, you get experience points.

  * If you kill a monster of higher level than yourself, you get bonus
    experience points.

  * If killing a monster of lower level you'll gain less experience points
See also: GROUP , SCORE , AUTOLEVEL
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EYE_GOUGE

EYE GOUGE
Usage    : eyegouge <victim>

A warrior uses his strength to gouge out the victims eyes.  The victim 
can go blind (no eyes, duh).
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EYEPOKE

EYEPOKE
Usage: eyepoke <target>

Duration: 3 hours

Damage: 1d5+3

A Rogue is able use his powers of stealth to sneak up on a mob and poke
their eyes out, blinding them.  The skill causes slight damage, and will
initiate battle.  Success is tied to the Rogue's Dexterity.
See also: DEXTERITY
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FAERIE_FIRE

FAERIE FIRE
Usage        : cast 'faerie fire' <target>
Accumulative : Duration
Duration     : 32

   Victim is surrounded by a glowing outline, effectively raising the 
victim's armor class, making it easier to hit.
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FAERIE_FOG

FAERIE FOG
Usage        : cast 'faerie fog'
Accumulative : Nothing
Duration     : Instantaneous

Creates a purple cloud that reveals any invisible or hidden mobs in the 
room that fail their saving throw.
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FAQ

FAQ
Usage: faq

Frequently asked questions about AddictMUD are answered by using 
the faq command.
See also: INFO , NEWS , POLICY , CREDITS , VERSION , MOTD
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FEIGN_DEATH

FEIGN DEATH
Usage: feigndeath

Duration: 2 hours

Skill that allows the Rogue to pretend to die mid battle causing the mob to
cease fighting.  Mobs with memory can only be fooled for so long, however.
 Success of this skill is linked to DEXTERITY, and failure will cause the
Rogue to be unable to act for 3 rounds of combat.
See also: DEXTERITY
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FERRY

FERRY
Due to the increasing size of the AddictMUD world, the Sandori Ferry Linen
service now runs between many of the continents.  The various docks can 
be found near the oceans. 

Ferry Boat Instructions and Schedule
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Sandori Ferry's run around the clock, every day.  A token is
required to ride the Ferry; tokens can be purchased (using the BUY 
command) at all Ferry Docks.  All Docks are situated with a platform, and
the ferry is located to the east and west.  Boats to the east go "down" 
the map; boats to the west go "up" the map -- make sure to get on the 
correct boat!  Wait on the dock for your boat to arrive; this should take 
between 1 and 3 minutes, because there will be 6 boats running 
concurrently once the Sandori Company has completed their construction.
See also: AREAS
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FESTERING_TUMORS

FESTERING TUMORS
Usage        : cast 'festering tumors' <target>
Damage       : 9d8 + 8
Save         : Half damage
Duration     : Instant
Resist       : N/A
Level        : Necromancer 10

Conjuring forth a vile cancer, festering tumors damages and poisons your
victim.  It also causes their spell failure rate to increase noticeably.
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FILL

FILL
Usage: fill <item> <object to fill from>

Used to fill a drinking container from a source of liquid.

Example:

  > fill canteen fountain
  > fill bottle milk
See also: POUR
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FIND_TRAP

FIND TRAP
Usage: <inherant>

   Find trap is a skill used to identify an item as a trap.  If learned, you
can identify that something is a trap when you look at the room or inside a
container.  The item has the label (trap) after it's description.
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FIRE

FIRE
This command is used to load an arrow into a ranged weapon and shoot it.
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FIRE_DAGGER

FIRE DAGGER
Usage: firedagger <weapon>

Duration: 4 hours

The Rogue is able to imbue her weapon with a moderately damaging fire spell.
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FIRE_FALL

FIRE FALL
Usage        : cast 'fire fall'
Accumulative : Damage
Duration     : Instantaneous

A flow of lava erupts from your hands, attacking every mobile
in the room for 15d20+1 damage.
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FIRE_FOUNTAIN

FIRE FOUNTAIN
Usage        : cast 'fire fountain'
Accumulative : Damage
Duration     : Instantaneous

Area affect.  A fountain of fire rains upon every mob
in the room for 15d15+level damage.
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FIRE_STORM

FIRE STORM
Usage        : cast 'fire storm'
Accumulative : Damage
Duration     : Instantaneous

A storm of fire erupts, hitting everyone in the room not in the same group
as the caster.  This spell does more damage to each victim than fireblast.
Saving throw is for half damage.
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FIREBALL

FIREBALL
Usage        : cast 'fireball' <target>
Accumulative : Damage
Duration     : Instantaneous

   A fireball is an explosive burst of flame, which detonates with a low 
roar and delivers damage proportional to the level of the caster.
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FIREBLAST

FIREBLAST
Usage        : cast 'fireblast'
Accumulative : Damage
Duration     : Instantaneous

Every creature in the room NOT GROUPED with the caster is hit by a blast 
of heat and flame.  Creatures that save vs. spells suffer half damage.  
Damage for this spell is similar to that of fireball. Note that even if a 
player is  not grouped with the caster, they will not suffer damage 
unless PK is turned  on.
See also: FIREBALL
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FIREFLY

FIREFLY
Usage         : cast 'firefly' <object>
Accumulative  : Duration
Duration      : 24 hours
Level         : Sorcerer: 18

In casting this spell, the sorcerer calls many small fireflies to enter a
spent light source, and continue to provide light.

This spell only works on light sources, and cannot be cast on an infinite
light source.
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FISSION_BOMB

FISSION BOMB
Usage        : cast 'fission bomb'
Accumulative : Damage
Duration     : Special

   Fission bomb is a very powerful spell.  It can cause 1000's of points 
of damage in a single cast.  Before a caster cast this spell, all his/her 
mana is drained to create a protective shield.  Of course, those with 
more mana have a greater chance of surviving.  The side effect for 
fission bomb is permanent blindness, radiation poison, permanent max 
hitpoint loss, as well as death if the shield is not strong enough to 
protect the caster (or caster in a group).
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FLAGS

FLAGS
Players sometimes have FLAGS after their names in the WHO list.  These
flags are always in parentheses, not brackets or braces.

  FLAG        MEANING
  ----------- ---------------------------------------------------------
  (KILLER)    Player is trying to kill other players.  That means you
              can try to kill him/her without being flagged.
  (THIEF)     Player is trying to steal from other players.  Fire away.
  (invis)     Player is invisible; you can see him/her because you are
              sensitive to the presence of invisible things.
  (writing)   Player is writing on the board; do not disturb.
  (mailing)   Player is writing mail; do not disturb.
  (deaf)      Player has chosen not to hear shouts.
  (notell)    Player has chosen not to accept tells.
  (quest)     Player is participating in a quest currently being run by
              the Gods.
See also: NOSHOUT , NOTELL , QUEST , STEAL , VISIBLE , NOSPAM
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FLAME_BLADE

FLAME BLADE
Usage        : cast 'flame blade'
Accumulative : Nothing
Duration     : Instantaneous

   The caster causes a blazing ray of red-hot fire to spring forth from 
his hand.  This blade-like ray is wielded as if it were a weapon.  Damage 
done by the blade is dependent on the level of the caster that summons 
the blade.
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FLAME_OF_DARKNESS

FLAME OF DARKNESS
Usage        : cast 'flame of darkness' <target>
Accumulative : None
Duration     : Instant

Casting this spell, the caster throws a flaming stream of darkness at the
victim to consume them.
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FLAMESTRIKE

FLAMESTRIKE
Usage        : cast 'flamestrike' <target>
Accumulative : Damage
Duration     : Instantaneous


   When the caster envokes this spell, a vertical column of fire
roars downward in the location called for by the caster.
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FLEE

FLEE
Usage: flee

If you are in a fight and things are beginning to get a little uncomfortable
(maybe you are dying), just type 'flee', and presto!  You are out of harm's
way - that is, IF there is a suitable exit nearby, and IF that exit doesn't
simply bring you from the ashes to the fire... but then, who wants to live
forever?
See also: WIMPY
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FLESH_ARMOR

FLESH ARMOR
Power Score      : CON - 3
Initial Cost     : 8
Maintenance Cost : 4

  The psionicist's body hardens into a natural armor, giving the same 
result as an armor spell (this can be used on top of an armor spell for 
greater effect.)
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FLESH_GOLEM

FLESH GOLEM
Usage        : cast 'flesh golem' <corpse>
Accumulative : Nothing
Duration     : Permanant

This spell turns the corpse into a golem made of human flesh.
It will follow you and act as if charmed.
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FLOAT

FLOAT
Usage        : cast 'float' <object>
Accumulative : Duration
Duration     : 20 Hours

This spell affects any object.  When cast, temporarily enchants the item 
so that when it is worn it will cause the wearer to fly.
See also: FLY
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FLUSH

FLUSH
You can use this command to flush the toilet in the Palace of the Gods. 
You must be in the bathroom to use this command.

usage:
>flush toilet
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FLY

FLY
Usage        : cast 'fly' <target>
Accumulative : Duration
Duration     : 4

This spell gives wings to the recipient's feet.  The spell allows the
target to pass over terrain obstacles, such as water, without hindrance.

Flying also causes the movement cost of going from room to room to be
divided in half.
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FOLLOW

FOLLOW
Usage: follow <leader>

Use FOLLOW to automatically follow someone else.

Examples:

  > follow ras
  > follow self

If you are the leader of the group, and you follow someone that is following
you, the group (including you), will be re-ordered to follow that person.
See also: GROUP , SNEAK
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FORBIDDANCE

FORBIDDANCE
Usage        : cast 'forbiddance'
Accumulative : Nothing
Duration     : Permanant

The room you are in becomes protected against all transportive magics.
Including PORTAL, RELOCATE, SUMMON, or TELEPORT to/from room.
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FORCE

FORCE
Usage        : cast 'force' <target>
Accumulative : Damage
Duration     : Instantaneous
Save         : Half damage

   Projects a magical force towards the target, causing damage to the
unfortunate soul.
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FORCE_OF_NATURE

FORCE OF NATURE
Usage        : cast 'force of nature' [target]
Accumulative : Healing
Duration     : Instantaneous

This spell heals a great deal of hipoints to the target.  The target will
enjoy 300+35d10 hitpoints being returned.
See also: HEAL
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FORGE

FORGE
This command is used to get Kharas to make a Great Dragon Lance.  To learn
more about this command and the Great Dragon Lance, visit Kharas in the
Addict Academy.
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FORGET

FORGET
Usage        : cast 'forget' <target>
Accumulative : Nothing
Duration     : Instantaneous

Removes the memory of the target mob.  This spell is useful for
mobs that "remember" when you attack them and attack you back.
See also: FORGET_COMMAND
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FORTITUDE

FORTITUDE
Usage:  fortitude

Fortitude fortifies yourself against weakness.  Your maxmove increases for
a time.
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FORTRESS_OF_HATE

FORTRESS OF HATE
Usage        : cast 'fortress of hate' <target>
Accumulative : Duration
Duration     : Short

Causes aggressive creatures to be surrounded by hate, and become fearful 
to act on their own.
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FORUMS

FORUMS
Forums are a new message system designed to be highly expandable.  There is
no limit to the number of forums that can exist, and no limit to the number
of messages within them.

The top of the forum 'tree' can contain other forums, and messages.
You enter a forum by typing "forum enter <name>", so if you wanted to enter
the Ideas forum, you would type "forum enter ideas".  If you want to leave
that forum, you can type "forum exit" to bring you back to the forum you
were just in.  "forum top" will bring you out of every forum, back to the
top of the 'tree'.  You can also 'jump' forums by using the idnum of the
forum.  'forum enter 5' will take you to the forum that has the idnum of 5,
regardless of your current forum.  (Get the idnum from 'forum tree').

To post a message, you would type "forum post <subject>" and then the
editor will start for you to write a message.

To see a list of forums, type "forum list".  On the left side of the forum
name is the number of messages in that forum, but this does not include sub
forums. If the forum contains messages that you have not read, the message
count will be green.

To see a list of all forums, and their sub-forums, type 'forum tree'.  You
will see the idnum of the forum on the right, and how many messages it
contains on the left.  If the forum contains messages that you have not
read, the message count will be green.

To see a list of messages in your current forum, type "forum message".
Messages that you have not yet read will be green.

To read a message:  Each message has an idnum that is displayed when you
list messages.  To read a message, type "forum read <id>".  You cannot read
messages from a different forum.

If you would like to delete a post that you made to a forum, you must be in
that forum, and type "forum mdelete <id>".  You cannot remove someone elses
post.

If you would like to mark all the messages in the current forum as read,
you can type "forum catchup".  This is good for new players that don't want
to read all the old messages, or if you want to mark everything read by
your multi.

You must be level 3 before you can post in a forum.

Only GOD+ can create a forum.
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FREEDOM

FREEDOM
Usage        : cast 'freedom'
Accumulative : Duration
Duration     : 15 Hours

Freedom offers limited protection from "holding" spells, such as ensnare
and earthen grasp, and the like.
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FRENCH

FRENCH
Don't you know how they kiss in France?? -- try it!
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FRENZIED_STRENGTH

FRENZIED STRENGTH
Usage        : cast 'frenzied strength'
Accumulative : Duration
Duration     : (level / 5) Hours
Level        : Paladin 45

When cast, the Paladin calls forth a burst of strength and endurance to aid 
in survival.

Increases STRENGTH and HIT POINTS.
See also: HIT POINTS , STRENGTH
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FRENZY

FRENZY
ARRGGHH!!!! You go insane with battle lust.  The resulting affect is an
extra attack.  If you fail, you cannot try again for a time.
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FROST_STRIKE

FROST STRIKE
Usage        : cast 'frost strike' <weapon>
Accumulative : Duration
Duration     : 300 seconds

Imbues the weapon with a weak ice based weaponspell.
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FROZEN

FROZEN
Being frozen sucks.  You cannot use any commands.  Your character is put on
ice, it cannot be deleted, cannot be played.  It's basically rendered a
waste of space.

The night after being frozen, that characters rent file and aliases are
deleted, so all the equipment is gone and is not recoverable.  We also will
dismantle any house owned by the frozen character and delete the storage.

This is a punishment delt by the immortals when a character has broken too
many policies, or even a single policy, depending on what the offense
actually is.

Type POLICY for a general list of policies of AddictMUD.  We do not accept
ignorance of policy as an excuse.
See also: POLICY
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FUNERAL_PYRE

FUNERAL PYRE
Usage        : cast 'funeral pyre'
Damage       : (number between 8 and 12) * (number between 100 and 179)
Save         : Half damage
Duration     : Instant
Resist       : Fire
Level        : Necromancer 49

Caster calls on searing heat to incinerate his victims.  Turning everything 
to ash, bones and all.
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FURIOUS_DEFENSE

FURIOUS DEFENSE
Usage       : furiousdefense
Duration    : Accumulative

With the use of this skill, the warrior sacrifices strength for increased
dexterity.
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FUROR

FUROR
Usage        : cast 'furor' <target>
Accumulative : Damage
Duration     : Instantaneous
Save         : Half damage
Damage       : 33d20 * 2;

A holy spell of significant damage.
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GAIN

GAIN
When AUTOLEVEL is turned off, the GAIN command is used to "spend" experience 
in your exp pool to advance the specified GUILD by one level.

Example:
  > gain cleric

To gain multiple levels in the same guild, use the GAIN command multiple times.

Use the TOGGLE command to see your AUTOLEVEL status.
See also: TOGGLE , AUTOLEVEL , GUILD
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GALLANTRY

GALLANTRY
Usage        : gallantry
Level        : Knight 19
Affect       : +10d10 hp, +5d10 moves

Putting on your best gallant pose, you gain additional hit points and
movement to assist in saving the day!
See also: HIT POINTS
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GAMBLERS_RUIN

GAMBLERS RUIN
Usage: gamble <one|two|three>

Duration: 24 hours

A Rogue can elect to take the ultimate gamble with a variety of results. 
By gambling a Rogue is able to alter their max hit points or damroll.  The
results can be positive or negative, and each successive level of the skill
yields higher values (both positive and negative).  Are you willing to take
the chance?
See also: HIT POINTS , DAMROLL
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GARGAMEL

GARGAMEL
AddictMUD's smurfly Immortal.  He is the smurfingiest smurfer in the 
MUD.  Feel free to smurf him on a regular smurf.
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GATE_ONE

GATE ONE
Usage        : cast 'gate one'
Accumulative : Nothing
Duration     : Permanant

Summons a demon to obey your orders.  The higher the spell the more 
powerful the demon.
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GATE_THREE

GATE THREE
Usage        : cast 'gate three'
Accumulative : Nothing
Duration     : Permanant

Summons a demon to obey your orders.  The higher the spell the more 
powerful the demon.
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GATE_TWO

GATE TWO
Usage        : cast 'gate two'
Accumulative : Nothing
Duration     : Permanant

Summons a demon to obey your orders.  The higher the spell the more 
powerful the demon.
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GECHO

GECHO
Usage: gecho <message>

GECHO displays the string to everyone in the game.

Examples:

  > gecho Hi, everyone in the game, isn't this annoying?
See also: ECHO , QECHO , SEND
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GET

GET
"Get" and "take" are exactly the same and can be used interchangeably.

Usage: get | take <object>
       get | take all [object]
       get | take all all.<object>
       get | take all.<object> all.<object>

If you find something interesting on the ground, you may use 'get' to pick
it up.  'get' can also be used to extract items from containers.

Examples:

  > get sword corpse
  > get all corpse
  > get all all.bag
  > get all.bread all.bag
See also: DROP , PUT
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GHOSTDWEOMER

GHOSTDWEOMER
Usage        : cast 'ghostdweomer'
Damage       : N/A
Save         : N/A
Duration     : 5
Resist       : N/A
Level        : Necromancer 60

Caster gains protection against entropy.
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GIFT_OF_ESSENCE

GIFT OF ESSENCE
Usage        : cast 'gift of essence' <target>
Damage       : N/A
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 44

Caster steals mana from the victim.  Amount stolen is random, up to
twice the casters level.
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GIFT_OF_FORCE

GIFT OF FORCE
Usage        : cast 'gift of force' <target>
Damage       : N/A
Save         : N/A
Duration     : 12
Resist       : N/A
Level        : Necromancer 50
Affect       : Damroll +(number between 2 and (level / 10))

Caster steals damroll from the victim, adding it to his own.
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GIFT_OF_MAGIC

GIFT OF MAGIC
Usage        : cast 'gift of magic'
Accumulative : Affect
Duration     : Instantaneous

A minor version of absorb mana, this spell pulls a random amount of mana 
from the area.  The number can be anything between 0 (causing the spell 
to fail) or enough mana to fill your mana back to the max.
See also: ABSORB MANA
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GIVE

GIVE
Usage: give <object> <victim>
       give <number> coins <victim>

If you feel benevolent, you may give some stuff to someone in need.

  > give all ras
  > give bread doctor
  > give all.bronze mirlen
  > give 40000 coins nia
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GOLD

GOLD
Usage: gold

Displays how much gold you are carrying.
See also: BALANCE
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GOLEM

GOLEM
Usage        : cast 'golem'
Accumulative : Nothing
Duration     : ---

Creates a golem from armor.  By placing a pile of armor on the ground and
casting golem, the pieces form into a golem, getting ALL the attributes of
the armor, +DAM, etc, and any perm spell affects.
You need eq for the following wear positions: head, body, legs, arms, 
hands, and feet.  It will fail and you will lose the mana if you don't 
have the proper items lying on the ground.
  The equipment will be lost after the duration of the spell.
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GOSSIP

GOSSIP
Usage: gossip <message>
       
Messages on this channel reach everyone who is monitoring it.  Gossip
without any arguments will list the last 15 things said on gossip.  You
must be at least level three to use this channel.

Examples:

  > gossip Is that a short sword on your belt or are you happy to see me?

You can also use socials over gossip.  To thwap someone

  > gossip @thwap rakateer
    [Gossip] Zahrah reaches over, and *THWAPS* Rakateer right on the side 
    of the head!  That had to hurt.

You can also disable the gossip command, making it so you neither see 
gossips nor can gossip yourself. To do that:

  > nogossip

Typing this a second time re-enables the gossip channel.
See also: AUCTION , GRATS , EMOTE , GSAY , HOLLER , NOREPEAT , SAY , SHOUT
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GRAB

GRAB
Usage: grab <object>

For getting a good grip on something; a torch, for example.

Examples:

  > hold torch
  > grab stone
See also: EQUIPMENT , REMOVE , WEAR , WIELD
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GRANTS

GRANTS
GRANTS, or GRANTED SPELLS, are spells that are given to the caster by some
other worldly entity, or are limited in use by other forces, internal to
the caster (or external).  Be it a God, Daemon, or some other Dark or
Divine force, once a caster has the ability to cast a granted spell the
number of times a spellcaster is allowed to use the spell is determined by
the entity or force (or physical/spiritual limitation of the caster) that
grants it.

In essence, such spells are dropped into a casters head to allow casting
periodically.  Over time the spells just "appear" in your head.

Such spells appear in your practice list with #'s around where the mana 
cost would be.  The number between the #'s is the number of times you can 
cast the spell.

Spells can sometimes be granted by reciting a particular type of scroll.
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GRATS

GRATS
Usage: grats <message>

These are channels reserved for specific purposes.  Messages on these
channels reach everyone who is monitoring them.  You must be at least 
level three to use these channels.

Examples:

  > auction short sword -- minimum bid 100k
  > gossip Hey, is that a short sword on your belt or are you happy to 
see me?
  > grats LEVEL!!!!!!!!
  > grats GRATS CATJE!!!!!!!!

To disable this channel simply type nograts.  To re-enable this channel 
type nograts a second time.
See also: AUCTION , GOSSIP , EMOTE , GSAY , HOLLER , NOREPEAT , SAY , SHOUT
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GRIM_FEAST

GRIM FEAST
Usage        : cast 'grim feast' <corpse>
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 46

Caster regains hit points faster by draining them from a corpse.
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GROIN

GROIN
Usage : groin [target]
Damage: 5d25+level

Kicks your opponent in the groin, potentially doing a significant amount of
damage.
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GROUP

GROUP
Usage: group <player>
       group all

GROUP with no arguments shows the status of your group.  GROUP <player>
adds or removes <player> from your group.  GROUP ALL adds everyone who is
following you to your group.

If you are a group member, then you will share experience points for killing
monsters among the group, based in the levels of the members in the group.  
Experience points will only be shared among group members that are in the same 
location, at the time of the killing blow.  Sharing is regardless of whether 
the group members have been participating in the fight.

To make a group, a "leader" must be selected.  All members of the group
must then "follow" the leader using the follow command.  The leader should
NOT follow anyone at all!  The leader can now toggle group membership for
each player in the group, by using "group <player_name>".  The leader
should remember to include himself in the group.

Example:

  Quifael and Redferne wishes to group with Dragon.

  Quifael : "follow dragon"
  Redferne: "follow dragon"
  (Dragon should be following no one but himself)
  Dragon  : "group dragon"
  Dragon  : "group redferne"
  Dragon  : "group quifael"

Later when Dragon gets upset at Quifael (because he is sleeping all the time)
he types : "Group Quifael" to kick Quifael out of the group.
See also: EXPERIENCE , UNGROUP , EXP
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GROUP_ARMOR

GROUP ARMOR
Usage        : cast 'group armor'
Accumulative : Duration
Duration     : 24 Hours

   The caster will increase his group's armor class by 2.
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GROUP_HEAL

GROUP HEAL
Usage        : cast 'group heal'
Accumulative : Healing
Duration     : Instantaneous

Group heal will cast the 'heal' spell on the entire group.

This spell does not cure blindness.
See also: HEAL
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GROUP_INFRAVISION

GROUP INFRAVISION
Usage        : cast 'group infravision'
Accumulative : Duration
Duration     : 12 + level

   Group Infravision allows the caster's party to detect the heat given 
off by objects giving them the ability to have much better vision in dark 
conditions.
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GROUP_INVISIBILITY

GROUP INVISIBILITY
Usage        : cast 'group invisibility'
Accumulative : Duration
Duration     : 24

Makes the group the caster is in invisible to everyone except those who 
have the "detect invisibility" spell.

Attacking while invisible will immediately break the spell.
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GROUP_RECALL

GROUP RECALL
Usage        : cast 'group recall' 
Accumulative : Nothing 
Duration     : Instantaneous

   The caster will transfer his group back to their hometown sanctuary 
(usually the Temple of Skara Brae).
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GROUP_SUMMON

GROUP SUMMON
Usage          : cast 'group summon'
Accumulative   : N/A
Duration       : Instantaneous

Will all members of the group to the caster when this spell is cast,
regardless of how spread apart the group is.  All of the restrictions of
the summon spell apply to each group member.
See also: SUMMON , NOSUMMON
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GROUP_VIGOR

GROUP VIGOR
Usage        : cast 'group vigorize'
Accumulative : Duration
Duration     : Instant

The spell VIGORIZE is cast on the enter group.
See also: VIGORIZE
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GSAY

GSAY
Usage: gsay <message>
       gtell <message>

Tell something to all the members of your group, even if they're not in 
the
room.
See also: GROUP , TELL , SAY
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GTELL

GTELL
Usage: gsay <message>
       gtell <message>

Tell something to all the members of your group, even if they're not in the
room.
See also: GROUP , TELL , SAY
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GUESTS

GUESTS
Guests are those added or removed with the house command, guests are able
to utilize anything in your house not scripted against them (storage
protection, etc.) 

Guest lists are also used on scripts (recall devices, storage protection,
etc.) guests allowed on a script can function just the same way you can. 
(Immortal's are the only ones able to edit scripts.)
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GUILDS

GUILDS
A guild is a group of people with common skills working for mutual 
benefit.  Every character belongs to at least one guild, that is their 
character class (thief, warrior, cleric, etc).

There are also other guilds popping up around the land that people can 
join.  These other guilds offer other benefits, such as additional skills 
or spells, bonus' or penalities to stats or things like hit points or regen.

Use the "guilds" command to see what guilds you are a member of, what type 
of guild it is, current exp, level, and how close you are to the next 
level.

Example:

  > guilds

    Guild memberships:
     [ 0] DarkKnight (SubClass), Exp: 10; Kills to level: 90

You can also see the details of any guild, member or not, by 
typing "guilds guildname"

Example:

  > guilds darkknight

Aside from the regular classes, the available guilds are:
        DarkKnight
        Crusader
        MindWarrior
        Rogue
        Knight
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GUT

GUT
Usage: gut <target>

Duration: 10 rounds

Used in the same way as the Thief skill STAB, a Rogue can attempt to gut
his or her target with a dagger in the hold position.  Gut does slightly
less damage than a normal stab, however Gut will also cause an increasing
amount of damage on a per round basis for 10 rounds.
See also: STAB
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HAGGLE

HAGGLE
Use the HAGGLE skill to haggle with shopkeepers to get a better deal.
But be careful, if you are not properly skilled, or push it too far,
you will risk making the shopkeeper angry, causing him to raise his
prices.

The new price is only good for the thief that did the haggling.
You can haggle multiple times, but if the price gets too low, you will
anger the shopkeeper.  They're not there to GIVE their stuff away after
all.
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HAMMER_OF_WRATH

HAMMER OF WRATH
Usage        : cast 'hammer of wrath'
Accumulative : Nothing
Duration     : Instantaneous

   The caster causes a mystic hammer to spring forth from his hand.  This
warhammer that is wielded is no small weapon.  The damage done by it is
dependent on the level of the caster that summons the warhammer.
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HAND_OF_JUSTICE

HAND OF JUSTICE
Usage        : cast 'hand of justice' <left | right>
Accumulative : None
Duration     : Dependent on which hand chosen

When invoked, the Hand of Justice imbues the caster with increased combat
ability.  The increased ability is determined by which hand the caster 
invokes.

The left hand wields the power of speed, an additional attack.  This 
affect lasts for a short amount of time.

The right hand wields the power of greater damage and skill at attacking
your opponent.  The Paladin recieves potentially powerful bonus' to 
DAMROLL as well as HITROLL.  This affect lasts considerably longer than 
the left hand.
See also: HITROLL , DAMROLL , ATTACKS
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HARM

HARM
Usage        : cast 'harm' <target>
Accumulative : Damage
Duration     : Instantaneous

A spell of minor damage, maximum amount dealt is 100.
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HARM_EVIL

HARM EVIL
Usage        : cast 'harm evil' <target>
Accumulative : Damage
Duration     : Instantaneous

A spell of significant damage.  This spell is a stronger dispel evil.

If the victim is good, no damage is done.

If you are evil you will nearly kill yourself by casting this spell.
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HARM_GOOD

HARM GOOD
Usage        : cast 'harm good' <target>
Accumulative : Damage
Duration     : Instantaneous

A spell of significant damage.  This spell is a stronger dispel good.

If the victim is evil, no damage is done.

If you are good you will almost kill yourself by casting this spell.
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HARMONY

HARMONY
Usage        : cast 'harmony'
Accumulative : Nothing
Duration     : Instantaneous

Peace and harmony descend upon the area, causing all fighting to stop. 
Aggressive mobiles are also made too content to attack.  However watch out
for mobs with memory, they can still be pretty agitated.
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HASTE

HASTE
Usage        : cast 'haste' <target>
Duration     : 4 + (level/20), accumulative

Increasing the victims speed, they are allowed an extra attack each round.
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HAUNTING_CORPSE

HAUNTING CORPSE
Usage        : cast 'haunting corpse' <corpse>
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 56

To bring forth a haunting corpse, is to bring forth terror. When cast, this 
spell summons some of the most frightening zombies around from their unrest.
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HAYATE

HAYATE
Usage : hayate
Affect: -15 AC, +1 attack

The use of this skill calls upon the ninja to mediate into a trance-like 
state for a brief moment.  Once finished, the ninja is much faster, and 
harder to hit.  He gains an extra attack, and AC is lowered.
See also: AC , ATTACKS
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HEAL

HEAL
Usage        : cast 'heal' [target]
Accumulative : Damage
Duration     : Instantaneous

Heal will heal 100+20d3 hit points to a person.  It will not heal above 
the targets maximum hit points.

It will do significate damage to undead creatures.

A victim who is blinded will also be cured by the heal spell.
See also: CURE BLINDNESS
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HEAL_THE_DEAD

HEAL THE DEAD
Usage        : cast 'heal the dead' <target>
Accumulative : N/A
Duration     : N/A

The caster calls upon unnatural forces to heal the undead.

When cast on someone of a natural race, damage is dealt.
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HEALERS_PRAYER

HEALERS PRAYER
Usage        : cast 'healers prayer'
Level        : Crusader 27
Duration     : 24 hours
Accumulative : Duration

Sacrificing 33% of your max hit points, you gain a 33% bonus to your max mana.
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HEAT_BLOOD

HEAT BLOOD
Usage        : cast 'heat blood' <weapon>
Accumulative : Duration
Duration     : 300 seconds

Imbues the weapon with a weak fire based weaponspell.
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HELP

HELP
Usage: help <topic>

Help searches for a partial match of the entered word, including any
spaces that may follow the word.  Help alone will give a list of the
most common commands in the game.

Examples:

  > help magic mis
    will find the help text for the magic missile spell.

  > help mag
    will match 'magic user' or 'magic missile' depending on first
    occurrence in the help file.
See also: COMMANDS , SOCIALS
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HELPING_HAND

HELPING HAND
Usage        : cast 'helping hand' <target>
Accumulative : Nadda
Duration     : Instantaneous

When lost, a Cleric can seek help.  The spell creates a hovering hand.  
The hand will seek out the person named in the spell, and beckon for the 
person to follow.  When the target starts following the hand, it will 
lead them to the caster.

If at any point the hand cannot locate the target, it will dissipate.
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HERO

HERO
Heroes have taken the next step in the mortal realm.  They may still be
mortal, but they do have powers beyond that of the average adventurer.

They are identified on the WHO list by the green HERO on the left, where
their class and race would normally be displayed.

Intended as a step towards immortality, a Hero's primary responsibilities
are in the nature of helping new players learn the game and become
comfortable with Addict.  They have commands to teleport directly to
newbies, or locate corpses.

Heroes will also hold quest events on occasion.  They have access to quest
prizes, and items typically used in quests (revolver anyone?)

Heroes also have a more direct hand in the development and progress of the
new features that enter AddictMUD. 

If you feel you would do well as a Hero, contact Brazil or Jagang via mudmail.
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HEROIC_BOND

HEROIC BOND
Usage        : cast 'heroic bond'
Accumulative : Duration
Duration     : 8 Hours

The power of this spell bonds you with your comrades.  The combined power
lowers the groups AC, as well as increases the groups hit points.

This spell is granted by your God.  It cannot be casted frequently.
See also: AC
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HEROIC_SCREAM

HEROIC SCREAM
Usage        : scream
Level        : Knight 13
Cost         : 30 moves

Screaming in rage at the injustice of your party members being attacked,
you startle their foes, causing them to redirect their attack towards you
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HIDE

HIDE
Usage: hide

When you type hide there is a chance that you will hide in the room.  If
hidden you can only be "sensed" by the "sense life" spell.  Even if sensed
your identity will remain hidden.  Hide is broken by pressing return,
regardless of whether you typed a command or not.

Example:

  > hide
  Ok.
  >  (you wait for ex. 5 mins and remain hidden for 5 mins)

  >  (You pressed enter and no longer hide)
See also: SNEAK
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HINTS

HINTS

- You can use "all" and "all.x" very generally with the get, put, drop, junk, donate, give, wear and remove commands. Type HELP GET for more info.
- You can drink from fountains or fill containers from fountains using the FILL command.
- The SHOUT command only reaches people in your zone (you can see who these people are by typing WHERE).
- The HOLLER command reaches everyone in the game but costs 20 movement points.
- When you are writing a message, you will not be interrupted by tells, shouts, emotes, socials, and even people talking in the same room.
- You can turn these messages off with the NOHINTS command.
- If you leave the game for more than an hour, either by renting or plain quitting, your hit points, move points, and mana will be fully restored when you come back! This doesn't work if you're poisoned.
- Use the ASSIST command to engage in mortal combat with someone in the room who is getting pummeled.
- Use the SPLIT command to split gold among the members of your group (including yourself) who are in the room.
- You can use the VISIBLE command to break a spell of invisibility before it expires.
- Use the SAY command to talk to other players in the room.
- Use the TALK command to talk to NPC's. Some might even have jobs for you to do.
- The SCORE command will show you information about your character.
- The ATTRIBUTES command will show you additional information about your character.
- Use the CONSIDER command to help determine if you have a chance at killing a monster.
- Did you know you can create an "account" to link all your characters together with if you use a * in front of your account name at the login screen?
- Did you know the last person in the list of your group members is the most likely to be attacked by an aggressive mob?
- Recall scrolls will bring you back to your hometown from most anywhere in the mud.
- Identify scrolls will show the stats of objects, mobs and other characters.
- To use scrolls, type recite *scroll* *object, mob or char*. To use recall scrolls just type recite recall to recall yourself and recite recall *char* to recall another character.
- In each hometown there is a place to go to get a newbie quest assigned to you. It isn't a particulary difficult quest, hence the name, but you will be granted a nice piece of equipment for it's completion.
- Each hometown has stations where the metro rail line stops and allows passengers to travel to different parts of the mud. This can be helpful for newer players to learn different areas without the need for directions.
- Every hometown has a temple. Hit points, mana, moves, and PSP's anre regenerated faster in these rooms.
- There are donation rooms connected to all the temples in the hometowns. These are places that collect equipment that a more experienced player does not have need of anymore and wishes to give it to a newer player.
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HIT

HIT
Usage: kill <target>
       hit <target>

A good way to start a fight.  Not a good idea to hit other players.
See also: FLEE , WIMPY
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HIT_POINTS

HIT POINTS
Hit Points are the measure of your life.  The lower your current hit point
value gets, the closer you are to dieing.  Damage taken from an attack or a
spell being cast on you will reduce your hitpoints.  When your hitpoints
get to negative 10, you will die.

The exact number of your max is dependent on a few factors.  As you
progress in levels the maximum amount of hit points you have will increase
based on your class, race, guild memberships and CONSTITUTION.  If at any
moment any of these factors change, your max hit points will immediately
adjust to compensate.

For example, the higher your CONSTITUTION, the higher your max hit points
will be.  If you are wearing an item that increases your CON from 17 to 18,
you will recieve the bonus for 18 "modified" CON.  Once you remove that
item you will loose the 18 CON bonus and your max hit points will drop to
the new value.  

Higher "natural" CON will give larger bonus'.
See also: CONSTITUTION
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HITROLL

HITROLL
Hitroll is a measure of one's skill and accuracy with weapons. A
higher hitroll makes it less likely for you to miss your opponent
in combat. Hitroll can be affected by items bearing the
or 'hitndam' flag, as well as spells. There is no max
or min value for hitroll; it's natural value is zero.
See also: DAMROLL , STATS , ATTACKS
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HOAX

HOAX
Usage: hoax <target>

Duration: 5 hours

The Rogue is able to deceive it's target into believing that the Rogue is
bigger and badder than in reality.  The result is that the target's hitroll
and damroll are lowered.
See also: HITROLL , DAMROLL
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HOLD

HOLD
Usage: hold <object>

For getting a good grip on something; a torch, for example.

Examples:

  > hold torch
  > grab stone
See also: EQUIPMENT , REMOVE , WEAR , WIELD
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HOLLER

HOLLER
Usage: say | shout | holler <string>
       tell | whisper | ask <player> <string>

If you consider communicating with other beings, you might be understood
better if you start your sentences with either say, tell, whisper or shout.

Examples:

  > say Hey, does anyone know how to get to Oz?
  > tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

  > ' hello there.

Typing holler will list the last 15 messages to be hollered.

Shout broadcasts your message to everyone is your geographic zone.  Holler
broadcasts to everyone in the game but costs 20 movement points.  You must
be level 2 before you can use shout and yell.
See also: AUCTION , GOSSIP , GSAY , NOREPEAT , QSAY , REPLY
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HOLY_ARMOR

HOLY ARMOR
Usage        : cast 'holy armor' [target]
Accumulative : Duration
Duration     : 24 Hours

The Holy Armor spell will decrease your armor class by 20 points.  This is
a good thing.
See also: AC
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HOLY_AURA

HOLY AURA
Usage        : cast 'holy aura' <target>
Accumulative : Duration
Duration     : (level/8)+1 hours

When protected by a holy aura you will only receive 1/2 the normal damage
caused by a particular blow.

If this spell is stacked with similar spells like 'sanctuary', it will not
further reduce damage.
See also: ARMOR , BLESS , SANCTUARY
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HOLY_BLESSING

HOLY BLESSING
Usage          : cast 'holy blessing' <target>
Accumulative   : Duration
Duration       : 6 + (level / 10) hours

Bless on a victim will improve the target's saving throw by 2, and
furthermore improve the hitroll by 3.

This stronger Paladin version of the Cleric spell BLESS, cannot be cast on
objects.
See also: BLESS
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HOLY_DISSIPATION

HOLY DISSIPATION
Usage        : cast 'holy dissipation' <target>
Accumulative : Nothing
Duration     : Instantaneous

   All spells on the target are dispelled.  Each spell affecting the 
victim get's a saving throw.
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HOLY_EVIL_AWAY

HOLY EVIL AWAY
Usage        : cast 'holy evil away'
Accumulative : Duration
Duration     : 24

This spell keeps aggressive evil-aligned mobs from attacking you.
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HOLY_HELPER

HOLY HELPER
Usage         : cast 'holy helper' <target>
Accumulative  : Duration
Duration      : (Level/4)+4

  This spell will give the victim +10 hit points and +1 damroll for the
duration of the spell.
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HOLY_RETURN

HOLY RETURN
Usage       : cast 'holy return' [target]
Duration    : Instantaneous

The target will be transferred back to his hometown sanctuary.  As the
spell suggests, it will not work on targets that are evil alignment.
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HOLY_SENSE

HOLY SENSE
Usage:          cast 'holy sense' <self>
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HOLY_SIGHT

HOLY SIGHT
Usage        : cast 'holy sight' [target]
Accumulative : Duration
Duration     : 12 + level

This spell calls upon powers from above to allow the target to see where 
they normally cannot.  The vision reveals invisible items and living 
things, as well as allowing sight in the dark.

This spell without arguments defaults the target to the caster.
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HOLY_STRENGTH

HOLY STRENGTH
Usage        : cast 'holy strength'
Accumulative : Duration
Duration     : 5 + (level/2)

Calling upon the powers of the Gods, the caster is granted extended 
vitality. Max HP is temporarily increased a modest amount, to allow the 
caster to live longer in battle.
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HOMETOWNS

HOMETOWNS
Your hometown is where you recall to. If you're unhappy with your 
hometown, there's a real estate agent in Skara Brae who will be glad to 
change it for you (for a price, of course). Type LIST to see his options. 

There is also a remort only hometown that is available through the real 
estate agent-ARINORN.
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HORRID_WILTING

HORRID WILTING
Usage        : cast 'horrid wilting'
Accumulative : Ouchie
Duration     : Instant

When cast, horrid wilting causes a sudden drop in humidity in the area, 
and then starts sucking the moisture from fiends nearby.  The result is 
great harm, and even death.
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HOUSE_GUESTS

HOUSE GUESTS
The HOUSE command is used to edit the guest list of personal rooms.  Typing
"HOUSE" will show a list of guests allowed to enter the room.  A player may
have a total of 10 guests allowed to enter a personal room.  Additional
guests can be purchased with the "build" command.

Characters may be added and removed from the guest list using the HOUSE
command (e.g. "HOUSE Grundy" will add Grundy to the guest list, or if he is
currently on the list, will remove him from it).
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HOUSES

HOUSES
These are rooms that players own on AddictMUD.  Players may pay a one-
time purchase fee for an initial room and customizations from the Realtors 
of AddictMUD.  These rooms may only be entered by the player and his guests. 
The character purchasing the room(s) must be level 20 or above (remorted 
characters count as 30+ level for this purpose).

For the purposes of manageability, there is a limit of one set of rooms per 
person, with one main character to own them.  You may purchase multiple 
storage rooms if your room gets full by either requesting a new room with 
the REQUEST command, or building it yourself with the BUILD command.  

There is no current God of Realty.  Please use the REQUEST command for all
things house related.

It is preferred that the REQUEST command be used for all purchases, as the
current God of Realty may not always be the one to do the actual work. 
Appointments can be arranged to accommodate complex requests.
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HP_REGEN

HP REGEN
HP_REGEN is the amount of hit points you gain per pulse.  There are
many things that affect how many hit points you gain per pulse.  

- The more applies you have to hit point regen, the more hit points
  you will gain per pulse.  
- Age also affects hit point gain i.e. if you get too old, you will
  regain less hit points than if you were younger.
- If you are hungry or thirsty, your hit point gain will go down
  significantly.
- Spells and skills also affect hit point gain.
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HURL

HURL
This is a martial arts skill, native to the ninja class.  The character 
physically picks up the mob he/she/it is fighting and throws him to the
ground, causing damage.
See also: NINJA
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ICE_STORM

ICE STORM
Usage        : cast 'ice storm'
Accumulative : Damage
Duration     : Instantaneous

   Searing ice and snow hit everyone in the room, causing cold damage to
every NPC in the room.
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IDEA

IDEA
Usage: idea <your new idea>


For making useful suggestions and reporting problems to the Powers that Be.

Examples:

  > idea make a restaurant in Midgaard
See also: BUG , TYPO
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IDENTIFY

IDENTIFY
Whenever you identify an item with a spell (an identify scroll, object
reading, or the information spell, or magical means), you will have access 
to the stats of that item forever.  This does not include the know history
skill.

The IDENTIFY command is used to show the stats of an item you have already
identified with the methods mentioned above.  If you have not learned the
stats of an item before, this command will let you know.

Example:
 > identify sword
 > identify 2.ring

Items must be in your inventory (not worn).  A stack of items would need
each individual item to be identified at least once for the stats to then
be available via this command.  This is because even if you think the stats
could be the same, there are factors that could make the item different
from its counterpart of the same name.

Sorry, but items identified before this command was implemented will need
to be re-identified for this to work.
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IDENTIFY_WEAKNESS

IDENTIFY WEAKNESS
Usage: identifyweakness <target>

Duration: Instantaneous

A Skill that allows the Rogue to determine his targets strengths and
weaknesses.
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IMMLIST

IMMLIST
Usage: wizlist | immlist

Lists the most powerful beings on the MUD.  These are the people responsible
for administering the system.
See also: IMPLEMENTOR
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IMMORTALITY

IMMORTALITY
Immortal requirements:

1. There will be a max of 10 level 100's at any given time.

2. In order to become an immortal, you must first meet these    
   requirements. You must be level 65 with a minimum of 120 hours 
   playing time including a remort.  You must have a 'sponsor' who is an 
   Avtr+.  Upon requesting to become an Immortal, you will be mailed an 
   application and it must be answered and returned to the email address 
   that sent it.

3. Once you apply, you will be tested in several areas, one being in 
   general policy knowledge, the other in a sort of 'roleplay' situation 
   where the applicant would be given several situations involving morts 
   and disputes, etc, and asked how they would handle it.

4. Extra consideration is given to those who have completed an area or 
   done any other voluntary work for the mud.

5. Level 100's will be responsible for misc stuff, dealing with player 
   disputes, answering newbie questions, and other assorted misc jobs 
   around.  If you wish to advance, there will be other responsibilities 
   you can take on in different areas of administration.
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IMOTD

IMOTD
Usage: imotd

Displays the Immortal message of the day.  This file usually contains
new information on commands recently added, new features and other
important information that immortals should be aware of.
See also: MOTD
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IMPLEMENTOR

IMPLEMENTOR
The most powerful being in existence and he who is all that is pure and Holy.  
All WORSHIP THE MIGHTY IMP!!!!!
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INFORMATION

INFORMATION

Information is a command that is growing to be a central location of game
details for players.

Option: spell

  'information spell' will give you details about a spell.  Cast cost,
  upgrades, etc.  ex.

    > information spell word of recall


Not to be confused with the spell, INFORMATION.  To see the help for this
spell see the help for INFORMATION SPELL.
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INFORMATION_SPELL

INFORMATION SPELL
Usage        : cast 'information' <target>
Accumulative : Nothing
Duration     : Instantaneous

When cast upon an item or person, information is revealed about it/them.
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INFRAVISION

INFRAVISION
Usage        : cast 'infravision' [target]
Duration     : 12 + level, accumulative
Level        : Sorcerer: 3; Cleric: 7; Necromancer: 8

Allows the caster to detect the heat given off by objects giving them
the ability to have much better vision in dark conditions.

Not specifying a target will default to yourself as the target.
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INNS

INNS
Inns are places where the weary traveler may rest while the innkeeper looks
after his equipment and treasure.

Specifically, the game will save your equipment while you are logged out.
Here at AddictMUD, there is no daily cost for renting, but be aware that 
characters that are rented for too long may be deleted due to inactivity.

Rent files are deleted periodically based on a character's level and duration 
of inactivity, but characters rented at a CRYOGENIC CENTER are safe for 60 
days, no matter the character level.
See also: OFFER , RENT , CLEAN
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INSET

INSET
Usage: inset <item> <jewel>
    or inset <jewel> <item>

  Smugglers and jewelers often make use of this skill to set valuable gems
into equipment and weaponry, thereby increasing their strength and value.
It requires incredible patience and a steady hand, skills you might expect
most thieves to possess.

  The item to be inset into your equipment MUST be of type "treasure" and
must have a weight of less than or equal to what you plan to inset it into.
The destination object must also have room to move the apply's from the 
treasure onto the item.  Any one item can only have a max of 6 apply's.

  If the inset is successful, all affects of the treasure are added to those
of the item.  A failed inset will result in a completely shattered jewel.

  Jewels cannot be removed from an item once they are inset.

  Only specific types of items can have gems's inset into them:
     Weapons           Armor             Worn
     Staves            Wands             Instrument
     Lights            Containers        Drink Containers
     Boats             Other
See also: TREASURE , THIEF , DISASSEMBLE
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INSPIRE

INSPIRE
Usage        : sing 'inspire' <target>
Accumulative : Nothing
Duration     : Level/CHA dependant

Gives plusses to hit and damage to caster's group if done before
a battle.
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INSTRUMENT_OF_NIFE

INSTRUMENT OF NIFE
Level        : Paladin 42
Usage        : cast 'instrument of nife' <victim>
Duration     : Every 3 seconds, for level/2 hits
Damage       : Increases every 3 seconds

Upon touching his enemy, the Paladin inflicts excruciating pain that feels
like you've been stabbed by a knife.

The pain increases over time, doing more damage with every spasm!

This is a "damage over time" spell, much like ROTTING FLESH.
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INSULT

INSULT
This command is used to insult another player or mob.

usage:
>insult <player/mob>
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INTELLIGENCE

INTELLIGENCE
Intelligence determines how many practice sessions it takes to learn a 
spell.  It is also a factor in a successful MULTI-CAST.
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INTENSIFY_SUMMONING

INTENSIFY SUMMONING
Usage        : cast 'intensify summoning'
Damage       : N/A
Save         : N/A
Duration     : level / 10, accumulative
Resist       : N/A
Level        : Necromancer 54

When monster summoning or other spells that summon creatures is cast, the 
creature receives hit point bonuses based on its level.
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INVENTORY

INVENTORY
Usage: inventory

If you're uncertain about what you're carrying, or simply want to check
that no thieves have got to your backpack.
See also: EQUIPMENT , GRAB , HOLD , REMOVE , WEAR
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INVISIBILITY

INVISIBILITY
Usage        : cast 'invisibility' <target>
Accumulative : Duration
Duration     : 24, permanent on objects.

Makes the target of the spell invisible to everyone except those who have
the "detect invisibility" spell, or similar spell affects that allow you
see invisible things.

Attacking while invisible will immediately break the spell.
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INVISIBLE_TO_LIVING

INVISIBLE TO LIVING
Usage        : cast 'invisible to living'
Accumulative : Duration
Duration     : 24

Makes the target of the spell invisible to everyone except those not
living.  "Not living" is classified as being a form of undead, or a ghost.

Attacking while invisible will immediately break the spell.
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IRONFIST

IRONFIST
Usage : ironfist [victim]
Damage: 3d10+1

The ninja makes a super strong and dense fist, then attempts to pound the
victim in the head.  You are unable to perform any combat actions for 3
rounds after fisting.

Success is dependent on victim's AC, vs your STRENGTH, and how well you
know the skill.
See also: AC , STRENGTH
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JOBS

JOBS
   The jobs command will allow you to see the God/Immortal staff of AddictMUD
and what their jobs are.  If you have any questions about something, it's a
good idea to mudmail the immortal in charge of that area.
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JOIN

JOIN
The JOIN command is used at the head of a guild to join said guild.
See also: RESIGN , GUILDS
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JUNK

JUNK
Usage: junk <object>
       junk <number> coins

Use JUNK instead of DROP if you want to keep the world a little cleaner.  If
you JUNK something, it will disappear and you'll get a few coins or experience
points, just as if you had dropped it in the dump.

Examples:

  > junk cup
  > junk all.bronze
  > junk 500 coins
See also: DONATE , DROP
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KICK

KICK
Usage: kick <target>

The success of a kick depends upon how well you are learned.  The higher
level you reach the harder you kick.  There is one small catch -- whenever
you kick (or miss) you will be unable to type any command for three 
rounds of 'Violence' -- so be sure that you do not need to flee!
See also: BASH , RESCUE
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KILL

KILL
Usage: kill <target>
       hit <target>

A good way to start a fight.  Not a good idea to hit other players.
See also: FLEE , WIMPY
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KISS

KISS
Well can't you guess?
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KNIGHT

KNIGHT
A Knight is a man (or sometimes woman) of noble birth trained to arms and
chivalry. This social and military position originated in the Middle Ages
and required that the man swear his loyalty to the crown.  It is their job
to be the protector.  Protector of the people, as well as the crown.

The majority of skills a Knight has revolves around protection and sacrifice.

It is a "sub-class".  In order to become a Knight, you must first have
mastered the arts of a Warrior by being a warrior with at least one remort.
 This is an enhancement to the Warrior class.  They use standard experience
to level, with a max level of 30.


Skills granted by guild:

   Level   Name
    [ 2] - dragon slayer
    [ 5] - knights protection one
    [ 9] - doublestrike
    [13] - heroic scream
    [16] - knights protection two
    [19] - gallantry
    [21] - chivalry
    [23] - arthurs gift
    [26] - knights protection three
    [30] - maidens blessing
See also: WARRIOR , GUILDS
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KNIGHTS_PROTECTION

KNIGHTS PROTECTION
Usage        : knightsprotection <one|two|three>
Level        : Knight 5
Duration     : 1 day

Knight's Protection calls upon the endurance of the Knight, to gain protection.

The type of protection in all levels is random.  The amount depends on the
protection skill used.  A knight cannot combine the different levels of
protection.
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KNIGHTS_PROTECTION_ONE

KNIGHTS PROTECTION ONE
Usage        : knightsprotection one
Level        : Knight 5
Affect       : 5% resistance to a RANDOM attack type
Duration     : 1 day

Knight's Protection calls upon the endurance of the Knight, to gain
protection of a random type.
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KNIGHTS_PROTECTION_THREE

KNIGHTS PROTECTION THREE
Usage        : knightsprotection three
Level        : Knight 5
Affect       : 15% resistance to a RANDOM attack type
Duration     : 1 day

Knight's Protection calls upon the endurance of the Knight, to gain
protection of a random type.
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KNIGHTS_PROTECTION_TWO

KNIGHTS PROTECTION TWO
Usage        : knightsprotection two
Level        : Knight 5
Affect       : 10% resistance to a RANDOM attack type
Duration     : 1 day

Knight's Protection calls upon the endurance of the Knight, to gain
protection of a random type.
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KNOW_LOCATION

KNOW LOCATION
Power Score      : INT
Initial Cost     : 10
Maintenance Cost : N/A

  Very useful when teleporting randomly, this power scans briefly all the
minds of the area, to try to determine your general location.  (In mud
terms, it tells you the name of the area you are in.)
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KNOWHISTORY

KNOWHISTORY
Usage           : knowhistory <target>

Tells the user the basic nature of the item, but not specific pluses.
Similar to the INFORMATION SPELL, but provides less detail.
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KNOWN_ISSUES

KNOWN ISSUES
These are some of the known issues.

Polymorph:
  All polymorph spells are disabled while they are reworked to solve the 
  issues.

World:
  Dark Knight Template - Many rooms are lacking a description

Remort:
  Remort orbs are not available right now.

Players:
  Hit points are not updating properly when CONSTITUTION changes.
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LAND

LAND
If you are flying, use this command to stop flying and land on the ground.

usage:
>land
See also: FLY
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LASER_TAG_ARENA

LASER TAG ARENA
This is a place of fun and mayhem.  Players may go here to challenge
each other to duels.  No experience is lost and players are not killed.
Instead each player has a target and a gun.  They chase each other
around in a randomly generated maze complete with slides.  The first
player to shoot the other six times wins the game.

Loads of fun for the whole family all thanks to the scripting genius
of Grundy!
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LEAVE

LEAVE
Usage: leave

If you feel claustrophobic, typing 'leave' will make you use the nearest
obvious exit to the outside.
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LEECH_FIELD

LEECH FIELD
Usage        : cast 'leech field'
Accumulative : Damage
Duration     : Instant

Sending out a magical swarm of leeches, the caster drains hit points from
everyone in the room, adding them to his own life.

The use of this spell has minor negative effect on the caster's alignment.
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LEERING_CORPSE

LEERING CORPSE
Usage        : cast 'leering corpse' <corpse>
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 17

This spell raises a nice stinky friend with a funny smile from the ground.
Dont let the stench scare you away, He might save your life some day.
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LEND_HEALTH

LEND HEALTH
Usage            : cast 'lend health' <target> <amount>
Power Score      : CON - 1
Initial Cost     : 4
Maintenance Cost : N/A

Lend health is a power of healing.  The psionicist who makes a successful
power check can transfer his own hit points to someone else he is touching.

Each point transferred heals one point of damage.  The character can
transfer as many points as he wants to in a single casting, until he has 5
hit points remaining.

If you specify too many hit points when casting, it will be automatically
truncated to your current hit points minus 5.

The beneficiary of this power can never exceed his normal, healthy total 
of hit points.
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LESSEN_POISON

LESSEN POISON
Usage   : cast 'lessen poison' <target>

This spell will lessen the effects of poison on the targets system.  It
will only completely cure if the poison is mild.
See also: POISON
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LEVELS

LEVELS
Usage: levels

Lists the levels of your class and the experience required to attain each
level.
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LEVITATION

LEVITATION
Power Score      : WIS - 3
Initial Cost     : 12
Maintenance Cost : 2

  This power causes the psionicist to levitate.  Functioning very much the
same as a fly spell, the psionicist has enough control to move about.
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LIANA

LIANA
Liana, the most invisible immortal we have.  She's so invisible even the 
other immortals can't see her.
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LIBRARY

LIBRARY
   There are several libraries in AddictMUD.  For instructions on playing in
the libraries, and other AddictMUD information, type FAQ.
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LICH

LICH
Usage        : cast 'lich'
Damage       : N/A
Save         : N/A
Duration     : 80
Resist       : N/A
Level        : Necromancer 58

Allows the necromancer to transform into the a lich.  You gain the
hit points and attributes of the new form, but retain the same mana, and
all your spells and skills.

When transformed you cannot level, instead the experience is merely added,
and you must level with the gain command when you return to your original
form.

Use the command 'return' to revert to your normal form.
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LIFE_DETECTION

LIFE DETECTION
Power Score      : INT - 2
Initial Cost     : 3
Maintenance Cost : 3

   Much like the SENSE LIFE spell, the psionicist can sense hidden 
minds.
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LIFE_DRAINING

LIFE DRAINING
Usage            : cast 'life draining' <victim>
Power Score      : CON - 3
Initial Cost     : 30
Maintenance Cost : 1 per point drained each pulse

With this power, a psionicist can drain hit points from another character
and use them to recover his own.  This transfer occurs at a rate of 1d15
points per pulse.  The victim regen's no hit points while under the affect
of this power.

The psionicist cannot drain more than his max hit points.  Once his health
is full, the spell ends.
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LIFEBLOOD

LIFEBLOOD
Level : Dark Knight 22
Usage : (automatic)

When practiced, melee damage done to enemies is absorbed, being spent to 
regen hitpoints.

Every 10 hitpoints the Dark Knight absorbs from his victim is used to regen
a single hitpoint.  You can absorb up to 5,000 hitpoints, giving up to 500
points of regen.

Lifeblood is automatically used to regen hitpoints every pulse, attempting
to bring you up to your max hitpoints.  For example:

  You have 500 max hitpoints, and you've stored 5,000 lifeblood points.
  If you take 100 points of damage, when the next pulse happens you will
  automatically spend 1,000 lifeblood points to heal you back up to 500 
  hitpoints (minus any already gained by your natural regen).

Spell damage is not absorbed.

Skill must be practiced to superb to function.

Absorbed points are lost when you leave the game.  We welcome feedback
on this decision after it's been in use for a while.
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LIGHTNING_BOLT

LIGHTNING BOLT
Usage        : cast 'lightning bolt' <target>
Accumulative : Damage
ration       : Instantaneous

This spell is more powerful than the shocking grasp spell.
See also: SHOCKING GRASP
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LINK

LINK
A lot of players have problems with their links to the game.  This can be
very hazardous to your health in the middle of a battle, of course.

 I. If your link is broken, you will automatically attempt to flee each
    time someone attempts to hit you.  If you manage to flee, then you
    will be saved by divine forces, and put in a safe place until you
    reconnect to the game.

II. If your link jams (freezes), you have a problem.  The only solution we
    can give is that you break your link as quickly as possible.  By
    breaking the link you can hope that the above procedure is initiated.

    Do not try to get out of a fight by breaking link.  You will be not
    reimbursed for any experience or equipment if you purposefully
    cut your link.
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LIST

LIST
Usage: list [item type]

SHOPS

If you'd like to see what items a shop has for sale, take a look at the
list.  The list contains all of the items currently for sale and in
what quantity.  The price for each item is also listed.  If you are
interested in a particular type of item, you can specify which items to
list.
 
Examples:
 
  > list             (list all items for sale)
  > list sword       (list all swords for sale)

MAIL

Use the list command at a postmaster to see if the person you've mailed has
received the mail or not yet.  (Mail to people higher level than you will
not be listed.)
See also: BUY , SELL , SHOPS , VALUE , MAIL
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LISTEN

LISTEN
Listen carefully.  The area might give you clues in the form of sound.
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LLOYDS_BEACON

LLOYDS BEACON
Usage        : cast 'lloyds beacon' set|recall
Accumulative : N/A
Duration     : Until cast again
Level        : Remort Only
Mana Cost    : 180
Casting time : 8

Lloyd's Beacon will allow you to "set" an anchor in nearly any room.  You
can then cast it again to "recall" to that spot.  You can only have one
place set at a time, and when you recall the anchor will be lost, and must
be re-set if you wish to keep your anchor set on that room.

To set an anchor you would cast:

  cast 'lloyds beacon' set

Then to recall to that room you would cast:

  cast 'lloyds beacon' recall
See also: REMORT
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LOAD

LOAD
Usage: load <mob | obj> <virtual number>

LOAD is used to create mobiles and objects.  The first argument specifies if
you are trying to load a mobile or an object; the second is the virtual
number.

Example:

  > load obj 3099
  You create a bulletin board.

  > load mob 3005
  You create the receptionist.
See also: VNUM
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LOCATE_OBJECT

LOCATE OBJECT
Usage        : cast 'locate object' <object>
Accumulative : Nothing
Duration     : Instantaneous

If possible you will know exactly where an object is, or the name of
the person using it.  If more than one object by the same name exists,
you will get a listing of several objects.  The maximum number of 
objects you can simultaneously locate is your level divided by 2.

Items in a no-magic room, or one blocked by FORBIDDENCE cannot be 
located.
See also: FORBIDDANCE
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LOCATE_TRAPS

LOCATE TRAPS
Usage       : cast 'locate traps'

   While affected by this spell you will be able to identify that an item
is a trap.  It is automatic, you don't have to do anything other then cast
the spell.
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LOCK

LOCK
Usage: open | close | lock | unlock <door> [direction]

To open, close, lock, and unlock doors, of course.

Examples:

  > open portal
  > lock door
  > unlock door south
  > close gate
See also: ENTER , LEAVE
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LOCKERS

LOCKERS
Lockers are good places to store a limited amount of items.  We recognize 
that not everybody can afford a storage room, or even want to spend the 
time to afford one, but you have items you'd like to hang on to without 
creating other characters just to store them.

With a storage locker, you can store, unstore, and list your storage, 
exactly like a traditional storage room.  The difference is, you all have 
to go to the same location to get to your locker.

To purchase a storage locker, go to the storage place off the Dzur room 
in the Refreshment Room.  To buy one, you need to decide what size locker 
you would like.  A small locker holds 15 items, a medium locker holds 25 
items, and a large locker holds 40 items.  Each with their own price 
differences of course.  To see the prices for each, just type "buy" 
without any arguments and you'll get a list.

You can use the command "check" to check the number of items in your 
locker, and also displays what the max number of items your locker can 
hold.

If you decide you no longer want your locker, or want to upgrade to a 
larger one (you can only own one locker per character), you can sell your 
locker with the "sell" command.  How much you get for your locker depends 
on how long you have owned it.  The first day we keep 10% of the cost for 
cleaning fees.  After that your refund goes down by 1% per day.  After 90 
days your refund is zero, but then you may buy a larger locker.

Note: Days here refer to Real Life days, it does not refer to Mud days.

Due to technical limitations, you cannot store containers in your locker.
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LOOK

LOOK
Usage: look
       look [in | at] [the] <item>
       look <direction>

For studying your surroundings.

Examples:

  > look                                      
  > look AT the angel
  > look IN the bag
  > look south (May give some information as to what is south)

Note that if you LOOK AT CORPSE you will not see its inventory.
To see what's inside a container (i.e. a corpse) use LOOK IN <object>.
See also: EXAMINE , GET , READ , TAKE
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MAGIC_AURA

MAGIC AURA
Usage        : cast 'magic aura'
Accumulative : Duration
Duration     : 24 Hours

This spell is cast on an entire group.  It will cause a substantial 
increase in hitroll, as well as a decrease in AC.
See also: AC , HITROLL
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MAGIC_MISSILE

MAGIC MISSILE
Usage        : cast 'magic missile' <target>
Accumulative : Damage
Duration     : Instantaneous

Causes a bolt of magical energy to be thrown from the casters hands at the
victim.
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MAGICAL_BURST

MAGICAL BURST
Usage        : cast 'magic burst' <victim>
Accumulative : Duration
Duration     : (Level/2)+4

From level 1 to 19 it adds 1 to MagPoints.  From level 20 on it adds two.
The power of the spell has been known to increase beyond that as the 
caster gains in levels.
See also: MAGPOINTS
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MAGICAL_ILLUSION

MAGICAL ILLUSION
Level            : MindWarrior 19
Power Score      : INT - 3
Initial Cost     : 15
Maintenance Cost : 12

Creating the illusion of magical power, the MindWarrior increases the
MAGPOINTS of the target by 6 points.
See also: MAGPOINTS
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MAGICAL_IMPOTENCE

MAGICAL IMPOTENCE
Usage        : cast 'magical impotence' <target>
Accumulative : None
Duration     : 2 Hours

A spell nullifying spell.  Magical Impotence will cause the target to be
unable to cast spells.  It places the victim in a magical "null field",
also rendering spells cast on them useless.

Take care when casting this spell, as it can be cast upon yourself also. 
The duration is short, but it could mean the difference between life and
death if you specify the wrong target.

Note:  POLICY PKILL is also covered by this spell.
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MAGPOINTS

MAGPOINTS
MagPoints are applies like hitroll and damroll.

For healing spells, they add to the amount healed.

For damage spells, they increase the amount damage by a percentage. For 
example, if your spell does 200 damage, and you have 25 magpoints, your 
spell damage is increased to 250.  At 100 magpoints, your spell will do 
400 damage.
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MAIDENS_BLESSING

MAIDENS BLESSING
Usage        : Automatic
Level        : Knight 30
Affect       : +1 attack
Duration     : Permanent

An experience Knight always gets the girl.  This skill earns the Knight
a blessing from the Maiden Goddess.
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MAIL

MAIL
Usage: mail <person>
       mail <person> <object>

The commands used by the Dragaeran Mail System (DMS) are MAIL, CHECK,
RECEIVE, LIST, and CANCEL. These commands can only be used while in an
Official DMS Post Office.  You must be at least second level in order to 
use the DMS.

Examples:

  To write mail to Niandra:
  > mail Niandra

  To send a waybread to Niandra:
  > mail Niandra waybread

Stamps cost 150 coins.
See also: CHECK , RECEIVE , CANCEL , LIST
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MAINTAIN

MAINTAIN
  Psionic powers have a uniqueness to spells cast by other classes.  They
use PSP's much the same way other spells use mana, however, they rarely
have a set duration.  Instead, powers are maintained.

  When a power is initiated, it will continue as long as you pay the
maintenance cost.  If the power does not specify a maintenance cost, the
power cannot be maintained.  The maintenance cost listed, is subtracted
from a psionicists PSP's every hour (or 'tick').  If there is not enough
PSP's available to maintain the power, the power ends (and you receive a
normal "wear off message" just like any other spell).

  The MAINTAIN command is used to see what powers are being maintained, 
and what their cost is.  Also, with this command, you can willingly stop
maintaining a power by typing "maintain kill <power name>".

  Powers you cast on other people display in a 'second' list when you type
MAINTAIN.  The powers affecting people in this list are numbered, because
you can have more then one power affecting people, (i.e. you can maintain
levitation on yourself, and as many people as you decide to cast it on).
Because of this, you still specify the power name when killing something
affecting yourself, but when killing a power affecting someone else, you
must specify the number located next to the power in the list.

BE WARNED:  When you kill a power, the order changes, and the numbers
resequence, so if you kill 1, then they all bump up to fill in the missing
number (also, newly casted powers insert at number 1).
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MAJOR_CREATE

MAJOR CREATE
Usage        : cast 'major create' <item>
Accumulative : Nothing
Duration     : Instantaneous

By means of this spell the caster focuses his magical energies into the
creation of a mundane object that cannot be created through the use of
the MINOR CREATE spell.  This object can either be an AXE, a blank SCROLL
of higher level then minor create, a scroll of IDENTIFY, TORCH, and a BOW
of enough quality to be used in the RAINBOW spell.
See also: MINOR CREATE , RAINBOW
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MAKE

MAKE
Sometimes, you will need to create an item from several
other items in your inventory.  The ASSEMBLE, COMBINE, 
and MAKE commands will allow you to do this.

Usage:

 > make <item>
 > assemble <item>
 > combine <item>

Ex:
 > make pizza
See also: ASSEMBLE , COMBINE
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MANA_POINTS

MANA POINTS
Mana is used by some classes and most spells to fuel casting.  You must have 
a certain amount of mana in order to cast any particular spell.  If you do 
not have enough mana to cast the spell you need to rest until you gain enough 
points to do so.

The maximum amount of mana your body is able to store is determined by your
class as well as your level.

Mana gained is taken from the MANA POOL of the room you are currently in.

Other spells require GRANTS to cast.
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MANA_POOL

MANA POOL
In the world of AddictMUD, the spell caster gains their power (mana) from the 
land itself.  Each "room" has it's own "pool" of mana that is drawn from when 
regenerating your reserves.  The size of the pool, and how quickly it 
replenishes itself is based on the type of terrain it has. i.e.  a jungle 
teeming with life will refull its pool much faster than a city road.

The Max Mana of a spell caster is a representation of how much mana they can 
store that they subconsciously draw from the land.

Each room must also heal this mana that a spell caster draws from it, and each
room has a maximum amount of mana it can build up.  This is what we call the 
"mana pool".  Every point of mana you REGEN is taken from this pool, and once 
this pool is empty you can no longer regen mana while in there.

A powerful spell caster might be able to also pull mana from adjacent rooms, 
or force the room they are in to steal mana from nearby pools.

CANNED MAGIC, such as scrolls and wants, already store the mana required to 
power the spells.
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MANA_REGEN

MANA REGEN
MANA_REGEN is the amount of mana you gain per pulse.  There are many things 
that affect the amount of mana you gain per pulse.

- The more applies to mana_regen you have, the more mana you will gain per 
  pulse.
- Age also affects mana gain.  If you are too young, you will not have reached
  an age of wisdom, so you will not know how to regenerate your mana very well,
  the older you are, the better you will get at this.
- If you are hungry or thirsty, the amount of mana you gain per pulse will drop
  significantly.
- The position you are in significantly affects the amount of mana you regen 
  per pulse.  Sleeping you regen the most while fighting you regen the least.
- If the MANA POOL of the room you are currently in is empty, or almost empty,
  there will be little or no mana available for you to draw from.
- Some rooms are imbued with properties that will allow you to draw mana from 
  the zone faster.
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MANA_SPELL

MANA SPELL
Usage        : cast 'mana'
Accumulative : Affect
Duration     : Instantaneous
Level        : None

Turns moves into mana.  You need at least 75 moves to cast.
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MANASKIN

MANASKIN
Usage        : cast 'manaskin' <target>
Duration     : 12, accumulative
Level        : Necromancer 29

Coating his target with a skin of physical manifestation of mana, they gain a
bonus of 35% to mana regen, and an increase of their max mana by 50 points.
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MAPS

MAPS
The help system contains ASCII maps of every hometown.  The maps show where
stores are, and guilds, as well as the temple or recall point of that
town.
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MASS_DOMINATION

MASS DOMINATION
Usage            : cast 'mass domination'
Power Score      : WIS - 6
Initial Cost     : 40
Maintenance Cost : 3 per pet

  The "area affect" version of the domination power.  Exactly like the
CHARM spell.  The charmed victim will remain in your control for as long 
as you maintain the spell.
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MEDITATE

MEDITATE
Usage of this skill allows you to regenerate hit points and movement 
points faster. You attempt to focus your mind, and clear your head of 
harmful thoughts that would otherwise hinder regeneration.  You may not 
always achieve the state of mind necessary, but without monitoring your 
regeneration, you will not know.  You must be SITTING to meditate.  You 
regenerate more than if you were sleeping.
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MELLON_COLLIE

MELLON COLLIE
Usage        : cast 'mellon collie' <target>
Accumulative : Duration
Duration     : 6

Inducing great depression, the caster makes the target feel so crappy 
about themselves that they have a harder time hitting their target in 
battle.
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MENTAL_BLAST

MENTAL BLAST
Level            : MindWarrior 3
Power Score      : CON - 1
Initial Cost     : 8
Maintenance Cost : N/A

Calling forth a blast of mental energy, the MindWarrior attacks his
victim's mind directly, doing a modest amount of damage, slightly
more than a BALLISTIC ATTACK.
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MENTAL_ILLUSION

MENTAL ILLUSION
Level            : MindWarrior 24
Power Score      : INT - 4
Initial Cost     : 25
Maintenance Cost : 1

Creating a natural illusion of mental power within the target, the
MindWarrior increases his PSP regen by 50 points per tick (3.33
per pulse)
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MENTAL_SURGE

MENTAL SURGE
Level            : MindWarrior 22
Power Score      : CON - 3
Initial Cost     : 45
Maintenance Cost : N/A

Attacks the target with a surge of mental energy, resulting in damage
noticably more than PSYCHIC BLAST.
See also: PSYCHIC BLAST
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METEOR_SWARM

METEOR SWARM
Usage        : cast 'meteor swarm'
Accumulative : Damage
Duration     : Instantaneous
Save         : 1/2 damage

Other than the nuclear powered spells, this is the highest level 
offensive area spell.  All mobiles in the room are bombarded by meteors 
from space.  It does closes to 400 points of damage when cast by pure 
magic users.
See also: FIREBLAST , ICE STORM
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METRORAIL

METRORAIL
Due to the increasing size of the Greater Midgaard Area, a Metrorail train
service now runs between many of the areas surrounding Midgaard.  The
Midgaard station is on East Wall Road, south and east of the East Gate.
A system map can is posted in each Station (type "look map").

Metrorail Instructions and Schedule
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Midgaard Metrorail runs around the clock, every day.  A token is
required to ride the Metro; tokens can be purchased (using the BUY command)
at all Metro Stations.  All Stations are situated with a platform, and
tracks to the east and west.  Trains to the east go "down" the map; trains
to the west go "up" the map -- make sure to get on the correct train!  Wait
on the platform for your train to arrive; this should take between 1 and 3
minutes, because there are 6 trains running concurrently.  Lights along the
length of the platform will start to flash shortly before a train arrives.
See also: AREAS
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MIDGAARD

MIDGAARD
              __  __ _     _                           _
             |  \/  (_) __| | __ _  __ _  __ _ _ __ __| |
             | |\/| | |/ _` |/ _` |/ _` |/ _` | '__/ _` |
             | |  | | | (_| | (_| | (_| | (_| | | | (_| |
             |_|  |_|_|\__,_|\__, |\__,_|\__,_|_|  \__,_|
                             |___/

           +---------+---------Gate-------(<-Wall Road->)---+
           |         |           |                          |
           |       Empty         |                          |
           |      Building       |        House of Names    |
           |         |           |              |           |
           +---------+--------Central---(Valor)-+-----------+
           |         |        Square            |           |
           |    Garl's Fine      |            Duncan        |
           |      Weapons        |            Donuts        |
           |                     |                          |
           |                     |                          |
           |                     |                          |
           |                     |                          |
           |        Social       |                          |
           |        Center       |                          |
           |           |         |                          |
           | Idea --Reading--- Temple ---+--- Library       |
           | Board   Room        of      |                  |
           |           |      Midgaard  Donations           |
           |         Quest       |                          |
           |         Board       |         Hall of Quests   |
           |                     |                   ^------+
           |     Private Study---+---Alcove                 |
           |                     |                          |
           |                     |      Post   Reception    |
           |                     |        Office  /         |
           |      Cleric         |            |  /          |
           |      Guild----Temple Square----Grunting---Bar  |
           |                 (Fountain)     Boar Inn        |
           |     Magic           |                          |
           |     Shop   Bakery   |    Grocer  Weaponsmith   |
           |       |      |      |       |        |        East
      <---West-----+------+----Market----+--------+--------Gate--->
          Gate     |      |    Square    |                  |
           |   Sorcerer Armory   |      Pet               Wally's
         (Wall   Guild           |     Shop              World of Water
          Road)                  |
           |                     |
           | Paladin Necromancers|  Witches     Bardic       Metro
           | Guild    Guild      |   Guild      Guild       Station
           |     |       |       |     |          |            |
           +-----+-------+--Tradesman--+----------+------------+
           |     |       |     Square             |            |
           | Wild Mage Psionicist|              Warriors   AntiPaladin
           |    Guild     Guild  |                Guild      Guild
           |                     |
           |                     |
           |                     |                     
           |                     |                           
           |                   Common                        
           +-(Poor-Alley)-+----Square----+(Dark-Alley)-------+----+
           |              |      |       |        |          |
           |            Grubby   |    Thieves    Levee   Warehouse
           |             Inn     |     Guild      |
         (Wall                  Dump              |
          Road)                                   |
           |                                      |
           |                                   Midgaard River
           |
           +(Concourse)+------------+-------------+----------+
           |           |            |             |          |
           |           +            +----Cafe     +---Penny  |
           |           |    Park--v |             |   Lane   |
           |   City    |         +--+--+          |          |
           |  Guard----+----+----+--o--+-----+----+---City   |
           |     HQ    |                          |   Hall   |
           |           +            +--(Emerald)--+          |
      (Concourse)      |            |                   (Concourse)
           |           +------(Park-+-Road)-------+          |
           |                        |             |          |
           |           +--(Emerald)-+             +---Elm    |
           |           |                          |  Street  |
           |           +                          +          |
           |           |                          |          |
           +-----------+------(Concourse)---------+----------+
                                                  |
                                              Graveyard 
                                              Entrance
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MIGHTY_BLESSING

MIGHTY BLESSING
Level        : Crusader 1
Usage        : cast 'mighty blessing'
Duration     : 12 Hours, accumulative

The Crusader grants to the group a blessing of power.

The result is a bonus of +2 to HITROLL and DAMROLL.
See also: CRUSADER , HITROLL , DAMROLL
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MIND_BAR

MIND BAR
Usage            : cast 'mind bar'
Power Score      : INT - 2
Initial Cost     : 6
Maintenance Cost : 4

  Mind bar is a magician's bane, and a telepath's boon.  It gives the
psionicist 75% resistance against charm, sleep, and similar spells.  It
also gives a natural 15% resistance to psionic attacks.
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MIND_OVER_BODY

MIND OVER BODY
Power Score      : WIS - 3
Initial Cost     : 10
Maintenance Cost : 5

  With great concentration, while this power is in effect, a psionicist 
will not require food or drink.
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MIND_WARRIOR

MIND WARRIOR
Mind Warrior is a "sub-class".  In order to become a Mind Warrior, you 
must first have mastered the art of the mind, by being in the Psionicist 
class with at least one remort.  Becoming a Mind Warrior does not change 
your class from Psionicist.  It is an enhancement to the Psionicist class.

Mind Warrior's have their own experience table, however unlike some of 
the other sub-classes, a Mind Warrior's experience is not based on the 
number of kills, rather it is based on traditional experience points.  
Twenty percent of the experience gained is given to Mind Warrior.  Once 
Mind Warrior reaches the max level of 30 it stops taking exp away from 
your main class.

You must be a Psionicist if you wish to join the Mind Warrior guild.
See also: GUILDS , PSIONICIST
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MIND_WIPE

MIND WIPE
Level            : MindWarrior 30
Power Score      : CON - 3
Initial Cost     : 38
Maintenance Cost : N/A

With this power, a MindWarrior plants a psychic worm of sorts within
the victims mind.  Over the course of several seconds the victim's
mind is quickly erased and an ever increasing rate.  If the mind is
totaly wiped before the victim has time to recover, he dies as the
victim's no longer has the capacity for basic things, like keeping
his heart beating and lungs pumping.
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MIND_WRACK

MIND WRACK
Usage        : cast 'mind wrack' <target>
Damage       : 15 * level
Save         : Half damage
Duration     : Instant
Resist       : Shadow
Level        : Necromancer 21

Undead forces rot the brain of your victim.
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MINOR_CREATE

MINOR CREATE
Usage        : cast 'minor create' <item>
Accumulative : Nothing
Duration     : Instantaneous

By means of this spell the caster focuses his magical energies into the
creation of a mundane object.  This object can either be a SWORD, SHIELD,
RAFT, BAG, BARREL, a loaf of BREAD, a blank SCROLL, a MAP that shows the
hometown of whomever looks at it, or a simple QUILL pen, or PARCHMENT.
See also: MAJOR CREATE
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MINOR_MALISON

MINOR MALISON
Usage        : cast 'minor malison' <target>
Accumulative : Duration
Duration     : 5 hours

Adversely affect a targets saving throws.
See also: SAVING THROWS
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MIRAGES_OF_DEATH

MIRAGES OF DEATH
Usage        : cast 'mirages of death'
Duration     : level * 3, accumulative
Level        : Necromancer: 55

Creates multiple images of the caster.  When fighting a mob the mob has a 
high chance to hit an image instead of the caster.  When an image is hit, 
it dissipates, causing the caster to receive no damage.  Number of images
is dependent on the level of the caster and the charisma of the caster.
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MIRROR_IMAGE

MIRROR IMAGE
Usage        : cast 'mirror image'
Accumulative : Duration

   Creates multiple images of the caster.  When fighting a mob the mob 
has a chance to hit an image instead of the caster.  When an image is 
hit, it dissipates.  Number of images is dependent on the level of the 
caster and the charisma of the caster.
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MISCAST_MAGIC

MISCAST MAGIC
Usage        : cast 'miscast magic' <target>
Accumulative : None
Duration     : 1 Hour

When cast on a victim, it causes the next spell they cast to "go random". 
The affect is replaced by a totally different spell, chosen from the
targets arsenal of spells they already know.  The end result could be a
weaker damage spell, even a stronger damage spell, or perhaps you'll get
healed instead.

If cast on somebody while they are in the process of casting a spell, the
spell will be changed by the time they are finished.

It is only good for the next spell cast while affected by miscast magic.

Spell can only be practiced to 'fair'.
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MONORAIL

MONORAIL
Due to the increasing size of the Greater Midgaard Area, a Metrorail train
service now runs between many of the areas surrounding Midgaard.  The
Midgaard station is on East Wall Road, south and east of the East Gate.
A system map can is posted in each Station (type "look map").

Metrorail Instructions and Schedule
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Midgaard Metrorail runs around the clock, every day.  A token is
required to ride the Metro; tokens can be purchased (using the BUY 
command)
at all Metro Stations.  All Stations are situated with a platform, and
tracks to the east and west.  Trains to the east go "down" the map; trains
to the west go "up" the map -- make sure to get on the correct train!  
Wait
on the platform for your train to arrive; this should take between 1 and 3
minutes, because there are 6 trains running concurrently.  Lights along 
the
length of the platform will start to flash 20 seconds before a train 
arrives.
See also: AREAS
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MONSUM_ONE

MONSUM ONE
Usage        : cast 'monsum one'
Accumulative : Nothing
Duration     : Permanant

A creature is summoned and forced to follow the spell caster.  The level 
of the monster is determined by the level of the spell.
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MONSUM_THREE

MONSUM THREE
Usage        : cast 'monsum three'
Accumulative : Nothing
Duration     : Permanant

A creature is summoned and forced to follow the spell caster.  The level 
of the monster is determined by the level of the spell.
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MONSUM_TWO

MONSUM TWO
Usage        : cast 'monsum two'
Accumulative : Nothing
Duration     : Permanant

A creature is summoned and forced to follow the spell caster. The level of
the monster is determined by the level of the spell.
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MOTD

MOTD
Usage: motd

Displays the message of the day.  Contains important information
regarding the status of the MUD.  You should be sure to read it
when you login.  If you miss it at login, just use this command!
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MOVE_REGEN

MOVE REGEN
MOVE_REGEN is the amount of movement points you gain per pulse.  
There are many things that affect the amount of movement points 
you gain per pulse.

- The more applies to move_regen you have, the more movement 
  points you will gain per pulse.
- If you are hungry or thirsty, the amount of movement points
  you gain per pulse will drop significantly.
- If you are poisoned your movement will also regen much more
  slowly.
See also: HP_REGEN , MANA_REGEN
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MUD_BALL

MUD BALL
Usage        : cast 'mud ball' <target>
Accumulative : Damage
Duration     : Instantaneous

Casting this spell, the sorcerer gathers up all dirt, dust, and yes even 
mud, and quickly combines it with moisture in the air to create a ball of 
mud which is then hurled at the victim.

There is a chance that the victim will be hit in the eyes by the mud 
ball, which will of course render the victim blind for a short time.
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MUG

MUG
Usage: mug <item> <victim>

Use mug to steal gold or items from people, and do some damage to your
unsuspecting victim.  The chance of not getting caught depends on how well
you have practiced mug, and if the person is asleep.

It is now illegal to mug other players outside of a TC, but the code should
prevent you from doing it accidently.  Doing so will get you a flag for
your trouble.

You will not be able to act for 3 rounds of combat after attempting to mug.

Examples:

  > mug gold drunk
  > mug sword mercenary
See also: STEAL
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MULTI-CAST

MULTI-CAST
The ability for Sorcerers and Necromancers to be able to throw a spell a 
multiple number of times in a single cast.  Higher lever spells land fewer 
times than lower level ones. (Ie. Word of Death, can strike up to two times, 
while Magic Missile can strike up to nine).

The biggest factor in successful multi-cast is the caster's INTELLIGENCE
and WISDOM.  The higher these values, the higher the chance that every
additional cast will fire.
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MULTICLASS

MULTICLASS
Multi-classing is when you join more than one guild that is categorized as
a "class".

There is a limit to how many class guilds you may join.  The default is
two, but you can increase that by spending remort points on the multiclass
option when you remort.
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MULTIPLE_STAB

MULTIPLE STAB
Usage: automatic

When a thief learns the multiple stab skill, they learn how to quickly stab 
again with the stab skill when possible.

This means that when using the STAB skill, you have a chance for a second 
stab.
See also: STAB
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MUSIC

MUSIC
This command lets you sing/chat/talk on the music channel.  Typing this
command by itself shows a log of the last 15 things said on the music 
channel.

usage:
>music Row, Row, Row your boat...
See also: GOSSIP , AUCTION , GRAT , QSAY
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MUTE

MUTE
Usage         : cast 'mute' victim
Accumulative  : Nothing
Duration      : 4

Your victim is silenced, and is unable to cast any spells.
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MYSTICAL_SHIELD

MYSTICAL SHIELD
Usage        : cast 'mystical shield' <target>
Accumulative : Duration
Duration     : 24 Hours

The caster creates a mystical shield to protect his/her target.  This 
spell will decrease the target's armor class by 20 points.
See also: AC
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NE

NE
This command allows you to travel north east.

Usage:
> ne
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NECROMANCER

NECROMANCER
Necromancers are a type of black sorcerer dealing mostly with the undead.  
These dark spells can do such thing as raise corpses from the dead to do 
your bidding, to steal the life force from other creatures for your own benefit,
and to turn yourself into some undead creature. 

Some of these spells are important as necromancers naturally have low hitpoints
and are not tremendous fighters.  However the strengths of their spells and the 
undead allies they can call make necromancers a viable class.
See also: PRACTICE
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NECROSIS

NECROSIS
Usage        : cast 'necrosis' <target>
Damage       : (level + magpoints) * 2
Save         : N/A
Duration     : Damage every 3 seconds, for 13 times
Resist       : Drain
Level        : Necromancer 57

Inflicting upon the victim necrosis, the spell causes areas of flesh to die 
and rot on a living creature.

Spell can be cast multiple times for greater damage.
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NEGATE_SANCTUARY

NEGATE SANCTUARY
   This skill gives a warrior the chance to penetrate the sanctuary of an
opponent using brute force of their strength to do full damage.  Due to the
variety of creatures with sanctuary, and the many different types of
sanctuary, this skill has never been perfected.
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NETHERGAZE

NETHERGAZE
Usage        : cast 'nethergaze' <target>
Damage       : (number between 8 and 15) * (number between 140 and 186)
Save         : Half damage
Duration     : Instant
Resist       : Shadow
Level        : Necromancer 51

Caster gazes threateningly at the victim causing an impairing fear in any
undead creature.
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NEW_THALOS

NEW THALOS
                        Main points of Interest - New Thalos
                        ====================================



Guard                                                         Guard 
| Tower                 North                               Tower |
------------------------Gate--------------------------------------
|       |                |                                        |
Palace  City             |        Psionicist -+- Necromancer      |
Gate    Hall             | Board       Guild  |  Guild            |
                         | Rooms  Rent        |             to <--|
                         |  |    /(up)        |          Library  |
                   Post o+--Inn         Bard -+- Witch            |
                  Office |  |           Guild |  Guild            |
                         | Pub                |                 o-+-o
                         |                    |            Dance    Weaver
                  Palace |           Paladin -+- Anti-      Hall    Shop
    Temple          Gate-+              Guild |  paladin
      |                  |  Vera's            |  Guild
 +----+      Tailor      | Veggies            |
 |    |      Shop  o     |    o               |
Cleric|            |     |    | Butchery      |
Guild |     Bank o-|-----|------o    Identity |   Witches    Magic  Mage's
      |            |  Market  |       Complex |    Brew      Shop   Tower
      |            |     |    |          o    |      o        o     |
W Gate+------------+- Square--+----------+----+------+--------+----E Gate
 |                 |     |    |               |                     o  
Warrior   General  |     |    |  Abdul's      |                  Hall of 
Guild      Store o-------|------o Armors      |                  Quests 
                   |     |    |               |                        
       Bread Stand o     |    o Weapon Shop   |
                         |                    |
                  Water o+o Container        o+---+--Thieves
                  Shoppe |  Shoppe        Leather |  Guild
                         |                Shop    |
             Antiques  |  House of              |       
Smuggler's    Artifacts o+o Names                 |                
Bar                      |                        |          Catch
o                        |     The      Royal     |          of the 
+-+   Shipwright         |     Forge    Stables   |           Day   Dump
| |       |              |      o          |      |            o      o
+-+-------+-----------Common----+----------+------+------------+------+
          |           Square
        Boat             |
        Ramp         South Gate
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NEWBIE

NEWBIE
The newbie channel is for new players to AddictMUD.  Use this channel
to ask for assistance, directions, or general questions about
AddictMUD.  

Example:

>newbie Hey, how do I find where to rent?
>newbie Hi, I'm new here.  What do I do now?

Typing newbie will list the last 15 things said over the newbie channel.

If you wish not to hear the newbie channel, type NONEWBIE to turn
off that channel.
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NEWS

NEWS
These commands show you important information about AddictMUD.  It is a good
idea to read them every once in a while.

   info     - useful information about the game for beginners
   news     - the latest breaking news
   policy   - policies on topics like player killing
   credits  - the people who made AddictMUD possible!
   version  - displays the current AddictMUD version number
   changes  - latest changes to the code and areas
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NEWSCORE

NEWSCORE
This is an in-progress revamp of the score command.  It is an attempt to 
combine information from SCORE and ATTRIBUTES into one screen, and make it 
easy to read.

The command is made available while it is being worked on in order to 
allow everyone to benefit, as well as gather feedback on how useful the 
new format is.

Details of note about the display:
  - AC is a "progress bar".  A value of -100 AC is shown by all dashes.
    When your AC gets higher, the dashes are replaced by the # sign.  A
    bar of all #'s indicates +100 AC (the best you can have).
  - Hit, Mana and moves are broken down to indicate:
      Current / Max (Regen per pulse)+regen apply's%
    "Regen per pulse" reflects your "regen apply's"
See also: SCORE , ATTRIBUTES
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NEWSPAPER

NEWSPAPER
  Purchase a copy of "The Weekend Addiction" to get the latest items
of interest, entertainment, and gossip on AddictMUD.  You can find paper
boys in any home town on AddictMUD.  To get a copy, go to the paper boy
and type 'buy paper.'

  "The Weekend Addiction" is published bi-weekly, and outside stories
are always welcome.  To submit your story for publication, please send
it to addict@dmswebworks.com or ktala@concentric.net.

  Personal/classified ads may be purchased for 50k each.  Submit your
ad via mudmail to Crimson with payment.  (There is a limit of 3 ads per
player for each edition.)
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NEXUS

NEXUS
This is a special command, only usable in one place.  What place you ask?  
Well, that would be telling.
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NINJA

NINJA
Ninjas are martial artists who have mastered the skills of stealth and 
illusion. Through careful study, they have managed to combine many of the 
skills of thieves and warriors to produce a unique, deadly fighting style.

While ninjas have no need of spells, they have extensive knowledge of various 
fighting techniques. These techniques can be improved by practicing at a ninja
guild.

Because of the considerable power contained within the Ninja class it is 
limited to remorts only.
See also: PRACTICE , REMORT
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NMOTD

NMOTD
This command allows you to see the newbie message of the day, which is what
a player first sees when they enter AddictMUD for the first time.

usage:
>nmotd
See also: MOTD
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NO-MAGIC_ROOM

NO-MAGIC ROOM
A NO-MAGIC room is a room that magic does not work.  This also includes
scrolls and Psionic powers.

Potions will work in a NO-MAGIC room.
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NOAUCTION

NOAUCTION
Usage: noauction

NOAUCTION toggles whether or not you hear auctions..
See also: FLAGS , AUCTION , TOGGLE
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NOCSAY

NOCSAY
Usage: nocsay

NOCSAY toggles whether or not you hear clan say..
See also: FLAGS , CSAY , TOGGLE
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NOFOLLOW

NOFOLLOW
   Ever have that annoying newbie, or just some jerk, that kept following
you? Well, be annoyed no further.  When NOFOLLOW is on, you cannot be
followed.  However, people currently following you will not be kicked off.
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NOGOSSIP

NOGOSSIP
Usage: nogossip

NOGOSSIP toggles whether or not you hear gossip.
See also: FLAGS , GOSSIP , TOGGLE
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NOGRATS

NOGRATS
Usage: nograts

NOGRATS toggles whether or not you hear the grats channel..
See also: FLAGS , GRAT , TOGGLE
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NOHASSLE

NOHASSLE
Usage: nohassle

Toggles a flag to prevent aggressive monsters from attacking.
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NOMUSIC

NOMUSIC
Usage: nomusic

NOMUSIC toggles whether or not you hear the music channel..
See also: FLAGS , MUSIC , TOGGLE
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NONEWBIE

NONEWBIE
The newbie channel is for new players to AddictMUD.  Use this channel
to ask for assistance, directions, or general questions about
AddictMUD.  

Example:

>newbie Hey, how do I find where to rent?
>newbie Hi, I'm new here.  What do I do now?

If you wish not to hear the newbie channel, type NONEWBIE to turn
off that channel.
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NOREPEAT

NOREPEAT
Usage: norepeat

This command toggles whether or not you see your communication echoed
back to you (i.e., from commands such as SAY, SHOUT, HOLLER, GOSSIP, etc.)
Useful if you have a slow connection or if it just annoys you.
See also: TOGGLE
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NORTH

NORTH
Usage: north
       south
       east
       west
       up
       down

To travel in a given direction.
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NORTHEAST

NORTHEAST
This command allows you to move north east.

usage:
>northeast
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NORTHWEST

NORTHWEST
This command allows you to move north west.

usage:
>northwest
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NOSHOUT

NOSHOUT
Usage: noshout

NOSHOUT toggles whether or not you hear shouts.  (deaf) will appear after
your name in the WHO list.
See also: FLAGS , HOLLER , SHOUT , TOGGLE , WHO
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NOSPAM

NOSPAM
usage: nospam

Typing NOSPAM removes the spam you recieve when people take off or put on
equipment.  It also will block seeing people put things into, and take 
things out of containers.

Typing NOSSPAM again will turn the toggle off.
See also: FLAGS , TOGGLE
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NOSUMMON

NOSUMMON
Usage: nosummon

Due to problems we've had with players killing other players by summoning
them to Bad Places, all characters now have SUMMON PROTECTION turned on by
default.  This prevents people from summoning you and gives you a warning
message if someone tries.  If you want to let someone summon you (i.e. if
someone wants to summon you for a legitimate reason), type NOSUMMON to turn
off summon protection.  You can then type NOSUMMON again to turn protection
back on.
See also: SUMMON , TOGGLE
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NOTELL

NOTELL
Usage: notell

Use NOTELL if you wish to prevent other players from using "tell" to
communicate with you.  (notell) will appear after your name in the WHO
list if you have notell on.
See also: FLAGS , TELL , TOGGLE , WHO
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NOTITLE

NOTITLE
Usage: notitle <vicitim>

Prevent players from being able to set their own titles; i.e., if the
player consistently has an offensive title.  The definition of offensive
is left as an exercise for the reader.
See also: TITLE
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NOWHOIS

NOWHOIS
Usage: nowhois

This command can be used to block others from getting information from the
whois command.  To unblock the command, type NOWHOIS again.
See also: WHOIS , TOGGLE , FLAGS
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NOWIZ

NOWIZ
Usage: nowiz

Allows you to hear or ignore messages coming over the wiznet.
See also: WIZNET
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NW

NW
This command allows you to move north west.

usage:
>nw
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NYNAEVE

NYNAEVE
Nynaeve is a Purple Pliable Platypus Product.  She rules the world with a 
leather whip and takes no lip from anyone.  If you mess with her, you 
shall be dealt with accordingly; pain and suffering is normally involved.
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OBJECT_READING

OBJECT READING
Power Score      : WIS - 5
Initial Cost     : 16
Maintenance Cost : N/A

  A limited version of the mage INFORMATION SPELL that can only be cast on
objects.
See also: INFORMATION
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OFFER

OFFER
Usage: offer
       rent

For use in the reception room of inns or cryogenic centers.

Offer asks the innkeeper for cost of storing your belongings for one day.

Here at AddictMUD, there is no daily charge for rent. See INNS for details 
on the rent policy.
See also: CRYOGENIC , INNS , RENT
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OHELP

OHELP
Usage:
>ohelp
>ohelp <topic>

The OHELP command allows you to view the help files for OLC type stuff. 
This file is normally only used by builders.
See also: HELP
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OLDSCORE

OLDSCORE
Usage: oldscore

By default, when using the SCORE command, all players will see the enhanced
version.  For many, they would prefer to see the classic version with the
original layout.

Typing this command will toggle your character between either version when
you use the SCORE command.

To see your current setting use the TOGGLE command.
See also: TOGGLE , SCORE
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OPEN

OPEN
Usage: open | close | lock | unlock <door> [direction]

To open, close, lock, and unlock doors, of course.

Examples:

  > open portal
  > lock door
  > unlock door south
  > close gate
See also: ENTER , LEAVE
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ORDER

ORDER
Usage: order <character> <command>
       order followers <command>

Used for ordering pets and charmed people to do your evil bidding.  You
can order everyone under your command with "order followers".

Examples:

  > order puppy eat bread
  > order cityguard sleep
See also: CHARM
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PACIFY

PACIFY
Usage        : cast 'pacify' 
Accumulative : N/A
Duration     : Instantaneous

Pacify the area, putting an end to all violence.
Aggressive mobiles are also made too calm to attack.  
But have a care, this will not erase memory, so you
could be attacked again.
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PACK_REGENERATION

PACK REGENERATION
Usage        : cast 'pack regeneration'
Accumulative : No
Duration     : 4 Hours
Level        : Nobody

Pack regeneration draws upon the casters power to give the group a boost to
mana, hit point and movement regen for a time.  The effect increases as the
caster goes up in level.
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PAGE

PAGE
Usage: page <player | all> <message>

PAGE is used to send a message, along with a beep, to another player.  Use
PAGE ALL to send a message and a beep to everyone in the game.

Examples:

  > page rasmussen Hey, are you still at the keyboard?
  > page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES

Do not abuse this command.
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PALADIN

PALADIN
Paladins are holy warriors.  They possess strength in hand-to-hand combat,
and use magic to bless and to heal.  You can improve your skills and spells
by using the practice command.    

When the Paladin's alignment is GOOD, they receive a 20% bonus to damage
they do, and receive permanent PROTECTION FROM EVIL.

If a Paladin's alignment turns EVIL, they lose the ability to cast spells.
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PETRIFICATION

PETRIFICATION
Usage        : cast 'petrification' <target>
Accumulative : Damage
Duration     : Instantaneous
Damage       : 100d8 + level

Petrifies victim causing severe damage, increasing as the caster goes up 
in level.
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PETS

PETS
Pets are what we call any mob charmed to follow you, created to do your
bidding by a spell.

You make your pet do things with the order command.  They can be terribly
useful in a battle if used properly.

When you recall, be it with the 'word of recall' spell, or with a scroll,
or if you relocate, your pets will follow if they are in the same room as
you, standing or fighting.  They will NOT follow you if they are in any
other position (fighting, stunned, etc).
See also: ORDER
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PHYSICAL_ILLUSION

PHYSICAL ILLUSION
Level            : MindWarrior 16
Power Score      : STR - 3
Initial Cost     : 15
Maintenance Cost : 12

Creating the illusion of physical power, the MindWarrior increases the
HITROLL and DAMROLL of the target by 4 points each.
See also: HITROLL , DAMROLL
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PICK_LOCKS

PICK LOCKS
Thieves only.

Usage: pick <lock name> [direction]

For picking locks.  Not all locks can be picked.

Examples:

  > pick door south
  > pick safe
See also: OPEN , CLOSE , LOCK , UNLOCK
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PKILL

PKILL
Pkill (player killing) is currently illegal.  You will be given a KILLER
flag.  If you have a KILLER flag, you will be given a warning, and 3
warnings constitute a FREEZE.

On occasion, the playerfile and rent files will be backed up, and pkill will
be allowed for a specified amount of time.  End of which, backups will be
restored.  Noone would get a KILLER flag during such times.
See also: FLAGS , FREEZE
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PKILLTOGGLE

PKILLTOGGLE
Toggles pkill legal/illegal.  It also sends a message to all players
indicating as such.
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PLASMA_BALL

PLASMA BALL
Usage        : cast 'plasma ball' <target>
Accumulative : Damage
Duration     : Instantaneous

A plasma ball is a focused ball of energy, hurled at the victim and
explodes on impact.
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POISON

POISON
When you're poisoned, you become ill.  Various spells, food, and drink can
make you poisoned.

When you are poisoned, your body cannot handle the toxen, so it causes
various effects.  Your regen is greatly reduced.  You also periodically
take damage, as the poison courses through your veins, taking it's toll.

The best way to cure poison is with a potion or spell.  Over time the
poison will run it's course, and you will be cured, the trick is staying
alive in the meantime!
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POISON_BLADE

POISON BLADE
Usage: poisonblade <weapon>

With the use of this skill, the thief coats her weapon with a poison that
will affect a victim when attacked with it.  The poison does not last long
before it dries out too much to be effective, so it must be used 
quickly.  The weapon must be in your inventory not wielded to coat the 
blade.
See also: POISON
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POISON_BOLT

POISON BOLT
Usage         : cast 'poison bolt' <victim>
Accumulative  : Affect
Duration      : Special
Resistance    : Poison

You shoot a small magical bolt of pure poison at your victim.  If they make
a resist check, the bolt will have no effect.
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POISON_SENSE

POISON SENSE
Power Score      : WIS
Initial Cost     : 1
Maintenance Cost : N/A

   Much like the DETECT POISON spell, the psionicist can detect poisons in
food, drink, etc.
See also: POISON
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POISON_SPELL

POISON SPELL
Usage        : cast 'poison' <target>
Damage       : Over time
Save         : No effect
Duration     : level, accumulative
Resist       : Poison
Level        : AntiPaladin 13, Necromancer 6

Casting poison on food or drink (containers) will poison it.  Eating
poisoned food/drinks will poison the person eating or drinking.

A person who is poisoned will suffer damage every hour, lose strength, and
gain less points than usual.
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POISONPROOF

POISONPROOF
Usage: automatic

The nature of this skill is a hardening of your physical resistance to
poisons.  The higher this skill is practiced, the harder it is to get
poisoned by foods, skills, and spells.  Some poisons may still get you, so
don't expect total immunity.

It does not offer protection from radiation poisoning.
See also: DISEASEPROOF
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POLICIES

POLICIES
Policies are how we govern player conduct here at AddictMUD. The goal is to
be fair, and keep the game enjoyable for everybody.

To see a list of all the policies, use the POLICY command.
See also: POLICY
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POLICY

POLICY
The POLICY command shows the policies of AddictMUD.  To see a list of the
policies, type POLICY.  If you would like to read the details of a policy,
type "policy <topic>".  For example, every player should understand the
rules on KILL STEALING.  To see the rules and guidelines, you would type:

  policy kill stealing

This will display the details for you to read.
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POLYMORPH

POLYMORPH
Usage        : cast 'polymorph' <name>
Accumulative : None
Duration     : Special

Allows sorcerer to transform into another creature.  You gain the hitpoints,
movement, strength, dexterity and base number of attacks of your new form, 
but retain the same mana, and all your spells and skills.

The form you become must be 2 or more levels lower than your sorcerer level.

To choose a form:
 > cast 'polymorph' <name>

If you do not specify a keyword, the spell fails and you lose the mana.

(Special spells/skills and other advantages/disadvantages for each form
are still in the works)

Currently allowable forms are:

 Name        mob level
------------------------
 fido            0
 demilich       43


Use the command 'return' to revert to your true form.

The polymorph mobs also have special WEAKNESSES and STRENGTHS... some may 
make you more vulnerable to be stabbed, pierced, etc.  Also, many of the 
mobs have special abilities, such as fly for bird creatures, and detect
invisibility for spirit creatures.
See also: RETURN
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POOFIN

POOFIN
Usage: poofin <message>
       poofout <message>

Sets the message seen by players when you use GOTO to move to a different
room.  POOFIN with no argument resets your poofin to the default "appears
with an ear-splitting bang"; POOFOUT with no argument defaults to
"disappears in a puff of smoke."
See also: GOTO
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PORTAL

PORTAL
Usage        : cast 'portal' <target>
Accumulative : Nothing
Duration     : 5 ticks

A 2-way portal is opened between the caster and the victim.

Portals fade after 5 hours.

A diligent explorer can discover ancient magical words that can be used as
the target, to open portals to special places.
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POSE

POSE
Strike a pose.  Try it...
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POTIONS

POTIONS
Usage: quaff <potion>

Quaff is used to "drink" a (magical) potion.  The magic will take effect
immediately, for better or for worse...
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POUR

POUR
Usage: pour <from container> <to container>
       pour <from container> out

If you want to pour some liquid from one container to another.  Pouring
out simply empties the contents of the container onto the ground.

Examples:

  > pour canteen cup
  > pour cup out
See also: FILL
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POWER_CHECK

POWER CHECK
A power check is what determines whether or not a psionic 'power' succeeds in
casting or not.  How 'learned' a power is has no affect on the power check.
Instead, depending on the spell, a psionicist's WISDOM, CONSTITUTION, or
INTELLIGENCE is used in determining success.  A roll of 1d20 is made, and if
the result is greater than or equal to the 'power score' of the power being 
cast, the spell fails, and half the cost of the spell is lost.  Since 'power 
scores' are different from power to power, they are listed in the help for
each power.

Example: If the 'power score' of a spell is listed as "CON -2", and your CON
is 15, your power score is 13, (15-2), so the roll of 1d20 must be 13 or
lower for the power to succeed.
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POWER_OF_THE_GODS

POWER OF THE GODS
Usage        : cast 'power of the gods' <target>
Accumulative : Yes
Duration     : Level/4

The caster adds 70 HP's to the target.
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POWER_REGEN_ONE

POWER REGEN ONE
Level            : MindWarrior 10
Usage            : Automatic
Duration         : N/A

When practiced, this skill will increase the PSP regen of a MindWarrior by
25 points per tick (1.66 points per pulse).
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POWER_REGEN_THREE

POWER REGEN THREE
Level            : MindWarrior 30
Usage            : Automatic
Duration         : N/A

When practiced, this skill will increase the PSP regen of a MindWarrior by
25 points per tick (1.66 points per pulse).
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POWER_REGEN_TWO

POWER REGEN TWO
Level            : MindWarrior 20
Usage            : Automatic
Duration         : N/A

When practiced, this skill will increase the PSP regen of a MindWarrior by
25 points per tick (1.66 points per pulse).
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POWER_SCORE

POWER SCORE
A power check is what determines whether or not a psionic 'power' succeeds in
casting or not.  How 'learned' a power is has no affect on the power check.
Instead, depending on the spell, a psionicists WISDOM, CONSTITUTION, or
INTELLIGENCE is used in determining success.  A roll of 1d20 is made, and if
the result is greater than or equal to the 'power score' of the power being 
cast, the spell fails, and half the cost of the spell is lost.  Since
'power scores' are different from power to power, they are listed in the
help for each power.

Example: If the 'power score' of a spell is listed as "CON -2", and your CON
is 15, your power score is 13, (15-2), so the roll of 1d20 must be 13 or
lower for the power to succeed.
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POWER_WORD_KILL

POWER WORD KILL
Usage        : cast 'power word kill' [victim]
Accumulative : Damage
Duration     : Instant


A strong high-level offensive spell.  Using a word so even more vulgar and
offensive than WORD OF DEATH, the spell caster causes massive damage to 
the poor victim.  In rare cases, the victim is killed outright, 
regardless of the level of the victim.
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PRACTICE

PRACTICE
Usage: practice [skill or spell name]

Practice is the way you improve your spells and skills.  You can only do
so in your guild, where your guildmaster can help you train.  Type
"practice <skill>" to improve your abilities while in your guild.  You can
only practice a certain amount for each level you gain.  Unused practice
sessions will accumulate for use in future levels.

If you type practice anywhere other than in your guild, you will get a list
of all of the spells and skills you know and your level of proficiency at
each.

SKILLS with no arguments will list all of the skills of you can practice.

When listing all your skills and spells with the practice command, the 
different characters indicate the cast cost associated.  Cost in <>'s 
indicate a mana cost; #'s are granted spells, and ()'s require PSP to cast.

Additionally, an S indicates it can be SCRIBED, and a series of U's or *'s
indicates available or practiced upgrades.

For example:

  aid                        (superb)      < 30> ***UUUU
  age reversal               (superb)      #  1#
  aura sight                 (superb)      (  9)

AID costs 30 mana, has 7 upgrades, 3 of which are practiced; AGE REVERSAL 
has one GRANT available; and AURA SIGHT costs 9 PSP's to cast.
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PRESERVE_CORPSE

PRESERVE CORPSE
Usage        : cast 'preserve corpse' <corpse>
Damage       : N/A
Save         : N/A
Duration     : 10 ticks, accumulative
Resist       : N/A
Level        : Necromancer: 16

To preserve a corpse, you call upon the forces of the undead to prevent an
unanimated corpse from decaying.  This does not stop the process, merely
delays it.

The more you cast it on a corpse, the longer the corpse will last.  This
has been a beneficial spell for the undead who require the flesh of the
dead for sustenance.
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PROJECT_FORCE

PROJECT FORCE
Power Score      : CON - 2
Initial Cost     : 10
Maintenance Cost : N/A

  A small psionic power, comparable to MAGIC MISSILE in damage.  This 
power throws a small amount of psychic force at the victim, causing minor 
damage.
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PROMPT

PROMPT
This command sets your customizable prompt.  It is saved with your
character.  This prompt can also include special characters that cause
variousinformation to be displayed.

Order of the codes can be whatever suits your tastes.

%h    current hitpoints  %H    max hitpoints
%m    current mana       %M    max mana
%v    current movement   %V    max movement
%p    current PSP's      %P    max PSP's

%t[offset] real time, based on the machine time.  "%t" with no offset
           shows the current machine time.  "%t-1" will show current
	   machine time minus one hour.  "%t10" will show current
	   machine time plus ten hours.  Machine time default is US EST.

%T    MUD time        %a    armor class
%A    alignment       %r    New Line

%C    Current position - Standing, Sitting, etc

Example:

Typing "prompt > "
would set your game prompt to: "> "

Typing "prompt %hH %mM %vV> "
would set your prompt to "15H 114M 82M> "

Typing "prompt Time: %t> "  (assuming it's 6:45pm EST)
would set your prompt to "Time: 18:45> "

Typing "prompt Time: %t-3> " (assuming it's 6:45pm EST)
would set your prompt to "Time: 15:45> "

Special "battle only" prompts also exist.  This is displayed ONLY when
your character is in battle.

%f     The mob that you are fighting " Fighting: <mobname>"
%c     The MOB's condition  "{Minor Bruises}", for example.


For those of you with 100% ANSI compatable terminals, you can also use
these COLORIZED options:

%i    "Autowarn" hitpoints
%n    "Autowarn" manapoints
%w    "Autowarn" movements
%o    "Autowarn" PSP

These are the standard %h, %m and %v codes that are green when you are
above 2/3 of maximum, yellow when you are 1/3 to 2/3 full, and red when
you are below 1/3 of your maximum.  These colors will appear REGARDLESS
of your color setting.

%s   "Autowarn player status"  -- Good, Fair, Poor, etc for YOUR 
character.
%S   "Autowarn tank status"    -- Good, Fair, Poor, etc for the groups 
tank.

Note: %s and %S are battle prompt options only.  They are displayed ONLY
      when your character is fighting.  They go from green to yellow to 
      red as the condition of the subject worsens.

Finally, there is settable prompt color.  These color the entire text of
the prompt, up to a automatically colored prompt control code.

%0   Return prompt to normal color
%1   Red
%2   Blue
%3   White
%4   Green
%5   Cyan
%6   Magenta
%7   Yellow
%8   Reversed Text
%9   Bold

For example:

"prompt %1United %3States %0of %2%9America> "

Would produce "United States of America> " where "United" is blue, 
"States" is red, "of" is normal, and "America" is bold blue.  Color will
automatically revert to normal at the end of the prompt.
See also: SPCODES
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PROTECTION_FROM_ACID

PROTECTION FROM ACID
Usage        : cast 'protection from acid'
Accumulative : Duration
Duration     : 2 + (level/10)

   This spell protects the caster from all acid based attacks, they take
20% damage from all acid based attacks.
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PROTECTION_FROM_COLD

PROTECTION FROM COLD
Usage        : cast 'protection from cold'
Accumulative : Duration
Duration     : 6

    This spell protects the caster from cold based attacks, they take 20%
less damage from all cold based attack.
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PROTECTION_FROM_DRAIN

PROTECTION FROM DRAIN
Usage        : cast 'protection from drain'
Accumulative : Duration
Duration     : (level/10) + 2

This spell protects the caster from being drained by mobs or necromancers.
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PROTECTION_FROM_ELECTRICITY

PROTECTION FROM ELECTRICITY
Usage        : cast 'protection from electricity'
Accumulative : Duration
Duration     : 6

   This spell protects the caster from electric based attacks, they take
20% damage from all electric based attacks.
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PROTECTION_FROM_ENERGY

PROTECTION FROM ENERGY
Usage        : cast 'protection from energy'
Accumulative : Duration
Duration     : 6

   This spell protects the caster from all energy based attacks, they take
20% damage from all energy based attacks.
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PROTECTION_FROM_EVIL

PROTECTION FROM EVIL
Usage        : cast 'protection from evil'
Accumulative : Duration
Duration     : 24

This spell keeps aggressive evil-aligned mobs from attacking you.
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PROTECTION_FROM_FIRE

PROTECTION FROM FIRE
Usage        : cast 'protection from fire'
Accumulative : Duration
Duration     : 6

This spell protects the caster from fire attacks, they take 20%
damage from any fire based attack.
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PROTECTION_FROM_GOOD

PROTECTION FROM GOOD
Usage        : cast 'protection from good'
Accumulative : Duration
Duration     : 24

This spell keeps aggressive good-aligned mobs from attacking you.
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PROTECTION_FROM_THE_LIVING

PROTECTION FROM THE LIVING
Usage        : cast 'protection from the living'
Accumulative : Duration
Duration     : 24

This spell keeps aggressive "living" mobs from attacking you.
See also: AGGRESSIVE
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PSIONIC_DISINTEGRATE

PSIONIC DISINTEGRATE
Power Score      : WIS - 4
Initial Cost     : 40
Maintenance Cost : N/A

  Much like the mage version of the disintegrate spell, with the 
difference being, a psionicist can disintegrate objects.  (The contents 
of the object, if it is a container, are still intact, and drop to the 
ground.)
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PSIONIC_FORGET

PSIONIC FORGET
Power Score      : INT - 4
Initial Cost     : 50
Maintenance Cost : 3

Removes the memory of the target mob.  This spell is useful for
mobs that "remember" when you attack them and attack you back.
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PSIONIC_INFLATION

PSIONIC INFLATION
Power Score      : WIS - 5
Initial Cost     : 25
Maintenance Cost : N/A

When a psionicist invokes this power, he sends out a powerful ring of
psionic noise.  All psionic activity within this area requires twice the
normal initial cost and maintenance.  The initiating psionicist is not
affected; the noise actually begins about an inch beyond his aura, 
creating a bubble of relative quiet around him.

Other psionicists in the area of effect will not realize anything is wrong
until they actually use a power.  If they are maintaining a power, they
discover the inflated rate after paying twice the normal maintenance cost.
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PSIONIC_INVISIBLE

PSIONIC INVISIBLE
Power Score      : INT - 5
Initial Cost     : 5
Maintenance Cost : 3

  Same as the mage INVISIBILITY spell, only it must be maintained.
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PSIONIC_RELOCATE

PSIONIC RELOCATE
Power Score      : INT - 4
Initial Cost     : 40
Maintenance Cost : N/A

  Psionicist version of the cleric RELOCATE spell.
See also: RELOCATE
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PSIONIC_TELE_OTHER

PSIONIC TELE OTHER
Usage            : cast 'psionic tele other' <target>
Power Score      : INT - 2
Initial Cost     : 20
Maintenance Cost : N/A

  This psionic discipline allows a psionicist to randomly teleport another
to any place in the world.
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PSIONIC_TELEPORT

PSIONIC TELEPORT
Power Score      : INT
Initial Cost     : 10
Maintenance Cost : N/A

  This psionic discipline allows a psionicist to randomly teleport him/
herself to any place in the world. The psionist uses his/her mind for this
skill, but other than above the skill is the same as the mage version.
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PSIONICIST

PSIONICIST
Psionicists are extraordinary characters who develop their powers through
arduous training.  Unlike magic wielded by a mage, or those granted by a
Cleric's God, a Psionicist uses the power from within him/herself.
A Psionicist does not use MANA for spells.  Instead, psionic powers are 
fueled by PSP's (psionic strength points), completely separated from mana.

When casting a psionic power (their "spells"), it does not succeed or fail
dependent on how well the power is learned.  Instead, a 'power score' is
used for a POWER CHECK.  Because of this, a Psionicist gets 1 practice per
level, and that practice is all you need to spend to learn your chosen 
power.

Psionicists gain more hit points than a Cleric, but less than a Thief or 
Warrior.

PSP gains when you level are based on your Wisdom.  The higher your 
Wisdom, the more PSP's you will get when you level.  The higher your
'natural' or 'real' WISDOM, the higher your max PSP's will be.

Psionic powers also have a uniqueness to spells cast by other classes. 
They use PSP's much the same way other spells use mana, however, they
rarely have a set duration.  For more details see the help on MAINTAIN.

A psionic 'power' being so different from a spell or normal attack, cannot
be protected against with SANCTUARY, MIRROR IMAGE, or REFLECTION, because
the attacks are usually mental instead of physical.
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PSP

PSP
PSP stands for Psionic Strength Points.  These points are only applied to
PSIONICIST class.  As every Psionicist will know, their psionic spells are
fully dependent on PSP's.  The higher PSP a player has, the more effective
he/she will be.

The maximum amount of PSP's a character can have is determined by his level
and WISDOM.  If at any moment either of these change, your max PSP's will
automatically adjust to compensate.

For example, the higher your WISDOM, the higher your max PSP's will be.  If
you are wearing an item that increases your WIS from 17 to 18, you will
recieve the bonus for 18 "modified" WIS.  Once you remove that item you
will loose the 18 WIS bonus and your max PSP's will drop to the new value.  

Higher "natural" WISDOM will give larger bonus'.

Note that PSP's are different from mana.
See also: PSIONICIST , MANA , WISDOM
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PSYCHIC_BLAST

PSYCHIC BLAST
Level            : MindWarrior 10
Power Score      : CON - 2
Initial Cost     : 30
Maintenance Cost : N/A

Using a massive blast of psychic energy, the MindWarrior does damage
directly to the victims psyche.
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PSYCHIC_CRUSH

PSYCHIC CRUSH
Power Score      : WIS - 4
Initial Cost     : 70
Maintenance Cost : N/A

   The psychic crush is a massive attack on a single target's mind, 
trying to fry their synapses and effectively destroy their mind.  This 
skill is very deadly, and taught only to the most experienced mind 
warriors.
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PULSE

PULSE
A pulse is a measurement of point regen.  They are 5 seconds.  When your
hitpoints, mana, movement or psp's are not at their max, you will "regen"
points every "pulse".  The amount you regen every pulse is determined by
many factors, including your age, class, and sometimes even the room you
are in.
See also: PULSE
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PUMMEL

PUMMEL
Usage : pummel <target>

This command causes minor damage and there is a chance that you will stun the 
victim, thus making him miss his round of attack. If pummel is used, you
cannot use any other combat command, including flee, for 3 rounds of combat.
See also: BASH
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PURIFICATION

PURIFICATION
Usage        : cast 'purification' <target>
Level        : Crusader 23

Purifying the blood, it cures the target of all poison and disease.
See also: POISON , DISEASE
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PUT

PUT
Usage: put <item> <container>
       put all.<item> <container>
       put all <container>

For putting items into containers.

Examples:

  > put bread bag
  > put all.bread bag
  > put all chest
See also: GET
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PYROCURSOR

PYROCURSOR
Usage        : cast 'pyrocursor' <target>
Accumulative : Damage
Duration     : Instantaneous

The caster conjures ropes of flame to lash out at his victim.
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QECHO

QECHO
Usage: qecho <message>

QECHO displays the string to everyone with the QUEST flag.

Examples:

  > qecho Hi, everyone in the quest, isn't this annoying?
See also: GECHO , ECHO , SEND
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QLOG

QLOG
QLOG is an informative command used with the new quest system.  This
command lists the quests you have been given that are not yet completed,
along with a little blurb to remind you of what you need to do to 
complete it.

It also displays a tally of the number of quests you've completed.  It
cannot currently show you the names of the quests you've completed.

Note:  There are other scripted quests in the game that do not fall into
this new system.  Those are largely quests that pre-date this system, and
have not been converted to it.  Unfortunatly those cannot appear in QLOG.
See also: QUESTS , TALK
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QSAY

QSAY
Usage: qsay <message>

To tell something to everyone on the current Quest.

Typing qsay will show you the last 15 things said over the QSAY channel.
See also: QUEST
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QUAFF

QUAFF
Usage: quaff <potion>

To use this command you must have an item of type potion in your inventory.
 This command allows you to drink the potion and the effects of the potion
will be transfered to you.
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QUEST

QUEST
Usage: quest

This simple toggle command merely informs the Powers that Be that you wish
to participate in the currently running Quest.  If an immortal is running 
a
Quest and needs to know who wishes to participate, he/she will ask players
to turn on their Quest flags using this QUEST command if they are 
interested 
in the Quest.  It also allows you to listen in on the quest channel and
receive information specific to the quest.
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QUEST_AREAS

QUEST AREAS
This file contains general information about quests that are located in 
the MUD. 

There are currently:

Quests that originate in Books:             3
Quests that originate in Adrilankha:        3*
Quests that originate in Eastmanwatch:      4
Quests that originate in Arinorn:           3
Quests that originate in New Thalos:        2
Quests that change their place of origin:   1
Quests that originate in other zones:       1

More will be added and this list will be updated as new quests are 
added.  Items that have been changed will be indicated with an *.
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QUEST_PRIZE_LIST

QUEST PRIZE LIST
Here is the quest prize list.  Collect quest points to redeem for these 
prizes!

 Points | Description
-------------------------------------
     45 | perm sanc gem
     45 | perm enh_dam gem
     40 | add random_apply (10)***
     13 | item customization**
      5 | immortal inset*

*** Will add a random apply to any item.  The effects are random, so even
we don't know what you'll get, could be +10 to armor, or even a +1 attack.  
You just never know...  (item must have 5 applies or less)

** Customization of one item, you can choose one item that you already own
to be customized. (ex. new long description, short description, etc) The
stats will stay the same.

* A guaranteed inset by an immortal. If the gem breaks, it will be
replaced. (for those all-important insets)
See also: QUEST , QUESTS , QSAY , QLOG
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QUEST_TITLES

QUEST TITLES
Quest titles are honors that can be seen with the whois more command.  Each
quest a particular player has completed will be shown after their remort
classes.
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QUESTS

QUESTS
A QUEST is generally a task given to you by an Immortal or NPC.  Generally
speaking they are typically along the lines of retrieving an item and
returning it to the initiator of the quest.  These items can be easy to
get, or at times near impossible.  Most quests you can find by "talking" to
an NPC with the TALK command.  The NPC will tell you that they need an
item, or perhaps a certain mob killed with proof of the deed.  Once you
have the requested item return to the NPC and "give" the item to him/her
with the GIVE command.  You will receive your reward.
See also: TALK , QLOG
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QUICK_SOBER

QUICK SOBER
Usage        : cast 'quick sober' [target]
Duration     : None

When cast, the cleric lays his/her hands on the target.  After a moment,
the spell takes affect, and the intoxicating effect of alcohol is flushed
from their system, leaving them fully sober.
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QUICKDRAW

QUICKDRAW
This is an automatic skill.  You have a chance of "out drawing"
an aggressive mob, based on how well you know it, and getting
the first attack.
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QUIT!

QUIT!
When you get tired of playing, you can leave the game by typing 'quit'.
Note that quitting this way will cause any items you might be carrying to
simply be left on the ground.  If you wish to have your equipment stored,
you will have to find an inn.  Rent is free.
See also: INN , OFFER , RENT
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RACES

RACES
Races are what your species is in the mud. As of now we have three 
available races: Human, which is the default race; Elf and Dwarf which 
are both chosen by remorting your character.
See also: ELF , DWARF
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RAINBOW

RAINBOW
Usage        : cast 'rainbow'
Accumulative : Nothing
Duration     : Random, based on level

Rainbow creates a Magical Rainbow.  It is only usable by a sorcerer, and
does considerable damage while casting color spray.  Rainbow requires a
component to cast.  Logically, you need a bow to enchant with the spell,
but not just any bow will do.  A magic bow created by a master bow-maker.
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RANDOM_APPLY

RANDOM APPLY
Armor and weapons with open slots can have applies added to them by taking
them to one of the shops in the mud that can add applies.  Applies added are
random in nature, these can be anything from +/- AC, +/- saving throws, to
hitroll or damroll, or in very rare cases extra attacks have been known to
happen.
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RAPID_ASSAULT

RAPID ASSAULT
Level : Warrior 30
Usage : (automatic)


When initiating battle, the Warrior gains additional attacks for the
first strike.  At level 30 one additional attack is granted.  At level
50 there will be a second.

Battle must be initiated by the HIT or KILL commands.  The additional
attack(s) apply only to the initial attack.

A DEXTERITY check is made for the success of RAPID ASSAULT.  If the 
warrior has 11 or more dexterity he will gain a bonus to the skill check.
9 or below will result in a penalty to the skill check.  The skill check
is performed for each granted attack.

The additional attacks are done for 100% damage.  Normal hit/miss checks
still apply.
See also: HIT , KILL , DEXTERITY
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RAPID_HEALING

RAPID HEALING
Usage        : cast 'rapid healing' <victim>
Accumulative : Not accumulative for duration or affect
Duration     : 3 hours

When cast, the victim's hit point, mana, movement, and psp regen are sped 
up.

The result is that a pulse is reduced from 5 seconds to 3 seconds.
See also: PULSE
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RCHAT

RCHAT
RCHAT is a public channel viewable by people in the OLC port.  It's simple,
just use it like any other channel.
See also: RTELL , RWHO
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READ

READ
Usage: read <object>
       read <board message number>

When you want to read something.

READ is also used to read messages on bulletin boards; type HELP BOARDS
for more information.

Example:

  > read note
See also: BOARDS
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RECALL

RECALL
The recall command may be used in books.  Type 'recall' in a book, and
you will be transported back to your hometown.  

Scrolls of recall can be purchased in magic shops.  After buying
a scroll, you may use it in most parts of AddictMUD by typing

recite recall

You will be transported back to your hometown.

Any of your charmed pets in the room with you will also be transported to
your hometown.
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RECEIVE

RECEIVE
Usage: receive

The commands used by the AddictMUD Mail System (AMS) are MAIL, CHECK,
RECEIVE, and CANCEL.  These commands can only be used while in an Official
AMS Post Office.  You must be at level three in order to use the AMS.

Examples:

  To ask the Postmaster to give you your mail, if you have any waiting:
  > receive
See also: CHECK , MAIL , CANCEL
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RECEPTACLE

RECEPTACLE
Power Score      : WIS - 5
Initial Cost     : 20
Maintenance Cost : N/A

This spell is used to store a psionicists power within a treasure.  The
first time the spell is cast on a treasure, it is prepared, and bonded to
the caster so that noone else may use it.  After that, every time this
spell is cast on the item, 15 of the 20 PSP's spent are stored in it.

To use the stored PSP's, you just have to hold the item (in your inventory
will not work), and PSP's are taken from the item as needed automatically
when casting a spell, or maintaining spells (you also get a message saying
how many points are taken).

The most a treasure can hold is equal to it's value (this could change).

Only the OBJECT READING spell will show how many PSP's the treasure 
contains.

It's possible some TREASURES may already contain some innate power stored 
in them.  In that case, cast receptacle on it, and that energy belongs to 
you.
See also: OBJECT READING
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RECHARGE

RECHARGE
Usage        : cast 'recharge' <target>
Accumulative : Affect
Duration     : permanent
Level        : None

Recharges wands.  Each time spell is cast, the wand or staff gains back 
one used charge.  Be careful not to overcharge however, because it will 
cause the item to be destroyed.
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RECITE

RECITE
Usage: recite <scroll> <target>

Is used to "read" a magical scroll.  Target can be an object, character or
nothing (which may be yourself).
See also: SPELLS
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RECOVER_SIGHT

RECOVER SIGHT
Usage         : cast 'recover sight' <target>
Accumulative  : Nothing
Duration      : Instantaneous

This spell will cure a person blinded by the "blindness" (or similar) 
spell.
It can not remove blindness caused by cursed items, or items with the
BLINDNESS flag.

This is a GRANTED spell.
See also: GRANTS
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REDEEM

REDEEM
Usage: While in the room with an appropriate mob - Redeem (object)

This command is used for certain quests, where the object is to gather 
certain materials and return them to a certain mob.  Simply type "redeem" 
followed by the object you are trying to redeem to the mob.  Please note, 
that in these situations the GIVE command will not work, and will result 
in the loss of your items.
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REFLECTION

REFLECTION
Usage:   reflection

You foil your opponents attacks by moving faster, and projecting
illusions of yourself to fool them. 
(The affects of this skill are much like the mirror image spell)
See also: MIRROR IMAGE
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REGEN

REGEN
"REGEN" term used when referring to healing hitpoints, regaining movement
or mana points, and PSP's over time.

The amount you regen is determined by many factors, including class, race,
age, special equipment, spells (good and bad), and even your location, just
to name a few.

You regen some amount every PULSE.
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REGENERATE_FLESH

REGENERATE FLESH
Usage        : cast 'regenerate flesh' <corpse|body part>
Accumulative : Duration
Duration     : N/A

Regenerate Flesh is a healing spell.  It allows the caster drain the 
remaining essence from a corpse, or body part, to heal.

The spell can be cast on non-player corpses and body parts that you are 
holding in your inventory, or are laying on the ground.

Amount healed is dependent on the casters level, and the weight of the 
drained corpse.
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REGENERATION

REGENERATION
Regeneration is the process by which hitpoints, mana, movement points, etc
naturally return to their maximum level.  The rate at which these
statistics regenerate is effected by your state.  Standing is the lowest
state followed by sitting, resting and finally sleeping, where the highest
rate of regeneration occurs.  Practically if a cleric needs more mana, then
they should sleep as this will return their mana to its maximum level fastest.

Some EQ apply Regen Modifiers which further increase the rate of regeneration.
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RELOCATE

RELOCATE
Usage        : cast 'relocate' <target>
Accumulative : Nothing
Duration     : Instantaneous

This spell "relocates" you to the victim. To keep someone from relocating 
to you, all you need is your nosumm flag on.  It is not possible to 
relocate to someone of six or more levels above yourself.
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REMORT

REMORT

Remorting allows you to go back to the beginning (level 1) after you reach 
level 31 or above in any one class guild.  The up shot is, you get certain 
perks that you don't normally receive.  You can increase your natural stats, 
i.e. Strength, Intelligence, etc. You can also reset your age back to 17 years 
old (you regen hit points slower when you get too old... but the older you get 
the faster mana regens...  good for a magic user, bad  for a warrior).

All of your guild memberships are reset to level 1.  You do not keep any 
spells/skills (except for what you have purchased with remort points), and 
your hit points, mana and movement are all set as they would be at level 1.

Remorting also allows you to use certain equipment that is flagged
REMORT_ONLY.  It doesn't necessarily mean it's anything special, but it
most likely is.

Remorting also will join you to the REMORT guild.  Every time you remort this
guild will advance a level.  Not much is included in this guild currently, but
you will receive a slight mana/hp/move/psp boost for each remort level.  No,
this guild does not reset to level 1, that is the only exception.

To remort, you use the REMORT command.  All rewards are optional.

For example, If you want to add one point to your INTELLIGENCE and another to 
your WISDOM:

> remort int wis remort

If you want to add two points to a stat, you can do (order is not important,
same rewards stack with multiple use):

> remort int int wis remort

You don't need to specify a stat if you don't want to, you can select other
rewards, or nothing at all.  Typing "remort remort" will remort you "as-is" 
with no increases, changes to bonus', etc.  This is good for saving up remort
points for more costly rewards.

To buy these rewards requires REMORT POINTS.  See the REMORT POINTS help for
details on how they are granted.

Points are spent when you pick rewards to spend them on.  For example, each 
stat increase will cost 1 point, resetting age is 2 points, etc.  Some rewards 
may cost more points then you are able to earn in one remort.  For these you 
will need to remort more then once, saving points for later use.

See the help for REMORT REWARDS for available rewards and their cost.

You can only choose a max of 4 rewards per remort.
See also: REMORT REWARDS
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REMORT_POINTS

REMORT POINTS
Remort Points are points awarded to your character as you progress in levels,
that you can use to better your character when you REMORT.  For example, you
can increase your stats, or change your race, among many other things.

The points are given based on the level of each class guild you join.  Any
guild between levels 31 and 45 will give you one additional remort point.  At
46 the class will give you two remort points.  At level 65 the guild will give
you a total of four remort points.
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REMORT_REWARDS

REMORT REWARDS

Remort rewards are what you can chose from when remorting.  The rewards include:

str, int, wis, dex, con, cha, 1 pt, level 31
   You can permanently increase any ability score by one point per one remort
   point spent.  A max of 3 points per remort is allowed.

age, 2 pts, level 31
   When you get old, your mana regen goes up, but your movement and hit point
   regen continues to drop until you regen nothing.  While there are spells
   and magical equipment that can artificially lower your age, you can use
   this reward to be "reborn".  The clock is rolled back and you are an age of
   17 again.

dwarf, 5 pts, level 31
   This is a powerful fighting race.  See the help for DWARF for more details.

elf, 5 pts, level 31
   This is a powerful magic race.  See the help for ELF for more details.

human, 1 pt, level 31
   The "all around average" race.  If you change your race into something else,
   it will cost you one point to change it back on remort.

floating, 5 pts, level 31
   "Floating nearby".  Another wear slot for eq.

castcost, 2 pts, level 32
   Reduces mana costs by 2% for every 2 points spent (cumulative)(max amount
   you can reduce castcost is by 30%). (Does not affect psi spell casting or
   maintenance)

permlloydsbeacon, 4 pts, level 45
   Lloyd's Beacon is an interesting spell.  It allows you to "set" an anchor
   in a room, and "recall" to it later.  See the help entry for LLOYDS BEACON
   for more information.  You will keep this spell across multiple remorts.

ear, 5 pts, level 45
   Adds an additional EAR wear position.  You can add up to 2 additional ear
   slots.  You are only allowed to buy one wear slot per remort.  All current
   earwear can be worn in these additional slots.

ankle, 5 pts, level 60
   You will be able to wear those stylish ankle bracelets. (2 max)

small remort orbs,  2 pts, level 31
medium remort orbs, 3 pts, level 55
   5 Types of remort orbs are available to receive upon remort.  Fire, water,
   shadow, holy and electric.  Remort orbs are objects that are dropped into
   your inventory when you select one of the remort reward to receive one.
   The orbs increase the damage done by spells of the element that matches the
   chosen orb.  I.e.  A fire orb increases the damage of the fireball spell.

   They can be used in two ways.  First, you can wear one in an ORB wear slot
   that everybody has.  Second, you can have a thief inset them into an item
   with an open inset slot.

   If an item allows multiple insets, you can inset multiple orbs of the same
   or different types.

   When you pick an orb as you remort, it is bonded to you.
   The syntax for remorting an orb is orb_<size>_<type> as in:
   > remort orb_medium_fire <other rewards> remort
   > remort orb_small_shadow <other rewards> remort

small enchant orbs,  3 pts, level 31
medium enchant orbs, 4 pts, level 55
    ENCHANT remort orbs follow all of the same rules that elemental remort orbs
    have.  The difference is, these orbs are the required component for getting
    a perm spell affect when enchanting with the ENCHANT ARMOR spell.  The
    better the orb, the higher the chance.

    The syntax for remorting enchant orbs is the same as all other orbs:
    > remort orb_medium_enchant <other rewards> remort

    You may not remort both an enchant orb and another non-enchant
    orb in the same remort.

    Details are being considered for how they can be applied to ENCHANT
    WEAPON.

key_see_spell_duration, 3pts, level 35
    See the duration of spells affecting with the ATTRIBUTE command.

key_see_battle_damage,  3pts, level 45
    See the exact damage you do in battle!

maxhp, 2pts, level 32
    For every 2 remort points spent, you gain two hit points per level, for a
    max of 10 points per level (that's a 650 hp bonus at level 65)

maxmove, 1pt, level 32
    For every 1 remort point spent, you gain two movement points per level,
    for a max of 10 points per level (that's a 650 moves bonus at level 65)

multiclass, 7pts, level 50
    By default you can only join two class guilds.  These are your typical
    Sorcerer, Cleric, Paladin, etc.  This remort reward allows you to increase
    that value up to as many as 4.  NOTE: There are other types of guilds you
    may join that are not included in this limit (MindWarrior or DarkKnight to
    name a couple).
See also: REMORT , ATTRIBUTE
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REMOVE

REMOVE
Usage: remove <item>
       remove all
       remove all.<keyword>

If you tire of wearing some armor or wielding a weapon.

Examples:

  > remove boots
  > remove sword
  > remove all
  > remove all.bronze
See also: GRAB , HOLD , WEAR , WIELD
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REMOVE_CURSE

REMOVE CURSE
Usage        : cast 'remove curse' <target>
Accumulative : Nothing
Duration     : Instantaneous

Will remove a curse on carried objects or any persons in the room.
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REMOVE_INVIS

REMOVE INVIS
Usage        : cast 'remove invis' <object>
Accumulative : N/A
Duration     : None

With the use of this spell, the caster permanently removes the invisibility
on that item.

The item can be made invisible again with the use of the invisibility spell.
See also: INVISIBILITY
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REMOVE_POISON

REMOVE POISON
Usage        : cast 'remove poison' <victim>
Accumulative : N/A
Duration     : N/A

Removes poison inflicting the victim.
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RENT

RENT
Usage: rent

For use in the reception room of inns or cryogenic centers.

Rent stores your belongings and exits you from the game.

When you re-enter, you will start where you rented.

Here at AddictMUD, there is no daily charge for rent. See INNS for details 
on the rent policy.
See also: CRYOGENIC , INNS , OFFER
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REPLY

REPLY
Usage: reply <message>

This command will send a reply to the last person to send you a message
using TELL.  It works just as if you had typed 'tell <player> <message>'
but makes it a bit easier.  It can also be very useful in case someone
invisible sends you a message.

Example:

Ras tells you, 'Hi!'
> reply hey
You tell Ras, 'hey'
>
Someone tells you, 'I am your secret admirer.'
> reply Who are you?
You tell someone, 'Who are you?'
See also: TELL , NOTELL
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REPOP

REPOP
A repop is when an area or zone repopulates itself with creatures, objects,
and fixes all the doors.  A repop can be uncomfortable if it occurs in the
middle of a fight and suddenly your enemy gets reinforcements.
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REPORT

REPORT
Usage: report

This command sends a report of your current health to the other people in
your group.
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REQUEST

REQUEST
All requests for room/object/mob/script/shop modifications must
contain the following information / guidelines.

 - Please make the request with the owner of the rooms.  If the owner is 
   not the same as the requesting character, we reserve the right to 
   delete it without a response.

 - The TYPE of room, mob, or object. The types can be found by typing
   "help ROOM_PRICES".  If you are requesting a new house please do so 
   with the character that will own it, and therefore control the guest 
   list.

 - The LOCATION of the room, mob, or object. If a room has a room number, 
   that number suffices to identify the room.  If it does not, specify 
   the room title of an existing room and a direction.  Mob and object 
   locations should include the room title.  If you want an object on a 
   mob, the mob's name and load location.

 - Any NAMES and DESCRIPTIONS for the room, mob, or object to have.
   Failure to provide these will cause defaults of the type to be set 
   and/or artistic license to be taken on the part of the immortal.
   Future changes will cost gold.

 - For RECALL DEVICES, include the trigger command and argument required
   to activate it.  For example "pet mog".  Include any messages to the
   character using it, and to the room.  Also the name of the room you
   would like to recall TO (this cannot be the entrance to your house, it 
   must be another room).

 - For RECALL MOBS also include the phrase to tell the mob in order to 
   activate it, as well as the same messages required for a RECALL DEVICE.
   The mob will require a unique keyword, something not in use by any   
   other mob in the game, this is so you don't wind up trying to send 
   tells to another mob in the game, and thus you cannot recall.

To use the request command, you must type "request <subject>".  This will 
then open an editor for you to type your request in.  For example:

> request mob

Note: the subject can be anything, but please limit it to the subject of 
your request, i.e. obj for objects, mob for mob changes, room for room 
changes.

For changes to existing rooms/mobs/objects, provide the location (as
specified above), and then be very specific about what is to be changed.
For connections, specify the starting room, the direction, and the room. 
Specify if it is to be one-way or two-way.

**When requesting an Item to be added to your shop, please do not simply 
request "please add blah blah blah to my shop", please state the room 
name that the shopkeeper is housed in and preferrably the shopkeeper's 
name.**
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RESCUE

RESCUE
Usage: rescue <target>

This command is useful if you want to try and make an attacker hit you
instead of your poor friend who is being pummeled.  You can only 'turn'
one monster for each rescue attempt.  This is very useful when playing
in groups, of course.

Example:

  > rescue Yankee
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RESIGN

RESIGN
The RESIGN command is used to resign from a guild when you are at the
guildmaster that you were at when you joined.
See also: JOIN , GUILDS
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RESISTANCES

RESISTANCES
There are many types of resistances in the game.  These help defend you 
against different types of attacks.  For example, resistance to fire will 
reduce the amount of damage received from a fireball spell.

Conversely, if you have a negative resistance, you will take more damage 
from that type of attack (or spell).
See also: WEAKNESS
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RESOLUTION

RESOLUTION
Usage        : cast 'resolution' <target>
Accumulative : Duration
Duration     : 8 hours
Level        : 31 Paladin


Calling on holy powers, resolution gives the target PROTECTION FROM GOOD,
and PROTECTION FROM EVIL.
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REST

REST
For changing your position.  If you feel weary, it's probably a good idea
to sit and rest for a while, or maybe even take a nap.
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RESTLESS_BONES

RESTLESS BONES
Usage        : cast 'restless bones' <corpse>
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 45

This spell brings forth the bones of restless creatures that have a "bone"
to pick with the creatures still alive in this realm.  An ally is a
valuable tool... An ally with revenge in it's heart is all the better.
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RESTORE

RESTORE
Usage            : cast 'restore' <target>
Accumulative     : Healing
Duration         : Instantaneous

Recovers 200+30d9 hitpoints of damage to the target.  This spell does not
cure blindness as the heal spell does.

Does a good deal of damage to undead creatures.
See also: HEAL
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RETREAT

RETREAT
This is an automatic skill, gained by thieves.  When fleeing, a check is
made, if you fail, flee acts normally.  If the check passes, you have a
higher chance of leaving the room.
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RETURN

RETURN
Usage: return

RETURN returns you to your regular body if you are switched into a mob.
See also: SWITCH
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RETURN_SIGHT

RETURN SIGHT
Usage         : cast 'return sight' <target>
Accumulative  : Nadda
Duration      : -1

This spell will cure a person blinded by the "blindness" spell.
It can not remove blindness caused by cursed items, or items
with the BLINDNESS flag.
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ROGUE

ROGUE
The Rogue is a "sub-class".  In order to become a Rogue, you must first have
mastered the art of Thievery, by being in the Thief class with at least one
remort.  Becoming a Rogue does not change your class from Thief. It is an
enhancement to the Thief class.

Rogues have their own experience table. However, unlike some of the other
sub-classes, a Rogue's experience is not based on the number of kills.  Rather,
it is based on traditional experience points.  Twenty percent of the experience
gained is given to Rogue.  Once Rogue reaches the maximum level of 30 it stops
taking exp away from your main class.

You must be a Thief in order to join the the Rogue guild.
See also: GUILDS , THIEF
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ROGUES_SHADOW

ROGUES SHADOW
Usage: roguesshadow

This skill allows the Rogue to create a complete replica of himself to do
his bidding.  The shadow will take on all attributes of the Rogue
including: max HIT POINTS, HITROLL, DAMROLL, and AC.
See also: HIT POINTS , HITROLL , DAMROLL
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ROOM_PRICES

ROOM PRICES
  All players are allowed to have one house. This rule includes multis.
Each house has the option to add the following items: storage rooms, 
recall devices, an expanded guest list, a shopkeeper carrying any item 
sold in the game, a receptionist or cryogenecist, an atm, a fountain, a 
joke mob that is level 1, also junk objects may be added to stores that 
are of item type trash. The prices for these items are as follows.

Rooms:
  Regular Room:                          40 Million Gold
  Storage Room:                          60 Million Gold
  Change regular room to a storage room: 20 Million Gold
  Room Description Changes:               3 Million Gold per item changed
  Room Flags:                             5 Million Gold per flag
    Valid flags: DARK, INDOORS, SOUNDPROOF, STORE_LOG
  Room Exits:                             3 Million Gold per exit added
  Additional Guests:                      5 Million per Guest added

Mobs:
  Shopkeeper (includes 4 items):         30 Million Gold
  Receptionist:                          30 Million Gold
  Cryogenecist:                          30 Million Gold
  Joke Mobile:                           20 Million Gold
  Recall Mobile:                         60 Million Gold
    ****READ 'HELP REQUEST' FOR REQUIRED FIELDS*****
  Mobile Description Changes:             3 Million Gold per item changed
  Post Office                            30 Million Gold

Objects:
  Recall Device:                         30 Million Gold for the first 
                                            device
    ****READ 'HELP REQUEST' FOR REQUIRED FIELDS*****
  Additional Recall Devices:             10 Million Gold
  Trash Items in the store:              10 Million Gold
  Trash Item description changes:         3 Million Gold per change
  Restringing of an item sold:           50 Million Gold
  Adding an item to the store:           10x the cost of the item
  ATM                                    20 Million Gold
  Fountain                               20 Million Gold
  Board                                   3 Million Gold

Scripts:
  Remove a script from a room:            5 Million Gold
  Adding a script:                        Cost will be based on what the
                                          script is requested to do
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ROOMFLAGS

ROOMFLAGS
Usage: roomflags

Toggles a flag which causes the virtual room number and room flags, if any,
to be displayed next to room names.
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ROTTING_FLESH

ROTTING FLESH
Usage        : cast 'rotting flesh' <target>
Damage       : level + magpoints
Save         : N/A
Duration     : Damage every 4 seconds, for 15 times
Resist       : Drain
Level        : Necromancer 21

This is a powerful spell of great disease!  The victim's flesh starts to
rot, causing extreme pain, and damage.
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RTELL

RTELL
RTELL is the command used to send a "tell" to someone on another mud via
intermud.  The usage is simple:

rtell player@mud hi

AddictMUD uses it to allow players to communicate with each other from the
OLC port (a copy of the mud running on port 4001 for builders only). For 
example:

rtell player@olc hi
or
rtell player@addict howdy
See also: RWHO , RCHAT
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RULES

RULES
The rules and regulations of AddictMUD are detailed in the POLICY command,
that works much like the HELP command you used to see this information now.

Type "POLICY" to see a list of topics.  Then you can type "POLICY topic
name" to see the details of that topic.

It is considered a good idea to read the policies of AddictMUD early in
your mudding career.  Ignorance is not an acceptable excuse when policies
are broken.
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RWHO

RWHO
RWHO is used to get a "who" listing of someone on a remote mud.  As far as
AddictMUD is currently concerned, that is only the olc port.  Example:

  rwho olc

If you are currently logged into the OLC port, you can find out who is on the 
main port by typing:

  rwho addict
See also: RTELL , RCHAT
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SACRIFICE

SACRIFICE
Usage        : cast 'sacrifice'
Level        : Crusader 13
Duration     : 12 hours
Accumulative : Duration
Affect       : -50% max hit points, +damroll (max hit points / 120)

The caster sacrifices 50% of their max hit points to gain a boost in damroll.
See also: HIT POINTS , DAMROLL
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SACRIFICIAL_HEART

SACRIFICIAL HEART
Usage        : cast 'sacrificial heart' <target>
Damage       : Instant death, or 2dLevel
Save         : Less damage
Duration     : N/A
Resist       : N/A
Level        : Necromancer 26


When this spell is cast on someone, your victim is allowed a saving throw
to resist instant death as their still-beating heart is torn from it's
body, to fly through the air into your hands.  A successful save results
in minor damage.

The mobs ability to resist is largely dependent on the relation of their
level to yours.
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SANCTUARY

SANCTUARY
Usage        : cast 'sanctuary' <target>
Accumulative : Duration
Duration     : (level/6)+1 hours

When protected by sanctuary you will only receive 1/2 the normal damage
caused by a particular blow.

You can also target an object.  The object will gain the ability to give 
you sanc for an amount of time slightly greater in duration to casting it 
on a living being.

The protection of Sanctuary will not block psionic based damage.
See also: ARMOR , BLESS , PSIONICIST
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SAVE

SAVE
Usage: save

Save your persona.  This includes experience points, strength, gold, etc.
Your equipment is also saved in the (unlikely?) event of a crash.  The game
frequently auto-saves you and your equipment, so it is not necessary to
have your client auto-save you as well.

You CANNOT load a saved version if you die -- your persona still exists,
but you will lose experience, and all your objects stay in the game, with
your corpse.

Note that the SAVE command only saves your equipment in the event of a
crash.  If you are leaving the game normally, SAVE will NOT save your
equipment -- you must find an Inn to store your belongings.
See also: INN , RENT
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SAVING_THROWS

SAVING THROWS
The lower your saving throw (viewable with the ATTRIBUTE command),
the better.

A saving throw gives you the chance to resist the affects of some spells,
or endure an offensive spell and take less damage.
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SAY

SAY
Usage: say | shout | holler <string>
       tell | whisper | ask <player> <string> 

If you consider communicating with other beings, you might be understood
better if you start your sentences with either say, tell, whisper or shout.

Examples:

  > say Hey, does anyone know how to get to Oz?
  > tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

  > ' hello there.

Shout broadcasts your message to everyone is your geographic zone.  Holler
broadcasts to everyone in the game but costs 20 movement points.  You must
be level 2 before you can use shout and yell.
See also: AUCTION , GOSSIP , GSAY , NOREPEAT , QSAY , REPLY
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SCAN

SCAN
SCAN is used to look around you.  Just like in real life, you are able to see
around you, down halls, and in other rooms, however the limitedness of the
MUD world doesn't allow this easily.  That's where the scan command comes in.
It lists the occupants of the surrounding rooms.
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SCENT_OF_DARKNESS

SCENT OF DARKNESS
Usage        : cast 'scent of darkness' <target>
Damage       : N/A
Save         : N/A
Duration     : 10, accumulative
Resist       : Poison
Level        : Necromancer 60

When affected by this spell, the victim is poisoned, has reduced resistance
to fire and poison damage.
See also: POISON
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SCENT_OF_SHADOW

SCENT OF SHADOW
Usage        : cast 'scent of shadow' <target>
Damage       : N/A
Save         : N/A
Duration     : 2 + (level / 10)
Resist       : N/A
Level        : Necromancer 32

Caster casts a smelly shadow on the victim cause poison and a 20%
decreased resistance to fire and poison type damage.

Seel also: RESISTANCES, WEAKNESS
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SCORE

SCORE
Usage: score

Provides useful information on your status such as age, hit points, mana,
movement points, armor class, alignment, experience points, gold on hand,
how long you've been playing, and your level.

If you type "score more" you will see more information about things
affecting your character.
See also: AC , EXPERIENCE , STATS
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SCREAM

SCREAM
See also: HEROIC SCREAM
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SCREAM_OF_THE_DEAD

SCREAM OF THE DEAD
Usage         : cast 'scream of the dead' <victim>
Accumulative  : affect
Duration      : Random

Temporarily reduces the victims max hitpoints, and drains the victims
hitpoints by a random number based on your level.  The drained hitpoints
are added to the casters max hitpoints.  The higher your max hitpoints, the
greater the chance for spell failure.

Your alignment also drops 50 points when you use this spell.
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SCRIBE

SCRIBE
------ UNDER REVISION ------

Usage : scribe <spell>

Members of the ScrollMaker guild can scribe scrolls with a number of spells
that they have learned how to cast.

Scribing a spell onto a scroll will cost three times the amount of mana that
would normally be required to cast it.

There are two types of scrolls that a ScrollMaker can scribe upon if their
skill is sufficient.  Common scrolls that cast the spell when the scroll is
recited.  The other type is a GRANT scroll.  When recited, the spell(s) 
written onto the scroll are placed into the readers memory for later use.

Location and rarity of blank scrolls TBD.

To scribe a spell upon a scroll requires practicing the SCRIBE skill, in
addition to the skill required for the difficulty of the spell you wish to 
scribe.
See also: GRANTS
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SCRIPT_PRICES

SCRIPT PRICES
     At this time no updates will be made to scripts. We are currently
changing the pricing of scripts. Please continue to use the request tool to
place your script requests. This will ensure your place in line. All
scripts will be handled in the order in which they have been received.
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SE

SE
usage: se

This command allows you to go out of a room in the south east direction if
the room has an exit in that direction.
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SECOND_ATTACK

SECOND ATTACK
The second attack skill indicates what level your class will recieve it's
natural (unaided by spells or other affects) second attack.
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SELL

SELL
Usage: sell <#> <item>
       sell <#>.<item>

If you'd like to sell an item to a shopkeeper, trying selling it to them.
Most shops specialize in what they will buy, so you may have to look around
to find a buyer for your items.
 
Examples:
 
  > sell sword       (sell the first sword in your inventory)
  > sell 3 sword     (sell the first three swords in your inventory)
  > sell 2.sword     (sell the second sword in your inventory)
See also: BUY , LIST , SHOPS , VALUE
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SEND

SEND
Usage: send <victim> <message>

SEND displays the string to a particular person.

Examples:

  > send rasmussen You are being watched.
See also: ECHO , QECHO , GECHO
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SENSE_LIFE

SENSE LIFE
Usage        : cast 'sense life'
Accumulative : Duration
Duration     : Level

Allows the caster to sense the presence of a player or monster in the
room which is hiding. Invisible persons are also considered hidden, but
you can't see them with this spell.  So there.
See also: HIDE
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SENSE_THE_HIDDEN

SENSE THE HIDDEN
Usage        : cast 'sense the hidden' [target]
Accumulative : Duration
Duration     : 12 + Level

This spell enables you to see invisible items and players. Note that 
casting this spell without arguments defaults the target to the caster.
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SENSE_THE_LIVING

SENSE THE LIVING
Usage        : cast 'sense the living'
Accumulative : None
Duration     : N/A

When cast, this spell will tell the caster the direction of the closest
living creature.  Living is considered as not undead, and not a spirit or
ghost.  Some other races, such as elementals are also not considered to be
"alive" in the traditional sense.
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SENSE_UNDEAD

SENSE UNDEAD
Usage        : cast 'sense undead'
Accumulative : None
Duration     : N/A

When cast, this spell will tell the caster the direction of the closest
undead creature.
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SETCOLOR

SETCOLOR
You can use the command setcolor to change the color of the following 
items:

   default     hit         mana        moves       psp
   room_title  room_desc   csay        people      object
   autoexit    stats       tells       qsay

To set a color:
> setcolor <item> <colorcode>

So if you wanted to set the color of your tells to bright green:
> setcolor tells G
Setting tells to color.

To set an item back to its original color:
> setcolor tells
Setting tells to color.
See also: COLOR CODES
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SHACKLE_OF_BONE

SHACKLE OF BONE
Usage        : cast 'shackle of bone' <target>
Damage       : N/A
Save         : N/A
Duration     : level + 2
Resist       : N/A
Level        : Necromancer 40

Skeletal hands spring from the ground and restrict the victim.  This
restriction reduces the victims ability to attack successfully every
round.

A summon will free the victim from his shackles.
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SHADOW_BOLT

SHADOW BOLT
Usage        : cast 'shadow bolt' <target>
Damage       : 1d8+1
Save         : Half damage
Resist       : Shadow
Duration     : Instantaneous
Level        : Necromancer 1

This spells creates a black, pulsating bolt of shadow that is hurled
toward an opponent.
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SHADOW_CREEP

SHADOW CREEP
Usage        : cast 'shadow creep' <target>
Damage       : N/A
Save         : N/A
Duration     : 24, accumulative
Resist       : N/A
Level        : Necromancer 33

Caster lowers target's AC (this is a good thing).
See also: AC
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SHADOW_STORM

SHADOW STORM
Usage        : cast 'shadow storm'
Damage       : (8d8 + level) * 15;
Save         : Half damage
Duration     : 6, accumulative
Resist       : Shadow
Level        : Necromancer 45

This spell is a violent pairing of the energy of the plane of shadow and
the negative material plane, creating a brief but intense storm.

Also reduces the victims STRENGTH by 2, and CONSTITUTION by 2.
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SHADOW_TOUCH

SHADOW TOUCH
Usage        : cast 'shadow touch' <target>
Damage       : 1d6+1
Save         : N/A
Duration     : 5
Resist       : N/A
Level        : Necromancer 18

This spell gives the caster a strength draining touch.  Each successful
touch, the spell drains additional strength and mild damage.

Affect is accumulative.
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SHADOW_TWIN

SHADOW TWIN
Usage        : cast 'shadow twin'

The shadow twin appears next to the caster of the spell, making a shadow
clone of the caster.
See also: CLONE
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SHARD_SPRAY

SHARD SPRAY
Usage        : cast 'shard spray' <container>
Damage       : 1d5 per small bone, 3d5 per large bone
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 15

A necromancer would do well with this spell if they collect bones.  The
bones are then placed into a container (bag, box, etc.), and while in battle
the spell is cast upon the container.  The bones exit the container at great
speeds, destroying it, and slam into the target.  The more bones in the 
container, the greater the damage.  "Larger" bones will do more damage then
the "smaller" ones.

At Necromancer level 20 damage is doubled.  At Necromancer level 30 the 
damage done is triple.
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SHIELD

SHIELD
Usage         : cast 'shield' <victim>
Accumulative  : no
Duration      : 24 Hours

The Armor spell will improve your AC by 2.
See also: AC
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SHIELD_SWING

SHIELD SWING
Usage        : shieldswing
Level        : Crusader 10
Duration     : N/A
Damage       : 3d<shield weight> + (<shield weight> / 2)

The Crusader swings his shield in a mighty arc causing damage to all
non-partied mobs in the room.
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SHOCKING_GRASP

SHOCKING GRASP
Usage        : cast 'shocking grasp' <target>
Accumulative : Damage
Duration     : Instantaneous

This spell is more powerful than the burning hands spell.
See also: BURNING HANDS
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SHOPS

SHOPS
Shops are places where the adventurer may purchase equipment for his quests,
and where he may sell his treasure if he should manage to survive the perils
with his life and sanity intact.  Many shops trade only in a specific type of
merchandise.  Thus, a baker may well refuse to buy your armor, even if it is
of high quality!

To some people, the prospect of obtaining the entire inventory of a shop by
murdering the keeper may appear tempting - but beware: The shopkeepers are 
often rugged, capable men; roughened by years of trading and, indeed,
surviving in a world where the only safe prospect is death in the end.
See also: BUY , SELL , LIST , VALUE , DISPLAY
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SHOUT

SHOUT
Usage: say | shout | holler <string>
       tell | whisper | ask <player> <string>

If you consider communicating with other beings, you might be understood
better if you start your sentences with either say, tell, whisper or 
shout.

Examples:

  > say Hey, does anyone know how to get to Oz?
  > tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

  > ' hello there.

Shout broadcasts your message to everyone is your geographic zone.  Holler
broadcasts to everyone in the game but costs 20 movement points.  You must
be level 2 before you can use shout and yell.

You can turn off the shout channel to be deaf to it by typing noshout. To 
re-enable the channel type noshout a second time.
See also: AUCTION , GOSSIP , GSAY , NOREPEAT , QSAY , REPLY
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SHROUD_OF_AGONY

SHROUD OF AGONY
Usage        : cast 'shroud of agony'
Damage       : N/A
Save         : N/A
Duration     : 4
Resist       : N/A
Level        : Necromancer 25

The room is blanketed in sorrow, making everyone not grouped with the
caster slow and grumpy, resulting in a short reduction in damroll and
hitroll by 2 points each.
See also: DAMROLL , HITROLL
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SHUTDOWN

SHUTDOWN
Usage: shutdown [reboot | die | pause]

SHUTDOWN shuts the MUD down.  The SHUTDOWN command works in conjunction with
CircleMUD's 'autorun' script.  If you are not using autorun, the arguments 
are meaningless.  If you are using autorun, the following arguments are 
available:

REBOOT     Pause only 5 seconds instead of the normal 40 before trying to
           restart the MUD.

DIE        Kill the autorun script; the MUD will not reboot until autorun is
           explicitly run again.

PAUSE      Create a file called 'paused' in Circle's root directory; do not
           try to restart the MUD until 'paused' is removed.
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SIGN

SIGN
You can use the thief sign skill to use a special signing language to
communicate to other thieves in the room.
See also: THIEF
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SIP

SIP
Usage: sip [from] <item>

If you're hungry or thirsty, these commands are for you!

  > sip fountain
See also: EAT , DRINK , TASTE
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SIPHON_LIFE

SIPHON LIFE
Usage        : cast 'siphon life' <target>
Damage       : (2d8 + magpoints) * 2
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 19

Siphon the life from your victim to restore your own.
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SIPHON_STRENGTH

SIPHON STRENGTH
Usage        : cast 'siphon strength' <target>
Damage       : N/A
Save         : N/A
Duration     : level / 4, accumulative
Resist       : N/A
Level        : Necromancer 58

Caster drains strength from the victim and adds it to their own.

Strength drained is level / 25.  Accumulative affect.
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SIT

SIT
For changing your position.  If you feel weary, it's probably a good idea
to sit and rest for a while, or maybe even take a nap.
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SKARA_BRAE

SKARA BRAE
                        Main points of Interest - Skara Brae
                        ====================================

              Donation            
                 o      Docks
                 |       |
              Welcome----+-o General
              Center     |   Store
                 /(up)   |               Quest Redeemer
              Board      |                    o
              Rooms      |                    |
                       o-+------+-------------+                Potion
              Green Lung |      |             |                Shop
                    Bar  |      to            |  Skara Brae o  o
                         |   Library          |     Realty   \ |
                         |                    |               \|   Scroll
               Petland o-+-o                  |         Post o-+-o Works
                         |                    |        Office  |
                         |  Weapon    Rent    |                |   Hall of
       Opera    Cleric   |    Shop     |(up)  |  Psionicist    |    Quests
       House    Guild    |      o     Inn     |     Guild      |        o
         |        |      |      |      |      |       |        |        |
       W Gate-----+------+------+------+------+-------+--------+----E Gate
         |        |      |                    |       |        |        |
         |     Paladin   |                    |    Warrior  Necromancer |
         |      Guild    |                    |     Guild    Guild      |
         |               |                    |                         |
         |               |     Flower         |               AddictMUD |
         |    Pastries o-+-o Emporium         |               Realtor o-+
         |               |                    |   Antiques      Office  |
         |    Identity   |                    |   Artifacts           |
         |     Complex   |    Bank            |          o  o Bill      |
         |        o      |      o             |          | /  Nye       |
         |        +------+------+-------------+----------+--------------+
         |        o      |      o                        |
         |     Fringald  |    Armory                  Sorcerer
         |               |                              Guild
Tailor o-+---------------+- Ninja
  Shop   |               |  Guild
         |               |
         |               |
         |               |
         |               +- Anti-Paladin
         |        (down)/      Guild
         |          Thieves
         |           Guild
         |                    
      South                  
       Gate
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SKELETON_FORM

SKELETON FORM
Usage        : cast 'skeleton form'
Damage       : N/A
Save         : N/A
Duration     : 80
Resist       : N/A
Level        : Necromancer 38

The caster draws upon his powers over death to assume the form of a
powerful skeleton.
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SKILLS

SKILLS
Usage: skills [guild name]

Lists all the skills you may practice of a given guild, and the level you 
got them at.

SKILLS with no arguments will list all of the skills of you can practice.
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SKILLSET

SKILLSET
Usage: skillset <name> '<skill>' <value>

Sets the specified skill to the specified value.
See also: SET
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SLAY

SLAY
Usage        : cast 'slay' <target>
Accumulative : Damage
Duration     : Instantaneous

This spell is more powerful than disintegrate.  The victim must
make a save vs spells for 1/2 damage or be hit with up to 350 points of
damage.
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SLEEP

SLEEP
SLEEP is both a command and the name of a spell.

The SLEEP command puts you to sleep, allowing you to regain your health
more quickly.  You will be largely unaware of your surroundings while
asleep.  You can awaken yourself with the WAKE command.

The SLEEP spell forces the victim into a magical sleep such that they
cannot be awakened until the spell wears off.

Usage        : cast 'sleep' <target>
Accumulative : Duration
Duration     : 4 + level/4

If failing saving throw versus spell, the person will fall asleep.
A person who is affected by sleep can only be awakened if attacked.
See also: WAKE
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SLIP

SLIP
Usage: slip <item> <character>

Attempt to give an item to a character without that person or anyone in the
room noticing.  If the thief fails the skill check, it will appear as a
normal give took place.
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SLOW

SLOW
Usage        : cast 'slow' <target>
Accumulative : Duration
Duration     : 4

   This spell causes affected creatures to move and attack at half their 
normal rates.  (All players and mobs always get a minimum of 1 attack per 
round)
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SLOW_POISON

SLOW POISON
Usage         : cast 'slow poison'
Accumulative  : -
Duration      : (level/2) + 4 hours
Save          : None

This spell may only be cast upon the caster.  Upon doing so, it lessens 
the affect of poison.
See also: POISON , REMOVE POISON
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SLOWNS

SLOWNS
Usage: slowns

Toggles whether or not IP addresses are resolved into readable site names.
If slow nameserver is enabled, USERS will show only IP addresses.
(128.123.222.111 etc).
See also: USERS
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SMELL

SMELL
See if you can smell something in the room.
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SMILE

SMILE
Whenever you feel like smiling...
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SMITE

SMITE
Usage        : cast 'smite' <weapon>
Accumulative : Duration
Duration     : (level/5)+1 hours

Smite imbues your weapon with the power to do greater damage depending on
the wielder and victims alignment.

If you are GOOD aligned and your victim is EVIL, you will do 25% greater
damage.  At the same token, if you are EVIL and your victim is GOOD, you
will do 25% greater damage.  If you are NEUTRAL and your victim is not, 
you will deal an additional 10% of damage.

Smite is a GRANTED spell.
See also: GRANTS
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SNEAK

SNEAK
Usage: sneak

Used for sneaking (moving in and out of rooms without anyone taking notice).
When you type sneak, there is no way to know if you're actually sneaking.
If you successfully sneak, then you'll continue to sneak for a little while.
See also: HIDE
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SNOOP

SNOOP
Usage: snoop [player]

Snoop allows you to listen in on another player's session; everything the
player sees or types will be displayed on your terminal preceded by a '%'.

Obviously, there are many ethical considerations to the use of this command; 
snoop should be used minimally, and only for disciplinary purposes.

Type snoop <your name> or just snoop to stop snooping.
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SNOWBALL

SNOWBALL
Snowball is just a social -- it prints a funny message, and nothing more.
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SOCIALS

SOCIALS
Usage: <social> <target>

Socials are commands used to show your affective state to others.  The
actor, victim and bystanders may receive different messages.  Generally,
social commands are used only to express emotion and not to take action,
but it is possible that some mobs (or players) will take action based on
the social.  Some socials can also be performed over the gossip channel.

Example:

  > shake homer
  > applaud marge
  > stare
  > gossip @poke citori

The SOCIALS command generates a canonical listing of all available socials.

  > socials
See also: EMOTE
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SORCERER

SORCERER
   This is the class of powerful and violent magic, but the magic users do not
control nature, and therefore do not bless and such.  You can improve your
spells by using the practice command.
See also: PRACTICE
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SORROW

SORROW
Usage        : cast 'sorrow' <target>
Accumulative : Duration
Duration     : 4

   If victim fails saving throw, their heart is filled with sorrow, and 
fight with less force.  Victims hitroll and damroll are reduced based on 
the casters level.
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SOUL_EVACUATION

SOUL EVACUATION
Usage        : cast 'soul evacuation' <target>
Damage       : N/A
Save         : No effect
Duration     : (432/Intelligence points of target)
Resist       : Charm
Level        : Necromancer 19


The caster attempts to eject the soul of the victim, and gain control of
it's body to do the casters bidding.

The restrictions of this spell are same as CHARM PERSON.

Order your minion using the order command.
See also: FOLLOW , ORDER , CHARM PERSON
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SOUTH

SOUTH
Usage: north
       south
       east
       west
       up
       down

To travel in a given direction.
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SOUTHEAST

SOUTHEAST
usage: southeast

This command allows you to go out of a room in the south east direction if
the room has an exit in that direction.
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SOUTHWEST

SOUTHWEST
usage: southwest

This command allows you to go out of a room in the south west direction if
the room has an exit in that direction.
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SPCODES

SPCODES
This is a short listing of the current prompt codes.  See PROMPT
for an explanation on how to use them.

%h   current hitpoints                    %i   autowarning hit points
%m   current mana points                  %n   autowarning mana points
%v   current movement points              %w   autowarning movement points
%p   current movement points              %o   autowarning psp
%r      Add a new line

%t[offset]  machine time clock            %c   mob condition
%f   Mob being fought                     %a   current armor class
%s   autowarning condition                %C   current position

%H   maximum hitpoints                    %T   MUD-time
%M   maximum mana points                  %A   character alignment
%V   maximum movement points              %S   tank condition

%0   normal color                         %5   cyan
%1   red                                  %6   magenta
%2   blue                                 %7   yellow
%3   white                                %8   reverse
%4   green                                %9   bold text
See also: PROMPT , DISPLAY
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SPELL_DURATION

SPELL DURATION
There are certain spells that can be cast that have a spell duration.  
This is normally in the effect of a status changing spell.  Some examples 
of spells with spell durations are Sanctuary, Armor, Sleep, Blindness, 
etc.  Each spell has their own spell duration in mud hours.  Some are a 
fixed amount of time, while others have take in to account what level you 
are into the duration.
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SPELL_IMMUNITY

SPELL IMMUNITY
Usage        : cast 'spell immunity' victim
Accumulative : Duration
Duration     : 4 
Level        : None

The victim cannot be affected by spells of ANY type.  Be careful,
for although it protects you from offensive spells, it also makes
the recieving of defensive and healing spells impossible, so make
sure you won't need that heal ;)
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SPELLFAIL

SPELLFAIL
Spellfail relates to the caster's chance of failing and/or succeeding
atcasting spells.  

A positive spell fail increases the chances of failing a cast, while a
negative value  increases the chance of successfully casting a spell.

Spellfail does not apply to PSIONICIST.
See also: PSIONICIST.
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SPINESEVER

SPINESEVER
Usage: spinesever <victim>

During battle if you are not tanking (being attacked personally), you can
try to circle around your opponant and sever their spine.  During battle,
it is very difficult to be that accurate to hit it just right, but if you
miss the spine the damage is the same as CIRCLE, since it is basically the
same thing.

You need to have a piercing weapon, same as backstab.
See also: CIRCLE , BACKSTAB
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SPIRIT_ARMOR

SPIRIT ARMOR
Usage        : cast 'spirit armor' <target>
Accumulative : Duration
Duration     : 24 Hours

Calling upon long dead spirits for protection, a spirit armor improves 
your ac by 25 points.
See also: AC
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SPIRIT_SENSE

SPIRIT SENSE
Power Score      : WIS - 3
Initial Cost     : 10
Maintenance Cost : N/A

Using this power allows the psionicist to sense the presence of "spirits"
nearby (ghosts, banshees, wraiths, haunts, etc).  The spell will point out
the direction to the closest spirit.
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SPIT

SPIT
Usage: spit <victim>

Spit in your opponents eyes, blinding them briefly.
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SPLIT

SPLIT
Usage: split <amount to split>

Split is used to split money among people in your group who are in the same
room as you.  If you are in a group with 4 other people, all of whom are in
the same room with you, and you type SPLIT 100, you will give each of the
other 4 group members 20 coins each.  (100 coins is split 5 ways; you keep
your share and give everyone else their share).
See also: FOLLOW , GROUP
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SSTAT

SSTAT
SSTAT is used to show which scripts are on the chosen Mob or Obj, and what
the current values are of variables.

sstat <mob>
sstat <obj>

Example: sstat puff
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STAB

STAB
   Stab is a way to get in an extra hit on the person you're attacking.  A
successful stab gives a damage multiplier, depending on level (1/2 a 
backstab). The chance of successfully stabbing a person depends on how well 
you have practiced stab at your guild, and your dexterity.  You can only 
stab during battle; use backstab to initiate battle.  Also, when you STAB, 
you are attacking with the weapon that you are HOLDING, and it must be a 
piercing weapon.
See also: BACKSTAB
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STAFF

STAFF
Staves are magical items used to cast spells.
See also: USE
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STAND

STAND
For changing your position.  If you feel weary, it's probably a good idea
to sit and rest for a while, or maybe even take a nap.
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STATS

STATS
This is the Strength, Intelligence, Wisdom, Dexterity, Constitution, and
Charisma.  They affect the way damage, spells, and chances are calculated,
to name a few, see the various helps on each to see how each affects what.

You can view your stats by typing att a, this command shows your REAL: and
your MODIFIED:, stats, real stats are your actual base stats, while
modified shows what they are after being changed by items and spells.
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STEAL

STEAL
Usage: steal <item> <victim>

Use steal to steal gold or items from people.  The chance of not getting
caught depends on how well you have practiced steal, and if the person
is asleep.

Due to misuse of the steal command, it is now illegal to steal from other
players.  Doing so will get you a flag for your trouble.

Examples:

  > steal gold drunk
  > steal sword mercenary
See also: FLAGS
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STEELSKIN

STEELSKIN
Usage        : cast 'steelskin' <target>
Accumulative : Duration
Duration     : 24 Hours

This spell will turn your skin tough as steel, reducing your armor class 
by 20 points.
See also: AC
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STONE_SKIN

STONE SKIN
Usage         : cast 'stone skin' [victim]
Accumulative  : Yes (Duration)
Duration      : 24 hours

Your skin toughens, making you harder, thus reducing the affect of all
earth based spells (earthquake, petrification, etc), and giving a -20
modifier to AC.
See also: AC
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STOP_HEALING

STOP HEALING
Usage        : cast 'stop healing' <target>
Damage       : N/A
Save         : N/A
Duration     : (level / 10) + 3, accumulative
Resist       : N/A
Level        : Necromancer 59

While not the most powerful spell, this one has it's own style and
usefulness.

When cast, the target is unable to regen naturally.  All hit point,
movement, mana, and even PSP regen is brought to a halt.  All natural
healing of any kind is impossible.

The helpless victim can still heal by magical means (potions, spells,
etc).
See also: REGEN
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STORE

STORE
AddictMUD allows players to purchase rooms for the purpose of storing
items. Stored items are saved and do not disappear in the event of a 
reboot or crash. They also do not count toward a character's 40 item limit
in rent. Obviously, storage is neither free nor cheap.

A storage room has capacity of approx. 300 items. At (or about) 300 items
you cannot add any more to it.  Players may store  items using the STORE
command and retrieve stored items using the UNSTORE command.

e.g.
 To store a mushroom currently in your inventory.

 > store mushroom

 You can also store all the mushrooms you are carrying by typing

 > store all.mushroom

 Or simply specify "all" to store every item in your inventory. 

 To unstore all mushrooms in that mushroom

 > unstore mushroom

 If you type "unstore all" it sill unstore EVERYTHING.

All items are on the ground when you unstore them, so be sure to pick them
up right away.

!RENT items such as keys will not survive storage, and will crumble when 
unstored.

A list of stored items may be viewed by typing "STORE LIST".  To see all
blue items in storage you can type

 > store list blue

Want to know how many items you currently have stored in your room?

 > store count

 There are 2 items stored in this room.

Do you want to find an item that is in one of your twenty rooms?  Try 
searching for it:

 > store search sword

The house owner can also use the ALLOW / DENY options to STORE to prevent
specific people access to a storage room.  See STORE ACCESS for more details.
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STORE_ACCESS

STORE ACCESS
Storage access allows a house owner to allow or deny specific house guests
access to the storage in a desired room.

Say you decide you want to keep your most prized possessions stored in one
room, and you don't want anybody else to get to them.  You can deny your
house guests access to this room only.

To see what access your house guests have, while in the STORE room, type

 > store access

To deny a guest access to the room you are in

 > store deny Gargamel

And to allow the guest access again

 > store allow Gargamel
See also: STORE , HOUSE
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STORE_LOG

STORE LOG
A STORE_LOG flag on a room causes all stores and unstores to be logged so
you can see who unstored/stored what, and when.  They are viewable by
typing "store log" while in that room.  The log only shows you the last 50
lines of the log.  If you require older information it can be provided for
a fee.
See also: STORE
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STRENGTH

STRENGTH
Strength bonuses are added on to your melee damage and your hitroll.  
Dwarves receive additional damage and hitroll bonuses for high strength 
then other races.  It is also a factor in how many items, and how much 
weight, you can carry.

The maximum strength you can have is 18/100.
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STRENGTHSPELL

STRENGTHSPELL
Usage         : cast 'strength' <victim>
Accumulative  : Yes
Duration      : Level/2 + 4

A person will gain 1 strength point per spell.  The potency of the spell
increases as the level of the caster increases.  Maximum strength is 
18/100.
See also: STRENGTH
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STRIKE

STRIKE
Usage        : cast 'strike' <target>
Accumulative : Damage
Duration     : Instantaneous

Causes an unseen force of magical energy to strike the victim.
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STUN_TOUCH

STUN TOUCH
The stun touch is a mysterious technique which attempts to paralyze the 
victim.  If successful, the victim will be stunned for one round of 
combat.  The skill does a moderate amount of damage.  This allows the next 
attack on the victim to do double damage.  No combat actions can be 
performed for 3 rounds after a stun touch.

stun <victim>
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SUCCESSION_OF_SHADOWS

SUCCESSION OF SHADOWS
Usage        : cast 'succession of shadows'
Damage       : N/A
Save         : N/A
Duration     : 24
Resist       : N/A
Level        : Necromancer 13

This spell raises the caster's armor class by 10 points, while reducing
any persons grouped with the caster by 10 points per person in the group.
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SUCCOR

SUCCOR
Usage         : cast 'succor'
Duration      : Instantaneous

Creates a scroll of recall.
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SUMMON

SUMMON
Usage         : cast 'summon' <victim>
Duration      : Instantaneous

Will summon a person of the name spoken.  It is not possible to summon 
someone of six or more levels above yourself.

If you attempt to summon a monster, it will get a saving throw.
See also: NOSUMMON
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SUMMON_SHADOW

SUMMON SHADOW
Usage        : cast 'summon shadow'
Damage       : N/A
Save         : N/A
Duration     : N/A
Resist       : N/A
Level        : Necromancer 8

This is a spell which a player can open a gateway and summon a monster
to aid him/her in battle.  The mob created is always the same, that
means, the mob summoned is not depend on player's level.
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SUNRAY

SUNRAY
Usage         : cast 'sunray' <victim>
Duration      : Permanant
Damage        : (level/2)d5

A ray of sunlight burns through your victim.
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SW

SW
usage: sw

This command allows you to go out of a room in the south west direction if
the room has an exit in that direction.
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SWELLING_DEATH

SWELLING DEATH
Usage:
Accumulation:
Duration:
Level:
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SWITCH

SWITCH
Usage: switch <monster>

SWITCH is used to take over the body of mobiles; useful for interactive
adventures.  If the monster in which you are switched is killed you will be
returned to your own body.
See also: RETURN
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SWITCH_OPPONENTS

SWITCH OPPONENTS
Most classes are not skilled enough to switch who they are attacking in
battle.  The ninja however, is much more agile, and capable.  Simply put,
you stop hitting who you are attacking, and start hitting your chosen
victim.  If the skill ever fails, simply try again.
Usage: hit <new victim>
See also: HIT , HIT
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SWORD_BLOCK

SWORD BLOCK
Usage:
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SYMBOL_OF_TRANSAL

SYMBOL OF TRANSAL
Usage        : cast 'symbol of transal' [target]
Accumulative : Duration
Duration     : level / 4

When cast, the cleric traces the Symbol of Transal on the target's 
forehead.  It glows briefly, then the target has their max hitpoints 
increased by 7d6.
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TAKE

TAKE
"Get" and "take" are exactly the same and can be used interchangeably.

Usage: get | take <object>
       get | take all [object]
       get | take all all.<object>
       get | take all.<object> all.<object>

If you find something interesting on the ground, you may use 'get' to pick
it up.  'get' can also be used to extract items from containers.

Examples:

  > get sword corpse
  > get all corpse
  > get all all.bag
  > get all.bread all.bag
See also: DROP , PUT
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TALK

TALK
Usage: talk <npc>

"Talk" is used for general communication with NPC's.  When you "talk" to a
NPC you can find out if they have something to say in general, or perhaps
if they have a quest available to give you.

If a NPC has nothing to say now, come back some other time, perhaps after
doing some quests.  They may require that some other quest be done first,
or the Immortals here in the world of AddictMUD may have added something
for them to say since you were last there.
See also: QLOG , QUESTS
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TAPER_ENCHANTMENT

TAPER ENCHANTMENT
Usage        : cast 'taper enchantment' <target>
Accumulative : Duration
Duration     : 4 Hours

By "tapering" an enchantment, you weaken the amount of time it affects a
victim by half.  Useful for both defensive and offensive capabilities, 
this spell can be a nice tool.  If the caster or the target of a spell is
affected by taper enchantment, the duration will be cut in half.

An enchantment is classified by any spell that has an "affect".  For
example, the STRENGTH spell affects your strength for a while, or the 
ARMOR spell will better your armor for for a time.  CURSE, among a number 
of other spells all fall into this classification.
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TASTE

TASTE
Usage: taste [from] <item>

If you're hungry or thirsty, these commands are for you!

  > taste bread
See also: EAT , DRINK , SIP
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TC

TC
A Total Carnage (TC) is basically a Pkill fest, designed for players to let
off a little steam, test your skills against each other, etc, and generally
have fun.

During a TC, the player file and rent files are backed up, the mud rebooted,
then until the next reboot pkill is enabled, and anyone can attack anyone
else.

At the end of a TC, the backup is restored, so nobody loses anything.

NOSUMMON does NOT work during a TC.  In some TC's, some PEACEFUL rooms
may be disabled, but this doesn't happen very often.
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TEKHEN

TEKHEN
Tekhen: n. pro. (tek-hen) The newest immortal who smells vaguely of koala.
Simply put...

Aussie!
Smelly!
Kanga-humper!

'Nuff Said-End of Line (copyright Slartibartfast)
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TELEPORT

TELEPORT
Usage       : cast 'teleport'
Duration    : Instant

Teleport (with error) will instantly transfer you to another location
in the world.  This location is random, and thus there will always be
a risk of landing in a fatal location.
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TELL

TELL
Usage: say | shout | holler <string>
       tell | whisper | ask <player> <string>

If you consider communicating with other beings, you might be understood
better if you start your sentences with either say, tell, whisper or 
shout.

Examples:

  > say Hey, does anyone know how to get to Oz?
  > tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

  > ' hello there.

Typing tell will list the last 15 tell messages you've received.

You can go deaf to tells by typing notell. You can turn tells back on by 
typing notell a second time.

Shout broadcasts your message to everyone is your geographic zone.  Holler
broadcasts to everyone in the game but costs 20 movement points.  You must
be level 2 before you can use shout and yell.
See also: AUCTION , GOSSIP , GSAY , NOREPEAT , QSAY , REPLY
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THEFT_OF_ENERGY

THEFT OF ENERGY
Usage        : cast 'theft of energy' <target>
Damage       : 10
Save         : N/A
Duration     : Instant
Resist       : Drain
Level        : Necromancer 59

Caster drains energy from the victim, sucking experience points from
the victim, giving them to the caster.
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THEFT_OF_VIGOR

THEFT OF VIGOR
Usage        : cast 'theft of vigor' <target>
Damage       : N/A
Save         : N/A
Duration     : Instant
Resist       : N/A
Level        : Necromancer 38

Caster is able to drain movement from the victim adding it to their own.
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THIEF

THIEF
Thieves are known to have very special qualities, that no other class offers.
Their specialty tends to be in the darker, sneakier art.  Many of these
qualities can come in handy in many situations, such as picking locks.

You can improve your skills by using the practice command.
See also: PRACTICE SKILLS
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THORNWRACK

THORNWRACK
Usage        : cast 'thornwrack' <target>
Accumulative : Pain

When cast on your victim, large thorns start to grow through the skin of
the poor soul who is unlucky enough to be the target.  One by one they
pierce the skin from the inside out, doing damage each time, until the
spell wears off.
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THROW

THROW
Usage:  throw <victim>

With the throw skill, you attempt to throw a weapon or 'missile' you are
holding in your HOLD equipment position.

You must be holding an item that is type MISSILE, or a weapon with a THROW
flag.  Damage done is based on the diceroll on the missile/weapon, your
strength, any apply's on the missile/weapon, and the throwers level.
When you throw something, if you miss your target the missile drops to the
ground, if you succeed, the missile is lost  (weapons are not lost, they are
given to the mob so you can 'pull it from it's corpse' when the mob dies.)
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TICK

TICK
A tick is a measurment of time for weather and spell duration.  Ticks are 
75 seconds long in real time and 1 hour in mud time.  Whenever you cast a 
spell on yourself or a spell is cast on you with a spell duration it will 
count down every tick.  For example, if you cast Armor on yourself and it 
lasts 24 ticks.  Then on the next tick it would go down to 23 and so forth 
until it hit 0 at which point it would be gone.
See also: PULSE , REPOP , SPELL DURATION
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TIME

TIME
Usage: time

Gives you the current game time.  Your initial reaction to the output of
this command may be one of surprise, but you'll get used to it.  You'll
have to, at any rate, since certain things in the game depend on this
particular notion of time; the opening hours of the shops, for example.
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TIME_FOLD

TIME FOLD
Usage        : cast 'time fold' <target>
Accumulative : Duration
Duration     : 5 Hours

Folding time around the target, for a brief amount of time the gained
experience is increased by 20% (this does not negate the exp cap; battle
experience gains will be most affected).
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TITLE

TITLE
Usage: title <new title>

Sets the title people see on the WHO list and when you're in the room with
them.  You can't use parentheses (the "(" and ")" characters) because those
are reserved for flags.

Do not abuse this command; if you do, it will be taken from you.
See also: FLAGS , WHO
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TMPFREEZE

TMPFREEZE
Usage: tmpfreeze <player> <seconds>

This command will temporarily freeze a player for the amount of time in 
seconds specified.  After the time has elapsed, the player will then be 
thawed.

example:

tmpfreeze Vagary 10
See also: FREEZE , THAW
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TOGGLE

TOGGLE
Usage: toggle

TOGGLE shows you the current values of various toggles available on the MUD.
This command CAN NOT be used to change these values (see related commands.)
All of these toggles remain the same until you change them; i.e. they are
saved when you quit or rent.
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TOUGHNESS

TOUGHNESS
Usage        : cast 'toughness' <target>
Accumulative : Duration
Duration     : max level

The toughness spell will increase the max-hp of the victim by a 
percentage calculated as 1/5th the top level of the caster.

For example, if your highest level class is level 20, the targets hit 
points will increase by 4%.
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TOWER_OF_IRON_WILL

TOWER OF IRON WILL
Power Score      : WIS - 2
Initial Cost     : 6
Maintenance Cost : 6

  This power protects a psionicist from psychic attacks.  It has no effect
against normal spells, but absorbes 1/2 damage from psionic attacks.
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TOWNS

TOWNS
There are four hometowns on AddictMUD.  For a map of a 
specific town, type help <town>.

Example:

help midgaard

Will give you a map of Midgaard.
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TRACK

TRACK
Usage: track <victim>

Used for finding the first step on the shortest route to a monster.

Example:

  > track fido
  You sense a trail south from here!
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TRAINS

TRAINS
Due to the increasing size of the Greater Midgaard Area, a Metrorail train
service now runs between many of the areas surrounding Midgaard.  The
Midgaard station is on East Wall Road, south and east of the East Gate.
A system map can is posted in each Station (type "look map").

Metrorail Instructions and Schedule
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Midgaard Metrorail runs around the clock, every day.  A token is
required to ride the Metro; tokens can be purchased (using the BUY command)
at all Metro Stations.  All Stations are situated with a platform, and
tracks to the east and west.  Trains to the east go "down" the map; trains
to the west go "up" the map -- make sure to get on the correct train!  Wait
on the platform for your train to arrive; this should take between 1 and 3
minutes, because there are 6 trains running concurrently.  Lights along the
length of the platform will start to flash 20 seconds before a train arrives.
See also: AREAS
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TRANQUILITY

TRANQUILITY
Usage         : cast 'tranquility'
Accumulative  : No

Peace decends upon the area, causing all fighting to stop.
Aggressive mobiles are also made to calm to attack.  No violence is 
possible in the room for a short while.
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TRANS

TRANS
Usage: trans <victim>

These commands are used to transports yourself and others to different
rooms.  GOTO allows you to go to other rooms; TRANS transports a person
from wherever they are to the room YOU are in; TELEPORT transports your
victim to some other location.

For both GOTO and TELEPORT, the location specifier can be either a virtual
room number, or the name of a character or object.

Examples:

  > goto 3001
  > goto rasmussen
  > trans fido
  > teleport fido 3001
  > teleport fido 2.fido
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TREASURE

TREASURE
TREASURES

  Treasures are valuable (or not-so-valuable) jewels, precious
stones, and other objects. While ordinary jewels are simply valuable,
you may be lucky enough to come across jewels with other, more
intresting qualities.
  They can be held, but more importantly, set into weapons,
often increasing their strength.
See also: INSET
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TRIGGER

TRIGGER TRIGGERS
Usage : trigger add <trigger name> {pattern} {action}
Usage : trigger remove <trigger name>
Usage : trigger list

A trigger is an automated response to text output from the game. When the
game sends you text that matches a trigger's pattern, the trigger's action
commands are automatically executed. Triggers are similar to tintin++ 
#action commands.

ADDING TRIGGERS

Type TRIGGER ADD <name> {pattern} {action} to create a new trigger.
The trigger name must be one word and is used to identify the trigger.
The pattern is a regular expression enclosed in curly braces {}.
The action is one or more commands to execute, also in curly braces {}.

  > trigger add hungry {^You are hungry\.$} {get bread bag;eat bread}
  > trigger add thirsty {^You are thirsty\.$} {drink waterskin}

PATTERNS

Patterns use regular expression syntax:
  ^        - Matches the start of a line
  $        - Matches the end of a line
  \.       - Matches a literal period (. alone matches any character)
  .*       - Matches any characters (zero or more)
  [0-9]+   - Matches one or more digits
  (word1|word2) - Matches either word1 or word2

Examples:
  {^You are hungry\.$}        - Exact match for hunger message
  {.*enters the room}         - Any text followed by "enters the room"
  {^[A-Z][a-z]+ tells you}    - Matches tell messages

ACTIONS

Actions can contain multiple commands separated by semicolons (;).
Commands are queued and executed in order, just like aliases.

  > trigger add autoeat {^You are hungry\.$} {get bread bag;eat bread}
  > trigger add autoheal {^Your.*light wounds} {cast 'heal' self}

REPLACEMENT VARIABLES

You can use capture groups in patterns with parentheses () and reference
them in actions with %1 through %9. This allows triggers to capture parts
of the matched text and use them in commands.

  %1 - Contents of first capture group ()
  %2 - Contents of second capture group ()
  ... up to %9

Examples:
  > trigger add relay {^([A-Za-z]+) tells you '(.*)'$} {tell bob %1 said '%2'}

  When someone says: Alice tells you 'hello there'
  The trigger executes: tell bob Alice said 'hello there'

  > trigger add respond {^([A-Za-z]+) waves at you} {wave %1;say Hi %1!}
  
  When someone says: Bob waves at you
  The trigger executes: wave Bob;say Hi Bob!

Note: If you use capture groups in your pattern but don't reference them
in the action (%1, %2, etc.), they are simply ignored.

REMOVING TRIGGERS

Type TRIGGER REMOVE <name> to delete a trigger that has already been defined.

  > trigger remove hungry

LISTING TRIGGERS

Type TRIGGER LIST to see all your currently defined triggers, including
their patterns and actions.

  > trigger list

IMPORTANT NOTES

- Triggers fire on output sent TO you, not commands you type
- Be careful with trigger patterns - poorly designed triggers can spam
  commands or create infinite loops
- Triggers do not persist across logins (yet) - you must recreate them
  each time you log in
- Multiple triggers can fire on the same output line
- Trigger actions are executed as if you typed them manually

EXAMPLES

Auto-eat when hungry:
  > trigger add autoeat {^You are hungry\.$} {get bread bag;eat bread}

Auto-drink when thirsty:
  > trigger add autodrink {^You are thirsty\.$} {drink waterskin}

Auto-cast heal when wounded:
  > trigger add autoheal {^Your wounds} {cast 'heal' self}

Greet people who enter (with capture group):
  > trigger add greeter {^([A-Za-z]+) enters} {say Hello, %1!}

Relay tells to another player:
  > trigger add tellrelay {^(\w+) tells you '(.*)'$} {tell bob %1: %2}

Respond to waves:
  > trigger add waverespond {^(\w+) waves at you} {wave %1;emote waves back}

Alert on tells:
  > trigger add tellalert {tells you} {beep}
See also: ALIASES , ! , ^
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TYPO

TYPO
Usage: typo <the problem>

For submitting typos that may have been missed by the Powers that Be.  
*Be forwarned, some of our builders are not American so spelling's may be 
a bit different.  

Examples:

  > typo 'sence' should be spelled 'sense'
See also: BUG , IDEA , POLICY TYPO
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ULTRABLAST

ULTRABLAST
Power Score      : WIS - 10
Initial Cost     : 75
Maintenance Cost : na

  This skill teaches the psionicist to send out a massive wave of 
destructive psionic energy slamming into the minds of any creature 
present that is not grouped with the Psionicist.  This power is totally 
destructive and can kill creatures by turning their mind to jelly.
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UNAFFECT

UNAFFECT
Usage: unaffect <victim>

Removes all affections (i.e., spell effects) from a player.
See also: STAT
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UNDEAD

UNDEAD
The undead race is "a little bit different".  They never get thirsty, and 
can drink endlessly, but they do need to eat (body parts and corpses!).  
Eating dead flesh allows them to heal faster.  Traditional healing spells 
and potions will cause damage instead of heal.  Spells like 'vampyric 
touch' have greater affect however.

When in battle against someone who's not undead, there's a good chance that
their touch will cause 'rotting flesh' to affect their victim.
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UNDEAD_PROTECTION

UNDEAD PROTECTION
Level        : Paladin 53
Usage        : cast 'undead protection' <target>
Duration     : 24 Hours, accumulative


Protects the target from the draining affects of undead creatures.
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UNGODLY_SHIELD

UNGODLY SHIELD
Usage         : cast 'ungodly shield' <victim>
Accumulative  : Duration
Duration      : 24 Hours

This spell will improve your armor class by 20.
See also: AC
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UNGROUP

UNGROUP
Usage: ungroup [group member]

UNGROUP can be used by group leaders to disband the entire group, or
to kick a specific group member out of the group (and stop him/her from
following the leader).

Examples:

  > ungroup
  > ungroup homer
See also: GROUP
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UNHOLY_AID

UNHOLY AID
Usage         : cast 'unholy aid' <target>
Accumulative  : Duration affect
Duration      : (Level/4)+4

    This spell will make the target more dexterous, at the same time 
giving penalty to AC.  The more it is cast, the higher the dexterity 
bonus', however also the worse the AC penalty.
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UNHOLY_ARMOR

UNHOLY ARMOR
Usage         : cast 'unholy armor' <victim>
Accumulative  : duration
Duration      : 24


You must not be GOOD align to cast, and the affect is determined by the
align of the victim.
Good: ac is raised 30
Neutral: ac is lowered 10
Evil: ac is lowered 30
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UNHOLY_AURA

UNHOLY AURA
Usage        : cast 'unholy aura' <target>
Accumulative : Duration
Duration     : (level/8)+1 hours

When protected by an unholy aura you will only receive 1/2 the normal 
damage caused by a particular blow.

If this spell is stacked with similar spells like 'sanctuary', it will not
further reduce damage.
See also: ARMOR , BLESS , SANCTUARY
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UNHOLY_BLESSING

UNHOLY BLESSING
Usage        : cast 'unholy blessing' <target>
Accumulative : Duration
Duration     : level/5

An Unholy Blessing on a victim will improve the target's hitroll by 4.
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UNHOLY_GOOD_BE_GONE

UNHOLY GOOD BE GONE
Usage        : cast 'unholy good be gone'
Accumulative : Duration
Duration     : 24

This spell keeps aggressive good-aligned mobs from attacking you.
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UNHOLY_HELPER

UNHOLY HELPER
Usage         : cast 'unholy helper' <target>
Accumulative  : Duration
Duration      : (Level/4)+4

  This spell will give the victim +10 hit points and +1 damroll for the
duration of the spell.
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UNHOLY_RETURN

UNHOLY RETURN
Usage       : cast 'unholy return' [target]
Duration    : Instantaneous

The target will be transferred back to his hometown sanctuary.  As the
spell suggests, it will not work on targets that are of good alignment.
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UNHOLY_SENSE

UNHOLY SENSE
Usage        : cast 'unholy sense'
Accumulative : Duration
Duration     : 24

Allows the caster to sense the presence of a player or monster in the game
who is hidden or invisible that is good aligned.
See also: ALIGNMENT
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UNHOLY_SIGHT

UNHOLY SIGHT
Usage        : cast 'unholy sight' [target]
Accumulative : Duration
Duration     : 12 + level

This spell calls upon unholy powers to allow the target to see where they
normally cannot.  The vision reveals invisible items and living things, as
well as allowing sight in the dark.

This spell without arguments defaults the target to the caster.
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UNHOLY_STRENGTH

UNHOLY STRENGTH
Usage        : cast 'unholy strength'
Accumulative : Duration
Duration     : 5 + (level/2)

Calling upon the powers of the dark forces, the caster is granted extended
vitality.  Max HP is temporarily increased a modest amount, to allow the
caster to live longer in battle.
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UNLOCK

UNLOCK
Usage: open | close | lock | unlock <door> [direction]

To open, close, lock, and unlock doors, of course.

Examples:

  > open portal
  > lock door
  > unlock door south
  > close gate
See also: ENTER , LEAVE
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UNSTORE

UNSTORE
AddictMUD allows players to purchase rooms for the purpose of storing
items. Stored items are saved and do not disappear in the event of a reboot
or crash. They also do not count toward a character's 40 item limit in
rent. Obviously, storage is neither free nor cheap.

A storage room has a maximum capacity of 300 items. Players may store items
using the STORE command and retrieve stored items using the UNSTORE command
(e.g. "STORE mushroom" will store a mushroom currently in your inventory.
"UNSTORE all.mushroom" will unstore all mushrooms currently stored in the
room, and cause them to appear on the ground.  "STORE all.mushroom" will
store all mushrooms in your inventory, and "STORE all" will store your
entire inventory. "UNSTORE all" will unstore all items stored in the room).
!Rent items such as keys will not survive storage, and will crumble when
unstored. 

A list of stored items may be viewed by typing "STORE LIST". 

Want to know how many items you currently have stored in your room?
Just type "STORE COUNT"
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UP

UP
Usage: north
       south
       east
       west
       up
       down

To travel in a given direction.
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UPHEAVAL

UPHEAVAL
Usage        : cast 'upheaval'
Accumulative : Damage
Duration     : Instant

   This spell causes a harsh quake of aggravating strength to rip through
the ground under your foes.  The spell will effect all non-flying 
creatures in the area except caster and her group.  Those affected will 
fall on their rump briefly as they take damage.
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UPPERCUT

UPPERCUT
Usage    : uppercut <victim>

A warrior attacks his victim with a severe uppercut.
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UPTIME

UPTIME
Usage: uptime

Displays when the game was booted and calculates how long ago that was.
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USE

USE
Usage: use <staff>
       use <wand> <Target>

Using a staff will automatically target everybody (or everything) in a
room, except yourself.  Therefore staves are naturally very powerful, and
yet may be very dangerous to use around other players.

Using a wand requires that you point it at a target, which can be either a
character or an object.

Both staves and wands must be HELD in the hand prior to use!  (Use the
grab or hold commands).  You must still supply the name of the staff or
wand to avoid confusion.
See also: RECITE
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USERS

USERS
Usage: users [switches]

USERS gives a list of all sockets (i.e., connections) currently active on
the MUD.  The multi-column display shows the socket number (used by DC),
class, level, and name of the player connected, connection state, idle
time, and hostname.

The following switches are available:

-k or -o   Show only outlaws (killers and thieves).
-p         Show only sockets in the playing sockets.
-d         Show only non-playing (deadweight) sockets.
-l min-max Show only sockets whose characters are from level min to max.
-n <name>  Show the socket with <name> associated with it.
-h <host>  Show all sockets from <host>.
-c list    Show only sockets whose characters' classes are in list.
See also: DC , SLOWNS
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VALOR_OF_MARR

VALOR OF MARR
Usage        : cast 'valor of marr' <target>
Accumulative : Yes
Duration     :

This spells grants the target one extra attack per round.
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VALUE

VALUE
Usage: value <item>

Before selling an item to a shop, you can ask the shopkeeper how much
he or she is willing to pay for it.
 
Example:
 
  > value bread
See also: BUY , LIST , SELL , SHOPS
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VAMPYRIC_ANGUISH

VAMPYRIC ANGUISH
Usage        : cast 'vampyric anguish' <target>
Damage       : 1d10
Save         : N/A
Duration     : (number 10 - 20) + magpoints, accumulative
Resist       : Drain
Level        : Necromancer 59

Temporarily reduces the victims max hit points, and drains the victims hit
points by a random number based on your level.  The drained hit points are
added to the casters max hit points.

The maximum hit points you can gain from this spell is 800.  When you reach
this max you won't be able to drain any more, but it will still add to the
duration.

Your alignment also drops by 50 points every time you cast this spell.
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VAMPYRIC_CURSE

VAMPYRIC CURSE
Usage        : cast 'vampyric curse' <target>
Damage       : 1d10
Save         : N/A
Duration     : (number 10 - 20) + magpoints, accumulative
Resist       : Drain
Level        : Necromancer 47

Temporarily reduces the victims max hit points, and drains the victims hit 
points by a random number based on your level.  The drained hit points are
added to the casters max hit points.

The maximum hit points you can gain from this spell is 475.  When you reach
this max you won't be able to drain any more, but it will still add to the
duration.

Your alignment also drops by 50 points every time you cast this spell.
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VAMPYRIC_TOUCH

VAMPYRIC TOUCH
Usage        : cast 'vampyric touch' <target>
Damage       : 1d10
Save         : N/A
Duration     : (number 10 - 20) + magpoints, accumulative
Resist       : Drain
Level        : Necromancer 17

Temporarily reduces the victims max hit points, and drains the victims
hit points by a random number based on your level.  The drained hit points
are added to the casters max hit points.

The maximum hit points you can gain from this spell is 350.  When you reach
this max you won't be able to drain any more, but it will still add to the
duration.

Your alignment also drops by 50 points every time you cast this spell.
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VENOM_OF_THE_SNAKE

VENOM OF THE SNAKE
Usage        : cast 'venom of the snake' <target>
Damage       : (number between 700 and 900) * 2
Save         : Half damage
Duration     : 5
Resist       : Poison
Level        : Necromancer 40

Caster calls forth the poison from a snake and poisons the victim,
and reduces max hit points by 50.
See also: HIT POINTS , POISON
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VERSION

VERSION
These commands show you important information about CircleMUD.  It is a good
idea to read them every once in a while.

   info     - useful information about the game for beginners
   news     - latest changes to the code and areas
   policy   - policies on topics like player killing
   credits  - the people who made CircleMUD possible!
   version  - displays the current CircleMUD version number
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VIGORIZE

VIGORIZE
Usage         : cast 'vigorize' <victim>
Duration      : N/A

This spell restores movement points based on the level of the caster.
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VISIBLE

VISIBLE
Usage: visible

Use this command to break your spell of invisibility before it expires.
See also: INVISIBILITY
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VOTE

VOTE
In order to get proper feedback from you the player, voting booths have
been created.  This gives players the ability to have some say so on the
direction of AddictMUD and lets us know what you think.  Voting booths can
be found in all four AddictMUD homteowns.  To use the voting booth, type
"vote read" to see the current topic.  If you agree or like what is there,
type "vote yes", otherwise type "vote no".  Be careful what you vote
because you can only vote once, and you cannot change your mind.

When it is decided to stop taking votes on whatever is being voted on, the
results will be posted on the bulletin board, along with whatever will be
done as a result.
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WAKE

WAKE
For changing your position.  If you feel weary, it's probably a good idea
to sit and rest for a while, or maybe even take a nap.
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WANDS

WANDS
Wands are magical items used to cast spells.
See also: USE
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WARD_UNDEAD

WARD UNDEAD
Usage        : cast 'ward undead'
Damage       : 55 * level
Save         : N/A
Duration     : Instant
Resist       : Sun
Level        : Necromancer 62

Caster calls forth a powerful magic causing an area damage to all undead
creatures.
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WARNINGS

WARNINGS
     AddictMUD uses a Warning system.  Policy infractions may get you a
warning, which will be saved in your player file.  After 3 warnings you may
get frozen, depending on the severity and frequency of your infractions.
See also: FROZEN
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WARRIOR

WARRIOR
Warriors are known to have more strength than the average player.  This 
makes them better at hand-to-hand-combat, as they possess skills of 
violence and fighting unequaled by the members of any other class.  
However, they lack the ability to use magic of any sort.

You can improve your skills by using the practice command.
See also: PRACTICE
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WATERBREATHE

WATERBREATHE
Usage        : cast 'waterbreathe' <victim>
Accumulative : Duration
Duration     : 24 hours

You grow gills so that you may breathe water.

This is the only way to go underwater.  Unless you have an item that gives
perm waterbreathe that is.
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WATERWALK

WATERWALK
Usage       : cast 'waterwalk' <victim>

   By means of this spell, the caster can empower the victim to tread on
water as if it were normal ground.
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WAVE_OF_FEAR

WAVE OF FEAR
Usage        : cast 'wave of fear'
Accumulative : Duration
Duration     : 3 + (level/10) Hours

When cast, everything in the room not in your group is instilled with 
great fear.  They get penalties to AC, dexterity, and it increases the 
chance for their spells to fail.
See also: AC , DEXTERITY
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WEAKEN

WEAKEN
Usage         : cast 'weaken' <victim>
Accumulative  : No
Duration      : 5

Weakens the target, sapping their strength.
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WEAKNESS

WEAKNESS
A weakness is a negative resistance, causing you to receive more damage from 
a particular type of attack.  For example, a weakness to fire will cause you 
to take more damage from a fireball spell.
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WEAKNESS_SPELL

WEAKNESS SPELL
Usage        : cast 'weakness' <target> <type>
Damage       : N/A
Save         : N/A
Duration     : (number between 2 and 4) + magpoints
Resist       : Sleep
Level        : Necromancer 42


The 'weakness' spell weakens your victim.  The <type> of weakness is specified
by you and makes the victim weak against it. The mob takes extra damage from
the attack that they are weak against. How much the mob becomes weakened is
determined on the casters level.

Your victim can only be made weak against *1* type of attack at a time.  If 
you fail to specify a type of weakness, the spell will fail and you will lose
the mana cost.

Valid types of weakness are: fire, cold, elec (short for electricity), energy,
blunt, pierce, slash, acid, poison, drain, sleep, charm, disease, and shadow.
See also: WEAKNESS , RESISTANCES
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WEAR

WEAR
Usage: wear <item> [location]

If you want to wear some clothes, armor or the likes.

Also, to wear everything in your inventory (or at least try to, as wearing 
things like loaves of bread is not a good way to win friends and influence
people) you can type "wear all".

Optionally, you can specify what part of your body to wear the equipment on.

Examples:

  > wear boots
  > wear all.bronze
  > wear all
  > wear ring finger
See also: EQUIPMENT , REMOVE
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WEATHER

WEATHER
Usage: weather

If you're uncertain whether the sun is shining or the rain is pouring down.
You'll have to be outside in order to tell however.

If it is visible, you can also see the moon and its current phase.
See also: CONTROL WEATHER
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WEST

WEST
Usage: north
       south
       east
       west
       up
       down

To travel in a given direction.
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WHERE

WHERE
Usage: where <monster | player>

Tells you the location of a monster or a player.

Mortals can only "where" monsters or players, and only from their own
zone.

Immortals may type 'where' without arguments to see where everybody is.

Example:

  > where
  > where dragon
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WHIRLING_WIND

WHIRLING WIND
Usage        : cast 'whirling wind' <weapon>
Accumulative : N/A
Duration     : 75 seconds

Imbues the weapon with a strong air based weaponspell.
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WHISPER

WHISPER
Usage: say | shout | holler <string>
       tell | whisper | ask <player> <string>

If you consider communicating with other beings, you might be understood
better if you start your sentences with either say, tell, whisper or shout.

Examples:

  > say Hey, does anyone know how to get to Oz?
  > tell catje hi, how are you?

You can use ' as a shorthand for say, as in:

  > ' hello there.

Shout broadcasts your message to everyone is your geographic zone.  Holler
broadcasts to everyone in the game but costs 20 movement points.  You must
be level 2 before you can use shout and yell.
See also: AUCTION , GOSSIP , GSAY , NOREPEAT , QSAY , REPLY
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WHO

WHO
Usage: who [minlev[-maxlev]] [-n sname] [-c classlist] [-s] [-o] [-q]
             [-r] [-z]

Lists the people currently in the game.  Some people may be invisible.
Command-line options can be used to limit the listing.  The parameters
can be specified on the command-line in any order.

minlev, maxlev : list only people whose level is at or above minlev, and
     optionally, at or below maxlev
-n : list only people whose names or titles contain sname
-c : list only people of a certain class, where classlist is any
     combination of the letters w, m, c, o, and t
     c is clerics, w is warriors, m is magicians, s is sorcerors, t is 
     thieves, o is psionicists
-s : list names in the short form (4 columns of names, without titles or
     flags)
-o : list only outlaws (i.e. people with a killer or thief flag)
-q : list only people who are on the Quest
-r : list only people who are in your room
-z : list only people in your zone

Examples:

  > who -c wc -s -l 20
  List, in short form, warriors and clerics at or above level 20

  > who 15-25 -o -z
  List all outlaws between levels 15 and 25 who are in your zone.
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WHOAMI

WHOAMI
Usage: whoami

Displays your character's name, if you want to be sure you are who you think
you are.
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WHOIS

WHOIS
Usage: whois <player> [more]

Gives general information about a player, including level, sex, current
class, etc.

"WHOIS <name> MORE" gives more detailed information.

NOTE: All information for whois is pulled from the database.  If you want
to see information update in your whois, type save.
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WIELD

WIELD
Usage: wield <weapon>

When you get tired of bashing monsters with your fists, you might consider
wielding a weapon.

Example:

  > wield sword
See also: EQUIPMENT , REMOVE
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WIMPY

WIMPY
------ INCORRECT - NEED TO REVISE ------

Usage: wimpy [#]

Use the WIMPY command to attempt to automatically flee once your health 
drops below a certain number.

Examples:

  > wimpy 35 will make your character automatically attempt to flee a 
             fight if he/she has less than 35 hit points.
  > wimpy 0  will turn off wimpy mode.
  > wimpy    will show you your current wimp status.

The cap for how high you can set your wimpy is at half of your max hit 
points.  This does not automatically update as you gain levels, so you
will need to manually adjust as needed.
See also: FLEE , TOGGLE
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WIRLING_WIND

WIRLING WIND
Usage        : cast 'whirling wind' <weapon>
Accumulative : Duration
Duration     : 300 seconds

Imbues the weapon with a strong wind based weaponspell.
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WISDOM

WISDOM
Wisdom helps determine how many practice sessions you get when you level.  
It is also a factor in successful MULTI-CAST as well as a Psionicist's max 
PSP.

The higher your 'natural' or 'real' wisdom is, without the aid of spells or
equipment, the higher a Psionicist's max PSP's will be.  Artificial or 
magical increases help, just not as well.
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WITHDRAW

WITHDRAW
Commands to take money out of the bank, put money in the bank, or see how
much money you have in the bank.  Can be used at any branch of the First
National Bank of AddictMUD (wherever you see an automatic teller machine).

Examples:

  > withdraw 400
  > withdraw 10k (withdraws 10000)
See also: GOLD , SCORE , DEPOSIT , BALANCE
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WIZENING

WIZENING
Usage        : cast 'wizening' <target>
Accumulative : Duration
Duration     : level/5
Level        : Cleric: 22

Calling upon the forces of time, this spell causes the target's age to
increase.  The amount of age increase goes up as the casters level 
increases.
See also: AGE REVERSAL
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WIZLIST

WIZLIST
Usage: wizlist | immlist

Lists the most powerful beings on the MUD.  These are the people responsible
for administering the system.
See also: IMPLEMENTOR
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WORD_OF_DEATH

WORD OF DEATH
Usage     : cast 'word of death' <victim>
Save      : 1/2 damage

A strong mid-level offensive spell.  Using a word so vulgar, so offensive,
that your grandmother would be shaking in her army boots, the spell caster
 causes great damage to the poor victim.
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WORD_OF_RECALL

WORD OF RECALL
Usage       : cast 'word of recall' 
Duration    : Instantaneous
Level       : Cleric: 12.

The caster will be transferred back to his hometown sanctuary.

Any of your charmed pets in the room with you will also be transported to
your hometown.
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WORD_OF_SHADOW

WORD OF SHADOW
Usage        : cast 'word of shadow' <target>
Damage       : level * 65
Save         : N/A
Duration     : Instant
Resist       : Shadow
Level        : Necromancer 65

This is the strongest raw-power single victim offensive spell a
Necromancer can obtain.  The Necromancer calls forth the shadows in a
single powerful word to destroy his victim.  The damage is phenomenal.  No
saving throw is allowed, but resistances do factor in.
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WORD_OF_SOULS

WORD OF SOULS
Usage        : cast 'word of souls' <target>
Damage       : 58 * level
Save         : N/A
Duration     : Instant
Resist       : Energy
Level        : Necromancer 54

Uttering the word of SOULS, a Necromancer causes more than mere physical 
damage.  This spell damages the victim's soul; an affliction that some say 
you can never recover from.
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WRITE

WRITE
Usage: write <object>
       write <title of board note>

In order to write a note, you need a piece of blank paper (or similar), and
a pen of some sort.  You can then type something like "write on the paper
with the pen", whereupon you'll be asked to type in your note at the 
keyboard.

WRITE is also used to post messages to bulletin boards.  Type HELP BOARDS
for more information.
See also: BOARDS
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YAULP

YAULP
Usage        : cast 'yaulp' <target>
Accumulative : Duration
Duration     : 24 hours

A spell with an intriguing name, but a basic effect.  Calling upon this
hard to pronounce spell, the caster aids the target by lowering AC and
increasing strength by 3.
See also: AC , STRENGTH
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ZANTETSU

ZANTETSU
Usage: zantetsu [victim]

A nasty skill, with a nasty surprise.  When invoked, the ninja shouts the word 
'ZANTETSU!!' to call out the power, possibly killing the victim outright.  If 
the power fails, there is a chance of reducing the ninja's hp by half.

Because of mystic secrets that cannot be revealed, the zantetsu cannot be
invoked upon creatures under level 60.  Also, the larger the level difference 
between the ninja and the target, the higher the risk for failure.
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ZOMBIE_FORM

ZOMBIE FORM
Usage        : cast 'zombie form'
Duration     : 80
Level        : Necromancer: 21

Allows the necromancer to transform into the form of a zombie.  You gain
the hitpoints and attributes of the new form, but retain the same mana,
and all your spells and skills.

When transformed you cannot level, instead the experience is merely added,
and you must level with the gain command when you return to your original
form.

Use the command 'return' to revert to your normal form.
See also: RETURN , POLYMORPH
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