Help Files
Table of Contents (896 entries)
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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
:
:
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
⬆ Back to Top^
^ 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?'⬆ Back to Top
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
⬆ Back to TopABSORB_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
⬆ Back to TopAC
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
⬆ Back to TopACCOUNTS
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.⬆ Back to Top
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.⬆ Back to Top
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 :)⬆ Back to TopADRENALINE_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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopAERIAL_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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopAGING
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.⬆ Back to Top
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 expSee also:
DAMROLL
, HIT POINTS
⬆ Back to TopAKHEVA
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
⬆ Back to TopALACRITY
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.⬆ Back to Top
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⬆ Back to TopALIGNMENT
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.⬆ Back to Top
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.⬆ Back to Top
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.
See also:
HIT POINTS
, MANA POINTS
⬆ Back to TopANGEL
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to TopAREAS_IN_NEED
AREAS IN NEED - Casino with games that take gold and give quest ribbon prizes⬆ Back to Top
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⬆ Back to TopARMOR
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
⬆ Back to TopARMOR_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.⬆ Back to Top
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
⬆ Back to TopARTHURS_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
⬆ Back to TopASK
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.⬆ Back to TopASSEMBLE
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⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopATTRIBUTES
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.
See also:
AUGMENTATION TWO
, AUGMENTATION THREE
⬆ Back to TopAUGMENTATION_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.
See also:
AUGMENTATION ONE
, AUGMENTATION TWO
⬆ Back to TopAUGMENTATION_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.
See also:
AUGMENTATION ONE
, AUGMENTATION THREE
⬆ Back to TopAURA_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.⬆ Back to Top
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
⬆ Back to TopAUTOEXIT
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
⬆ Back to TopAUTOLEVEL
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopBALANCE
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⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopBANISHMENT
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.⬆ Back to Top
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).⬆ Back to Top
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
⬆ Back to TopBAREHAND_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopBELLOW_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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopBILE_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.⬆ Back to Top
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.)⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopBLESSED_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.⬆ Back to TopBLINDNESS
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.⬆ Back to Top
BLIZZARD_BLAST
BLIZZARD BLAST Usage : cast 'blizzard blast' <weapon> Accumulative : None Duration : 300 seconds Imbues the weapon with a strong ice based weaponspell.⬆ Back to Top
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
⬆ Back to TopBLOOD_BURST
BLOOD BURST Usage : cast 'blood burst' <target> Accumulative : Damage Duration : Instantaneous A low level spell, the caster attempts to boil their victims blood.⬆ Back to Top
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
⬆ Back to TopBLOOD_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
⬆ Back to TopBLOODSTORM
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.⬆ Back to Top
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
⬆ Back to TopBOARDS
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⬆ Back to Top
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.⬆ Back to Top
BOIL_BLOOD
BOIL BLOOD Usage : cast 'boil blood' <weapon> Accumulative : Duration Duration : 75 seconds Imbues the weapon with a strong fire based weaponspell.⬆ Back to Top
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!⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to TopBREATH_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.⬆ Back to Top
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
⬆ Back to TopBRIEF
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.⬆ Back to Top
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'⬆ Back to Top
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.⬆ Back to TopBURNING_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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)⬆ Back to TopCALL_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).
See also:
CONTROL WEATHER
, WEATHER
⬆ Back to TopCALL_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
⬆ Back to TopCALL_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.⬆ Back to Top
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 ;)⬆ Back to Top
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⬆ Back to Top
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'.⬆ Back to Top
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.
See also:
help on individual spells
⬆ Back to TopCAUSE_CRITIC
CAUSE CRITIC Usage : cast 'cause critic' <target> Accumulative : Damage Duration : Instantaneous This spell causes 3d8+3 hitpoints of damage.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopCHANGES
CHANGES Use this command to view a list of recent changes to the mud. Usage: > changes
See also:
NEWS
⬆ Back to TopCHANNEL
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⬆ Back to TopCHANNELS
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⬆ Back to Top
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.⬆ Back to TopCHARISMA
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.⬆ Back to Top
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.⬆ Back to Top
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)⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopCIRCLE
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.⬆ Back to Top
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⬆ Back to TopCLAN_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.⬆ Back to TopCLAN_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
⬆ Back to TopCLANS
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.
See also:
CLAN TOKENS
, CLAN QUEST WINNERS
⬆ Back to TopCLASSES
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.⬆ Back to TopCLAW
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopCLOSE
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⬆ Back to Top
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.
See also:
COLOR SPRAY
, COLOR CODES
⬆ Back to TopCOLOR_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)⬆ Back to Top
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.⬆ Back to Top
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.
See also:
COLOR SPRAY
, COLOR CODES
⬆ Back to TopCOMBAT_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.⬆ Back to Top
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⬆ Back to Top
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>'.⬆ Back to Top
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
⬆ Back to TopCOMPACT
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
⬆ Back to TopCOMPLETE_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopCONVOKE_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....⬆ Back to Top
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.)⬆ Back to Top
CRAFT
CRAFT Given proper ingredients, you may craft a wand or staff. However, same as brew, it's not complete.
See also:
BREW
⬆ Back to TopCREATE_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
⬆ Back to TopCREATE_LIGHT
CREATE LIGHT Usage : cast 'create light' Accumulative : No Duration : Permanant Creates permanent light source.⬆ Back to Top
CREATE_SPRING
CREATE SPRING Usage : cast 'create spring' Accumulative : Nothing Duration : Level Creates a flowing spring of fresh water.⬆ Back to Top
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
⬆ Back to TopCREDITS
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⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopCRUSADER
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.⬆ Back to Top
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
⬆ Back to TopCRUSADERS_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
⬆ Back to TopCRUSADERS_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
⬆ Back to TopCRY_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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
CURE_LIGHT
CURE LIGHT Usage : cast 'cure light' <target> Accumulative : Damage Duration : Instantaneous Cures minor wounds and scratches.⬆ Back to Top
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
⬆ Back to TopCURE_WOUNDS
CURE WOUNDS Usage : cast 'cure' <target> Accumulative : Healing Duration : Right away Cures minor wounds and scratches. Causes minor damage to undead creatures.⬆ Back to Top
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
⬆ Back to TopDAMAGE_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⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
DARK_KNIGHT
DARK KNIGHT For details on Dark Knight's, see the help for DARKKNIGHT (no space).⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopDARKKNIGHT
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.⬆ Back to Top
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
⬆ Back to TopDEATH_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.)⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopDECAYING_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.⬆ Back to Top
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
⬆ Back to TopDEMENTIA
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.⬆ Back to Top
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.⬆ Back to Top
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)⬆ Back to Top
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).⬆ Back to Top
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.
See also:
DETECT INVISIBILITY
⬆ Back to TopDETECT_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
DEXTERITY
DEXTERITY The skill and gracefulness of movement, giving you AC bonuses during battle. It also affects the success rate of some skills.⬆ Back to Top
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
⬆ Back to TopDIAGNOSE
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
⬆ Back to TopDIG
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.⬆ Back to Top
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.⬆ Back to Top
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%.⬆ Back to Top
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.⬆ Back to Top
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>⬆ Back to Top
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.⬆ Back to Top
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.
See also:
DISPEL GOOD
, ALIGNMENT
⬆ Back to TopDISPEL_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.
See also:
DISPEL EVIL
, ALIGNMENT
⬆ Back to TopDISPEL_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.⬆ Back to Top
DISPEL_SANC
DISPEL SANC Usage : cast 'dispel sanc' <target> Accumulative : Nothing Duration : Instantaneous If the victim is affected by sanctuary, the spell removes it.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopDIVINE_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.⬆ Back to Top
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.⬆ Back to Top
DIVINE_PURPOSE
DIVINE PURPOSE Usage : cast 'divine purpose' $1 Accumulative : No Duration : Grants the target with a temporary burst of Rapid Healing⬆ Back to Top
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
⬆ Back to TopDIVINE_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
⬆ Back to TopDIVINE_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.⬆ Back to Top
DIZZYING_WIND
DIZZYING WIND Usage : cast 'dizzying wind' <weapon> Accumulative : Duration Duration : 300 seconds Imbues the weapon with a weak wind based weaponspell.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
DONATE
DONATE
Usage: donate <object>
donate <number> coins
This command takes an object that you no longer want and deposits it in
the donation room of a random hometown to assist newbies in getting
started. There is a 25% chance the item will be junked, and a 75% chance
the item donated will wind up in a donation room.
> donate shield
> donate all.bread
> donate 500 coinsSee also:
JUNK
⬆ Back to TopDOOMWAIL
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopDOUBLESTRIKE
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
DRINK
DRINK Usage: drink (from) <container/liquid> If you're thirsty, this command is for you! > drink from cup > drink water⬆ Back to Top
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⬆ Back to TopDT
DT DT is the abbreviation for "DEATH TRAP". For a full description of what a DT is, see the help for DEATH TRAP.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopEAGLE_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>⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
EAT
EAT Usage: eat <item> If you're hungry or thirsty, these commands are for you! > eat bread⬆ Back to Top
ECHO
ECHO Usage: echo <message> ECHO displays a string to everyone in your room. Examples: > echo Hi, everyone in the room.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopENCHANT_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.⬆ Back to Top
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
⬆ Back to TopENCOURAGEMENT
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopENERGY_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.⬆ Back to Top
ENHANCE_DAMAGE
ENHANCE DAMAGE Usage : cast 'enhance damage' <target> Accumulative : Duration Duration : 10 Target's damage per attack is increased by 25%.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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+ 3See also:
ENCHANT WEAPON
⬆ Back to TopENSTILL
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
⬆ Back to TopENTER
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'.⬆ Back to Top
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)⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopEXAMINE
EXAMINE Usage: examine <thing to examine> May give you some valuable information about an item or monster.
See also:
LOOK
⬆ Back to TopEXCHANGE
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.⬆ Back to Top
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
⬆ Back to TopEXPANDING_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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopEYE_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).⬆ Back to Top
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
⬆ Back to TopFAERIE_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.⬆ Back to Top
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.⬆ Back to Top
FAQ
FAQ Usage: faq Frequently asked questions about AddictMUD are answered by using the faq command.⬆ Back to Top
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
⬆ Back to TopFERRY
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
⬆ Back to TopFESTERING_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.⬆ Back to Top
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
⬆ Back to TopFIND_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.⬆ Back to Top
FIRE_DAGGER
FIRE DAGGER Usage: firedagger <weapon> Duration: 4 hours The Rogue is able to imbue her weapon with a moderately damaging fire spell.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopFIREFLY
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.⬆ Back to Top
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).⬆ Back to Top
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.⬆ Back to TopFLAME_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopFLESH_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.)⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopFLUSH
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⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopFORGE
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.⬆ Back to Top
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
⬆ Back to TopFORTITUDE
FORTITUDE Usage: fortitude Fortitude fortifies yourself against weakness. Your maxmove increases for a time.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopFRENZY
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.⬆ Back to Top
FROST_STRIKE
FROST STRIKE Usage : cast 'frost strike' <weapon> Accumulative : Duration Duration : 300 seconds Imbues the weapon with a weak ice based weaponspell.⬆ Back to Top
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
⬆ Back to TopFUNERAL_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.⬆ Back to Top
FURIOUS_DEFENSE
FURIOUS DEFENSE Usage : furiousdefense Duration : Accumulative With the use of this skill, the warrior sacrifices strength for increased dexterity.⬆ Back to Top
FUROR
FUROR Usage : cast 'furor' <target> Accumulative : Damage Duration : Instantaneous Save : Half damage Damage : 33d20 * 2; A holy spell of significant damage.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopGAMBLERS_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
⬆ Back to TopGARGAMEL
GARGAMEL AddictMUD's smurfly Immortal. He is the smurfingiest smurfer in the MUD. Feel free to smurf him on a regular smurf.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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?⬆ Back to Top
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⬆ Back to TopGHOSTDWEOMER
GHOSTDWEOMER Usage : cast 'ghostdweomer' Damage : N/A Save : N/A Duration : 5 Resist : N/A Level : Necromancer 60 Caster gains protection against entropy.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopGIVE
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⬆ Back to TopGOLEM
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.⬆ Back to Top
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.⬆ Back to TopGRAB
GRAB Usage: grab <object> For getting a good grip on something; a torch, for example. Examples: > hold torch > grab stone⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
GROIN
GROIN Usage : groin [target] Damage: 5d25+level Kicks your opponent in the groin, potentially doing a significant amount of damage.⬆ Back to Top
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.⬆ Back to TopGROUP_ARMOR
GROUP ARMOR Usage : cast 'group armor' Accumulative : Duration Duration : 24 Hours The caster will increase his group's armor class by 2.⬆ Back to Top
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
⬆ Back to TopGROUP_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.⬆ Back to Top
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.
See also:
DETECT INVISIBILITY
, INVISIBILITY
⬆ Back to TopGROUP_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).⬆ Back to Top
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.⬆ Back to Top
GROUP_VIGOR
GROUP VIGOR Usage : cast 'group vigorize' Accumulative : Duration Duration : Instant The spell VIGORIZE is cast on the enter group.
See also:
VIGORIZE
⬆ Back to TopGSAY
GSAY
Usage: gsay <message>
gtell <message>
Tell something to all the members of your group, even if they're not in
the
room.⬆ Back to TopGTELL
GTELL
Usage: gsay <message>
gtell <message>
Tell something to all the members of your group, even if they're not in the
room.⬆ Back to TopGUESTS
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.)⬆ Back to Top
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⬆ Back to TopGUT
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
⬆ Back to TopHAGGLE
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
HARM
HARM Usage : cast 'harm' <target> Accumulative : Damage Duration : Instantaneous A spell of minor damage, maximum amount dealt is 100.⬆ Back to Top
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.
See also:
DISPEL EVIL
, HARM GOOD
⬆ Back to TopHARM_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.
See also:
DISPEL GOOD
, HARM EVIL
⬆ Back to TopHARMONY
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.⬆ Back to Top
HASTE
HASTE Usage : cast 'haste' <target> Duration : 4 + (level/20), accumulative Increasing the victims speed, they are allowed an extra attack each round.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopHEAL_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.⬆ Back to Top
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.
See also:
MANA POINTS
, HIT POINTS
⬆ Back to TopHEAT_BLOOD
HEAT BLOOD Usage : cast 'heat blood' <weapon> Accumulative : Duration Duration : 300 seconds Imbues the weapon with a weak fire based weaponspell.⬆ Back to Top
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.⬆ Back to TopHELPING_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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopHEROIC_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⬆ Back to Top
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
⬆ Back to TopHINTS
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.⬆ Back to Top
HIT
HIT
Usage: kill <target>
hit <target>
A good way to start a fight. Not a good idea to hit other players.⬆ Back to TopHIT_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
⬆ Back to TopHITROLL
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.⬆ Back to Top
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.⬆ Back to Top
HOLD
HOLD Usage: hold <object> For getting a good grip on something; a torch, for example. Examples: > hold torch > grab stone⬆ Back to Top
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.⬆ Back to TopHOLY_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
⬆ Back to TopHOLY_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.⬆ Back to Top
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
⬆ Back to TopHOLY_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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).⬆ Back to Top
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.⬆ Back to Top
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.
See also:
MANA REGEN
, MOVE REGEN
⬆ Back to TopHURL
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
⬆ Back to TopICE_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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
IDENTIFY_WEAKNESS
IDENTIFY WEAKNESS Usage: identifyweakness <target> Duration: Instantaneous A Skill that allows the Rogue to determine his targets strengths and weaknesses.⬆ Back to Top
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
⬆ Back to TopIMMORTALITY
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.⬆ Back to Top
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
⬆ Back to TopIMPLEMENTOR
IMPLEMENTOR The most powerful being in existence and he who is all that is pure and Holy. All WORSHIP THE MIGHTY IMP!!!!!⬆ Back to Top
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.See also:
INFORMATION SPELL
⬆ Back to TopINFORMATION_SPELL
INFORMATION SPELL Usage : cast 'information' <target> Accumulative : Nothing Duration : Instantaneous When cast upon an item or person, information is revealed about it/them.⬆ Back to Top
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.
See also:
DETECT INVISIBILITY
⬆ Back to TopINNS
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.⬆ Back to Top
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⬆ Back to TopINSPIRE
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.⬆ Back to Top
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.⬆ Back to Top
INSULT
INSULT This command is used to insult another player or mob. usage: >insult <player/mob>⬆ Back to Top
INTELLIGENCE
INTELLIGENCE Intelligence determines how many practice sessions it takes to learn a spell. It is also a factor in a successful MULTI-CAST.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.
See also:
DETECT INVISIBILITY
⬆ Back to TopINVISIBLE_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.
See also:
DETECT INVISIBILITY
⬆ Back to TopIRONFIST
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopKICK
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!⬆ Back to Top
KILL
KILL
Usage: kill <target>
hit <target>
A good way to start a fight. Not a good idea to hit other players.⬆ Back to TopKNIGHT
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⬆ Back to TopKNIGHTS_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.)⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
LAND
LAND If you are flying, use this command to stop flying and land on the ground. usage: >land
See also:
FLY
⬆ Back to TopLASER_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!⬆ Back to Top
LEAVE
LEAVE Usage: leave If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopLEVELS
LEVELS Usage: levels Lists the levels of your class and the experience required to attain each level.⬆ Back to Top
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.⬆ Back to Top
LIANA
LIANA Liana, the most invisible immortal we have. She's so invisible even the other immortals can't see her.⬆ Back to Top
LIBRARY
LIBRARY There are several libraries in AddictMUD. For instructions on playing in the libraries, and other AddictMUD information, type FAQ.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopLINK
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.⬆ Back to TopLIST
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.)⬆ Back to Top
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
⬆ Back to TopLOAD
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
⬆ Back to TopLOCATE_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
⬆ Back to TopLOCATE_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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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>.⬆ Back to TopMAGIC_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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopMAGICAL_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
⬆ Back to TopMAGICAL_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to TopMAINTAIN
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).⬆ Back to Top
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
⬆ Back to TopMAKE
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⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.
See also:
MANA POINTS
, MANA REGEN
⬆ Back to TopMAPS
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.
See also:
BALLISTIC ATTACK
⬆ Back to TopMENTAL_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)⬆ Back to Top
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
⬆ Back to TopMETEOR_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.⬆ Back to Top
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
⬆ Back to TopMIDGAARD
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⬆ Back to TopMIGHTY_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopMIND_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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopMINOR_MALISON
MINOR MALISON Usage : cast 'minor malison' <target> Accumulative : Duration Duration : 5 hours Adversely affect a targets saving throws.
See also:
SAVING THROWS
⬆ Back to TopMIRAGES_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.⬆ Back to Top
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.⬆ Back to Top
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'.⬆ Back to Top
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
⬆ Back to TopMONSUM_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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!⬆ Back to Top
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
⬆ Back to TopMUD_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.⬆ Back to Top
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
⬆ Back to TopMULTI-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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopMUSIC
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...⬆ Back to Top
MUTE
MUTE Usage : cast 'mute' victim Accumulative : Nothing Duration : 4 Your victim is silenced, and is unable to cast any spells.⬆ Back to Top
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
⬆ Back to TopNECROMANCER
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
⬆ Back to TopNECROSIS
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopNEWBIE
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopNEWSPAPER
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.)⬆ Back to Top
NEXUS
NEXUS This is a special command, only usable in one place. What place you ask? Well, that would be telling.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopNO-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.⬆ Back to Top
NOAUCTION
NOAUCTION Usage: noauction NOAUCTION toggles whether or not you hear auctions..⬆ Back to Top
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.⬆ Back to Top
NOGRATS
NOGRATS Usage: nograts NOGRATS toggles whether or not you hear the grats channel..⬆ Back to Top
NOHASSLE
NOHASSLE Usage: nohassle Toggles a flag to prevent aggressive monsters from attacking.⬆ Back to Top
NOMUSIC
NOMUSIC Usage: nomusic NOMUSIC toggles whether or not you hear the music channel..⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopNOSHOUT
NOSHOUT Usage: noshout NOSHOUT toggles whether or not you hear shouts. (deaf) will appear after your name in the WHO list.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopNOWHOIS
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.⬆ Back to Top
NOWIZ
NOWIZ Usage: nowiz Allows you to hear or ignore messages coming over the wiznet.
See also:
WIZNET
⬆ Back to TopNYNAEVE
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.⬆ Back to Top
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
⬆ Back to TopOFFER
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.⬆ Back to TopOHELP
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
⬆ Back to TopOLDSCORE
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.⬆ Back to Top
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⬆ Back to Top
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 sleepSee also:
CHARM
⬆ Back to TopPACIFY
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopPHYSICAL_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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
PKILLTOGGLE
PKILLTOGGLE Toggles pkill legal/illegal. It also sends a message to all players indicating as such.⬆ Back to Top
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.⬆ Back to Top
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!⬆ Back to Top
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
⬆ Back to TopPOISON_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.⬆ Back to Top
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
⬆ Back to TopPOISON_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.⬆ Back to Top
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
⬆ Back to TopPOLICIES
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
⬆ Back to TopPOLICY
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.⬆ Back to Top
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
⬆ Back to TopPOOFIN
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
⬆ Back to TopPORTAL
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.⬆ Back to Top
POTIONS
POTIONS Usage: quaff <potion> Quaff is used to "drink" a (magical) potion. The magic will take effect immediately, for better or for worse...⬆ Back to Top
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 outSee also:
FILL
⬆ Back to TopPOWER_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.⬆ Back to Top
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.⬆ Back to Top
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).⬆ Back to Top
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).⬆ Back to Top
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).⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopPROTECTION_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.⬆ Back to Top
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.⬆ Back to TopPROTECTION_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.
See also:
PROTECTION FROM GOOD
⬆ Back to TopPROTECTION_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.⬆ Back to Top
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.
See also:
PROTECTION FROM EVIL
⬆ Back to TopPROTECTION_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
⬆ Back to TopPSIONIC_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.)⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopPSIONIC_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.
See also:
PSIONIC TELEPORT
⬆ Back to TopPSIONIC_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopPUMMEL
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
⬆ Back to TopPURIFICATION
PURIFICATION Usage : cast 'purification' <target> Level : Crusader 23 Purifying the blood, it cures the target of all poison and disease.⬆ Back to Top
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 chestSee also:
GET
⬆ Back to TopPYROCURSOR
PYROCURSOR Usage : cast 'pyrocursor' <target> Accumulative : Damage Duration : Instantaneous The caster conjures ropes of flame to lash out at his victim.⬆ Back to Top
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?⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopQUAFF
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.⬆ Back to Top
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.⬆ Back to Top
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 *.⬆ Back to Top
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)⬆ Back to TopQUEST_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopRCHAT
RCHAT RCHAT is a public channel viewable by people in the OLC port. It's simple, just use it like any other channel.⬆ Back to Top
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 noteSee also:
BOARDS
⬆ Back to TopRECALL
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopRECHARGE
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.⬆ Back to Top
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
⬆ Back to TopRECOVER_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
⬆ Back to TopREDEEM
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.⬆ Back to Top
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
⬆ Back to TopREGEN
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopREMORT_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.⬆ Back to Top
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).⬆ Back to TopREMOVE
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⬆ Back to TopREMOVE_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.⬆ Back to Top
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
⬆ Back to TopREMOVE_POISON
REMOVE POISON Usage : cast 'remove poison' <victim> Accumulative : N/A Duration : N/A Removes poison inflicting the victim.⬆ Back to Top
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.⬆ Back to Top
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?'⬆ Back to Top
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.⬆ Back to Top
REPORT
REPORT Usage: report This command sends a report of your current health to the other people in your group.⬆ Back to Top
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.**⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopRESOLUTION
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.
See also:
PROTECTION FROM GOOD
, PROTECTION FROM EVIL
⬆ Back to TopREST
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopRETREAT
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.⬆ Back to Top
RETURN
RETURN Usage: return RETURN returns you to your regular body if you are switched into a mob.
See also:
SWITCH
⬆ Back to TopRETURN_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopROOMFLAGS
ROOMFLAGS Usage: roomflags Toggles a flag which causes the virtual room number and room flags, if any, to be displayed next to room names.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopSACRIFICIAL_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to TopSCAN
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.⬆ Back to Top
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
⬆ Back to TopSCENT_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⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopSCRIPT_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.⬆ Back to TopSE
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.⬆ Back to Top
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.⬆ Back to Top
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)⬆ Back to TopSEND
SEND Usage: send <victim> <message> SEND displays the string to a particular person. Examples: > send rasmussen You are being watched.⬆ Back to Top
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
⬆ Back to TopSENSE_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopSHACKLE_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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopSHADOW_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.
See also:
STRENGTH
, CONSTITUTION
⬆ Back to TopSHADOW_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.⬆ Back to Top
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
⬆ Back to TopSHARD_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.⬆ Back to Top
SHIELD
SHIELD Usage : cast 'shield' <victim> Accumulative : no Duration : 24 Hours The Armor spell will improve your AC by 2.
See also:
AC
⬆ Back to TopSHIELD_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.⬆ Back to Top
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
⬆ Back to TopSHOPS
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.⬆ Back to Top
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.⬆ Back to TopSHROUD_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.⬆ Back to Top
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.⬆ Back to TopSIGN
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
⬆ Back to TopSIP
SIP Usage: sip [from] <item> If you're hungry or thirsty, these commands are for you! > sip fountain⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopSKELETON_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.⬆ Back to Top
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.⬆ Back to Top
SKILLSET
SKILLSET Usage: skillset <name> '<skill>' <value> Sets the specified skill to the specified value.
See also:
SET
⬆ Back to TopSLAY
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.
See also:
DISINTEGRATE
, PETRIFICATION
⬆ Back to TopSLEEP
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
⬆ Back to TopSLIP
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.⬆ Back to Top
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)⬆ Back to Top
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
⬆ Back to TopSLOWNS
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
⬆ Back to TopSMITE
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
⬆ Back to TopSNEAK
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
⬆ Back to TopSNOOP
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.⬆ Back to Top
SNOWBALL
SNOWBALL Snowball is just a social -- it prints a funny message, and nothing more.⬆ Back to Top
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
⬆ Back to TopSORCERER
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
⬆ Back to TopSORROW
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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.⬆ Back to Top
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 ;)⬆ Back to Top
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.
⬆ Back to TopSPINESEVER
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.⬆ Back to Top
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
⬆ Back to TopSPIRIT_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.⬆ Back to Top
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).⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopSTAND
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopSTEELSKIN
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
⬆ Back to TopSTONE_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
⬆ Back to TopSTOP_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
⬆ Back to TopSTORE
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopSTRENGTH
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.⬆ Back to Top
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
⬆ Back to TopSTRIKE
STRIKE Usage : cast 'strike' <target> Accumulative : Damage Duration : Instantaneous Causes an unseen force of magical energy to strike the victim.⬆ Back to Top
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>⬆ Back to Top
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.⬆ Back to Top
SUCCOR
SUCCOR Usage : cast 'succor' Duration : Instantaneous Creates a scroll of recall.⬆ Back to Top
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
⬆ Back to TopSUMMON_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.⬆ Back to Top
SUNRAY
SUNRAY Usage : cast 'sunray' <victim> Duration : Permanant Damage : (level/2)d5 A ray of sunlight burns through your victim.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopSWITCH_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>⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to TopTALK
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.⬆ Back to Top
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.⬆ Back to Top
TASTE
TASTE Usage: taste [from] <item> If you're hungry or thirsty, these commands are for you! > taste bread⬆ Back to Top
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.⬆ Back to Top
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)⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to TopTHEFT_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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopTHORNWRACK
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.⬆ Back to Top
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.)⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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).⬆ Back to Top
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.⬆ Back to TopTMPFREEZE
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⬆ Back to Top
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.
See also:
BRIEF
, COMPACT
, DISPLAY
, NOSHOUT
, NOSUMMON
, NOTELL
, QUEST
, NOREPEAT
, WIMPY
, NOSPAM
, AUTOEXIT
⬆ Back to TopTOUGHNESS
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%.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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!⬆ Back to Top
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
⬆ Back to TopTRANQUILITY
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.⬆ Back to Top
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⬆ Back to Top
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
⬆ Back to TopTRIGGER
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}⬆ Back to TopTYPO
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'⬆ Back to Top
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.⬆ Back to Top
UNAFFECT
UNAFFECT Usage: unaffect <victim> Removes all affections (i.e., spell effects) from a player.
See also:
STAT
⬆ Back to TopUNDEAD
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopUNGROUP
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
⬆ Back to TopUNHOLY_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.⬆ Back to TopUNHOLY_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⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopUNHOLY_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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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"⬆ Back to Top
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.⬆ Back to Top
UPPERCUT
UPPERCUT Usage : uppercut <victim> A warrior attacks his victim with a severe uppercut.⬆ Back to Top
UPTIME
UPTIME Usage: uptime Displays when the game was booted and calculates how long ago that was.⬆ Back to Top
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
⬆ Back to TopUSERS
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.⬆ Back to Top
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.⬆ Back to Top
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⬆ Back to Top
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.
See also:
VAMPYRIC TOUCH
, VAMPYRIC CURSE
⬆ Back to TopVAMPYRIC_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.
See also:
VAMPYRIC TOUCH
, VAMPYRIC ANGUISH
⬆ Back to TopVAMPYRIC_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.
See also:
VAMPYRIC CURSE
, VAMPYRIC ANGUISH
⬆ Back to TopVENOM_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
⬆ Back to TopVERSION
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⬆ Back to Top
VIGORIZE
VIGORIZE Usage : cast 'vigorize' <victim> Duration : N/A This spell restores movement points based on the level of the caster.⬆ Back to Top
VISIBLE
VISIBLE Usage: visible Use this command to break your spell of invisibility before it expires.
See also:
INVISIBILITY
⬆ Back to TopVOTE
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopWARRIOR
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
⬆ Back to TopWATERBREATHE
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
WEAKEN
WEAKEN Usage : cast 'weaken' <victim> Accumulative : No Duration : 5 Weakens the target, sapping their strength.⬆ Back to Top
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.
See also:
RESISTANCES
, WEAKNESS SPELL
⬆ Back to TopWEAKNESS_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
⬆ Back to TopWEAR
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⬆ Back to Top
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
⬆ Back to TopWHERE
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⬆ Back to Top
WHIRLING_WIND
WHIRLING WIND Usage : cast 'whirling wind' <weapon> Accumulative : N/A Duration : 75 seconds Imbues the weapon with a strong air based weaponspell.⬆ Back to Top
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.⬆ Back to TopWHO
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.⬆ Back to TopWHOAMI
WHOAMI Usage: whoami Displays your character's name, if you want to be sure you are who you think you are.⬆ Back to Top
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.⬆ Back to Top
WIELD
WIELD Usage: wield <weapon> When you get tired of bashing monsters with your fists, you might consider wielding a weapon. Example: > wield sword⬆ Back to Top
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.⬆ Back to TopWIRLING_WIND
WIRLING WIND Usage : cast 'whirling wind' <weapon> Accumulative : Duration Duration : 300 seconds Imbues the weapon with a strong wind based weaponspell.⬆ Back to Top
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.
See also:
INTELLIGENCE
, CHARISMA
, DEXTERITY
, STRENGTH
, CONSTITUTION
, STATS
, MULTI-CAST
, PSIONICIST
⬆ Back to TopWITHDRAW
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)⬆ Back to Top
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
⬆ Back to TopWIZLIST
WIZLIST Usage: wizlist | immlist Lists the most powerful beings on the MUD. These are the people responsible for administering the system.
See also:
IMPLEMENTOR
⬆ Back to TopWORD_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.
See also:
DISINTEGRATE
, PETRIFICATION
⬆ Back to TopWORD_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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top
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
⬆ Back to TopYAULP
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.⬆ Back to Top
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.⬆ Back to Top
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.⬆ Back to Top