Additional Help

Apocalypse Help System

Commands

! ^ Commands

Use ! to repeat the last command typed at the keyboard. Use ^ to replace a string from the last command with a new string. The syntax is the same as in csh: "^old-string^replacement" Examples: > tell rasmusse Hi there, how are you? No-one by that name here. > ^rasmusse^rasmussen You tell Rasmussen, 'Hi there, how are you?' > ^you^you doing^ You tell Rasmussen, 'Hi there, how are you doing?' See also: ALIAS

ABILITIES Commands

Abilities are the six natural traits that represent the basic definition of a PC or NPC. The six traits are STRength, INTelligence, WISdom, DEXterity, CONstitution, and CHArisma. Ability scores, including the modifiers for RACE, are limited according to the chart below. The only way your abilities can exceed these racial limits is if you train your character in the quest hall. All abilities begin with a base max capacity of 16. ================================================================= | Ability | STR | INT | WIS | DEX | CON | CHA | |===============================================================| | Human | +1 | 0 | 0 | 0 | 0 | +2 | | Half-Elf | 0 | +2 | 0 | -1 | +1 | +1 | | Elf | -1 | +3 | +1 | 0 | 0 | 0 | | Dwarf | +2 | 0 | 0 | -1 | +2 | 0 | | Gnome | 0 | +2 | +2 | 0 | -1 | 0 | | Halfling | -1 | +1 | 0 | +3 | 0 | 0 | | Half-giant | +3 | 0 | 0 | 0 | +1 | -1 | | Minotaur | +2 | +1 | 0 | 0 | 0 | -3 | | Pixie | -2 | 0 | +1 | +1 | 0 | +3 | | Triton | +1 | -1 | 0 | +2 | +1 | 0 | | Uldra | +2 | +2 | +1 | 0 | 0 | -2 | | Dragonborn | +2 | 0 | +1 | -1 | +1 | 0 | | Troll | +2 | 0 | -1 | +2 | +1 | -1 | | Planewalker | 0 | +1 | +3 | 0 | -1 | 0 | | Tiefling | +1 | +2 | 0 | +1 | 0 | -1 | | Wemic | +2 | 0 | -1 | +1 | 0 | +1 | | Lizardkind | +1 | 0 | 0 | 0 | +3 | -1 | ================================================================= Example: Base stats are 16/16/16/16/16/16 and the character is a Minotaur. Starting max stats are 18/17/16/16/16/13.

ACTIONS SOCIALS Commands

These are commands that display predefined messages for social interaction between players. The following actions exist: accuse, ack, admire, affected, applaud, bark, bearhug, beam, beep, beg, bite, bleed, blerg, blink, blush, boogie, bonk, boo, bounce, bozo, bow, burp, brow, cackle, caress, cane, cheer, chortle, chuckle, clap, cluck, comb, comfort, coo, cough, cower, cringe, cry, cuddle, curl, curse, curtsey, dance, desire, doh, drool, dsigh, duck, embrace, eyeroll, fan, faint, fart, flap, flex, flip, flirt, flowers, flutter, fondle, french, frown, fume, gag, gasp, giggle, glare, grin, gloat, grimace, groan, grope, grovel, growl, goose, grumble, guffaw, halo, har, headbutt, hiccup, high5, hgrin, hiss, hkiss, hug, horror, howl, insult, jaw, kiss, laugh, lick, light, love, lust, manicure, massage, melt, moan, model, moo, mourn, mumble, nibble, nod, noogie, nudge, nyuk, pat, pace, pant, pb, pinch, plot, point, poke, ponder, pounce, pout, praise, puke, puppyeye, purr, quiver, raise, roar, ruffle, salute, schwing, scratch, scream, screech, serenade, seduce, shake, shiver, shriek, shrug, sigh, sing, slap, slurp, smirk, smile, smolder, snap, sneeze, snicker, sniff, snore, snort, snuggle, sock, spank, spit, squeeze, stagger, stare, stomp, strut, sucker, sulk, tackle, tap, tease, tickle, thank, think, toast, trip, tweak, twiddle, twitch, wave, whack, whimper, whine, whistle, wiggle, wince, wink, wish, wobble, wokka, wriggle, yawn, yoyo

AFFECTED Commands

This command details which spells and skills are currently affecting a character.

ALIAS ALIASES Commands

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. > alias 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?' See also: ! ^

AMBUSH Commands

Usage : ambush <target> Level/Class : 23rd Thief, 23rd Ranger Ambush enables and empowers the thief and ranger to control the opening rounds of combat, often considered to be the most critical moments of a battle. A successful ambush may significantly swing the outcome of a battle in favor of the attacker, granting him or her an added attack speed advantage over a period of rounds which differs in each unique scenario In game terms: A successful ambush requires a successful sneak to first be enabled, and only then may it be attempted. Should an ambush be successful, the enemy will incur a battle lag of three rounds, while the character will only incur a battle lag of two rounds. In addition to this, a random number of attacks will be granted over a random number of rounds. This allows an ambushing character to control of the tempo. Dexterity is critical to the success or failure of an ambush attempt. Note: Ambush follows the rules governing sneak. See also: SNEAK

ANSI COLOR Commands

Usage: color [off | brief | 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 brief > 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: COLORSPRAY, "COLOR SPRAY"

"ARMOR SPECIALIZATION" Commands

Usage : (automatic once practiced) Accumulative : No Duration : not applicable Level/Class : 20th Fighter, 20th Samurai Those whom have spent the time and effort required to train for armored combat possess a familiarity with the intricate workings of armor in a physical combat setting. They are able to correctly maneuver and position themselves in battle to take full advantage of the physical damage mitigation properties of their armor. Of course, there are foes whose attacks are with such pinpoint precision that even the best of armors will not prevent damage from their attacks. Armor specialization applies to the following locations, all of which must be of the ARMOR item type: Head, body, arms, hands, legs, and feet. Depending on your proficiency in armor specialization, the protective armor rating of the HEAD, BODY, ARMS, HANDS, LEGS, and FEET positions are increased by varying multiplicative factors included in the table below. =============================================== | (1 + (armor_spec_skill_percentage/25)) * AC | |=============================================| | Body | Initial Multiplier * 3 | | Head | Initial Multiplier | | Legs | Initial Multiplier | | Arms | Initial Multiplier | | Hands | Initial Multiplier | | Feet | Initial Multiplier | =============================================== Note: You will need to re-equip your armor after training in Armor Specialization to gain the effects of any training undertaken.

"ASSASSINATE" Commands

Usage : assassinate <victim> Level/Class: 39th Thief Assassinate allows the thief to attempt an immediate dispatching of a target you have deemed marked for death. Although the chance of a success is low, dexterity significantly impacts, and potentially doubles the success rate of an assassination attempt for thieves willing to put in the effort. A successful assassination carries with it a cooldown of 45 ticks before it may be used again, but a failure will only result in a 25 tick cooldown. Note: Some targets are immune to assassination attempts, and every failure results in a target which becomes keenly aware an assassin's presence. As a result of this awareness, you will not be able to attempt another assassination against that mob. Killing the mob and thus resetting the mob into the game is the only way to remove You only get one assassination attempt against each iteration of a mobile, and failing to assassinate a mobile affects all thieves in the game by making the mobile keenly aware.

ASSIST Commands

Usage: ASSIST <person in need> 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 keep hitting Quifael; assist only makes you start to fight whomever the person you're assisting is fighting. > assist Doctor See also: FLEE, KILL, RESCUE

ATTRIBUTES Commands

This command gives extensive information about your character abilities.

AUTOASSIST Commands

This is an automatic toggle that any player can toggle on or off. When toggled on, you will automatically assist people in your group.

AUTOEXITS Commands

Usage: autoexit [ off | normal | complete ] 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. In normal mode, available exit directions are listed in a single line, while in complete mode, each available exit, and the room name the exit leads to, is shown on individual lines. Autoexit without a value shows your current autoexit level. See also: TOGGLE

AUTOGOLD Commands

This is an automatic toggle that any player can toggle on or off. When toggled on, any gold found on a corpse is automatically looted.

AUTORENT Commands

If you lose your link, the game will automatically try to rent out your objects if possible, depending on the state of the game. If you lose your link you have 50 minutes to log back into the game and resume your character state from before the link death. If you can't get back on in 50 minutes, then your objects will be automatically rented for you -IF- you have enough gold. If you can't afford to have your objects rented, then they will be all dumped back into the game. Similarly, if you lose your network connection for reasons of your local network or local machine problems, and you were not carrying enough gold, that is your problem, and not ours. In either case, there will be no reimbursements. WARNING: Do not depend on autorent to rent you out with the equipment you expect it to. With the max number of objects and duplicates code implemented, what gets rented out may not be what you expect. Autorent is for emergency situations; rent out regularly to be sure you rent what you want/need.

AUTOSPLIT Commands

This is an automatic toggle that any player can toggle on or off. When toggled on, any gold that is obtained by the 'get' command, is automatically split amongst the group members. The gold is split before it is added to the carried gold or rent fund. If you have it toggled on and you are not grouped, you get no messages and nothing will happen.

AUTOWEAR Commands

This is automatic for all player characters. Whenever you enter the game, your equipment is automatically placed in your inventory exactly the same way when you last rented. If for some reason you can't equip an object (such as wrong alignment), you will be informed. If something happens when returning things to containers, then the objects will be placed in your inventory list.

BACKSTAB Commands

Usage : backstab <victim> Level/Class: 3rd Thief, 5th Anti-paladin This a way to sneak up on a victim and attempt to place your dagger (or other special pierce weapons) in its back at exactly the point where it does the most damage. A successful backstab gives a damage multiplier, depending on level. No matter the success, a backstab will not allow you to enter any commands for 2 combat rounds after. The chance of successfully backstabbing a victim depends on how well you have practiced backstab at your guild. Backstabbing sleeping creatures is always successful if you have any type of skill in backstab. Backstab has a natural, 35% chance to fail at maximum practices. This failure rate is reduced by 1 point for each dexterity point that a player a player possesses. Example: Jim backstabs a mob with 20 dexterity, the backstab now carries a 15% failure rate instead of 35%. Players should note: Without sneak being activated, a backstab is not possible. ======================================= | Backstab Thief Non-Thief | | Multiplier Levels Levels* | |=====================================| | x1 0 0 | | x2 1-5 1-10 | | x3 6-10 11-20 | | x4 11-15 21-30 | | x5 16-20 31-40 | | x6 21-25 | | x7 26-30 | | x8 31-35 | | x9 36-40 | ======================================= * It is possible for other classes, through the means of objects, to be able to backstab. In such circumstances, the backstab multiplier is the same as the Anti-Paladin multiplier. Note: Backstab follows the rules governing sneak. Backstabbing a legendary mob carries a slightly reduced success rate.

BALANCE Commands

This command can be used in places designated as a bank. It will tell you how much gold you have deposited in the bank.

BANKS INTEREST Commands

Banks are places where you may store your money away so that it is not carried upon your body; thus, the gold is safe from theft and from being dumped with your corpse. Your bank balance earns interest at a rate of 10% per MUD year. Rent will be drawn on your bank account to pay your rent should your char run out of gold while rented. Immortals have no need for a bank account, therefore their accounts are emptied upon reaching level 41, and they may not use the bank after such time with that char. Interest accrual rates ceases to apply once a character has reached a combined on-hand and bank gold wealth value of 500,000,000 coins. When a player has reached this amount of gold, they are assumed to be an economic benefactor rather than an accumulator.

BARTER Commands

The barter channel is used for auctioning, trading, best offers, or flat price sales between players. From time to time an administrator may put something up for sale if they so wish. The rules are simple: 1. If you say sold, it's sold. 2. If you say you are buying, you're buying. 3. One item at a time. 4. Do not use this channel to list stats unless the item is up for sale. 5. Any item listed must have an initial price included in the initial listing. 6. Rule 1 and 2 may be bypassed if both parties agree. These rules are given to create a fair-trade environment for all players in the Apocalypse world setting.

BASH Commands

Usage : bash <door name> <direction>, bash <victim> Accumulative : Yes Level/Class : 3rd Fighter, 3rd Anti-paladin, 5th Paladin, 7th Berserker In combat, a player or mobile may attempt to bash their enemy, thus causing them to lose attacks if the bash is successful. Bash can also be used to kick open locked doors. When a door is bashed, it is destroyed and cannot be closed or locked until the zone resets. Certain doors can never be bashed, and a player attempting to bash a hidden door must know the exact name of that door. Bash success against a player or mob is determined by several factors. The initial bash success combines a skill proficiency roll against 1d100. If this roll succeed, a second roll is performed to determine the number of attacks a defender will lose in combat for their next set of attacks. This roll is a character's ((strength/3)+1) versus the target's ((constitution/5)+1) roll. Furthermore, this second roll is randomized between 0 and the outcome of each, then the target's roll is subtracted from the character's roll. The number of attacks lost by a defender will always be more than 1 when a bash is a success, but the randomized roll fails. A successful bash will result in a battle round lag of 1 round upon a victim. Example Combat Scenario: Attacker Str = 18, Defender Con = 18. Attacker: (18/3)+1 (rounded) = 7 Defender: (18/5)+1 (rounded) = 5 Attacker_random_roll lands on 5 out of 7. Defender_random_roll lands on 2 out of 5. Defender loses 3 attacks for 1 round. Note: Bash will completely interrupt a warlock's channeled spells. Bashing a legendary mob carries a significantly reduced success rate. See also: KICK, RESCUE, SWEEP, TRIP

"BATTLE BALLAD" BALLAD Commands

Usage : ballad (in battle only) Accumulative : No Duration : until combat ceases Level/Class : 18th Bard This song places a bard and or their group members into a focused state of mind during combat, greatly increasing their ability to damage an enemy in battle. Whether playing solo or with a large group, all recipients must be grouped to receive the benefits of this song. Ballad grants the recipient +3 damage.

BERSERK Commands

Usage : berserk (type while in combat) Level/Class : 24th Berserker Berserk enables a character to will his or herself into a state of temporary insanity. The effects of entering this state are identical to those of rage, with the berserked character enjoying a damage bonus totaling 33%. Characters who are under the effects of berserk cannot flee or be rescued from combat. Note: You will not autoflee if you lose connection while under the effects of berserk. See also: RAGE, FURY

BLITZ Commands

Usage : blitz Duration : 2 rounds Level/Class : 22nd Berserker, 33rd Fighter When an opportunity to gain a tactical advantage in hand-to-hand combat presents itself, a skilled warrior may leverage his or her speed to pressure an enemy into a position of weakness. Blitz allows a character to expend a large amount of energy to gain a brief, but significant increase in the number of attacks performed each round. The dexterity of a character directly impacts the success or failure of the skill. Note: The use of a shield will naturally slow a player down. Characters using a shield will receive 2 to 4 bonus attacks over the course of two rounds. Characters who do not use a shield will receive 3 to 5 bonus attacks over the course of two rounds.

BLOODLUST Commands

Usage : bloodlust <victim> Accumulative : Yes Duration : 3 Rounds of Combat Level/Class : 17th Berserker When a berserker decides to unleash his or her rage, the ensuing chaos that unfolds can be a bloodbath. Bloodlust attacks are performed at a cost of 35 movement points, and the effects of the attack upon a foe are both immediate and lingering. Furthermore, bloodlust will restore hitpoints to the berserker equal to the immediate damage dealt. This healing effect possesses an inherent critical chance which will double the amount of hitpoints restored when a successful roll is made. This healing effect will only be applied if an enemy is three levels lower than the character or higher. Bloodlust causes the following immediate damage: (Random number between 1 and character level) + (2 * damage_bonus) Bloodlust causes the following lingering damage on a 1st, 2nd, 3rd round model: Levels 17-22: 12 damage, 6 damage, 3 damage Levels 23-28: 18 damage, 9 damage, 4 damage Levels 29-34: 24 damage, 12 damage, 5 damage Levels 35-39: 30 damage, 15 damage, 6 damage Levels 40: 36 damage, 18 damage, 7 damage Note: The initial impact of Bloodlust will damage a mana shield barrier, but the lingering damage effects will not.

BOARDS Commands

Usage: look at board (or just l board) read <message #> Must be used in conjunction with the LOOK command to view the contents of the bulletin boards. There are 2 mortal boards, east and west of the Temple of Midgaard. One is for social messages and the other for suggestions. To view messages, after typing look at board to get a list, type read <message #> to read that particular message. You may remove a message that you have posted by typing 'remove <your messages #>'. You may not remove anyone else's post.

"BREATH WEAPON" Commands

The ability of a dragon or other creature to spew a substance out of its mouth by just breathing, without making an attack roll. Those affected by breath weapon get a saving throw, and if the saving throw succeeds then the breath weapon is only half damage or totally avoided.

BREW Commands

Usage: brew [container] 'spellname' example: brew bottle 'strength' Brew is used in an attempt to create potions that can heal, provide various cures to certain ailments, or buff your character. Brewing potions costs ore and 3x the mana of the actual spell (2x if you are Mage, Bard, Warlock, or Necormancer). You must have an empty drinking container/bottle in order to brew. Due to the volatile nature of mixing potions, there is a slight chance that a potion can explode while creating them. Certain potions require alignment adjustment before use otherwise it will not work. Brewed potions cannot be rented so plan carefully. The current spells that can be brewed into potions: 'fortress of hate' - 30 ore 'cure blind' - 10 ore 'greater cold resistance' - 20 ore 'greater electricity resistance' - 20 ore 'greater fire resistance' - 20 ore 'improved invisibility' - 20 ore 'sustain' - 10 ore 'remove poison' - 10 ore 'remove curse' - 10 ore 'strength' - 10 ore 'mana shield' - 30 ore 'consecration' - 30 ore 'waterwalk' - 10 ore 'barkskin' - 20 ore 'haste' - 20 ore 'thaumaturgy' - 10 ore 'enlarge' - 10 ore 'regeneration' - 10 ore 'shrink' - 10 ore See also: POTIONS

BRIEF Commands

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

BUY Commands

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

CAMOUFLAGE Commands

Usage : camouflage Level/Class : 19th Ranger Rangers whom have dedicated their time to mastering the art of concealing their track may choose at will to obfuscate their movements throughout the world. In game terms: Camouflage may be used to apply a no track flag to the ranger, thus preventing enemy mobiles from hunting them, and also eliminating the ability of other rangers to stalk to their exact location. Typing the command will enable the flag if it is not present. If it is present, typing the command will disable it. This skill does not work alongside items providing an identical benefit. See Also: HUNT, STALK

"CHAKRA DISRUPTION" Commands

Usage : chakra <victim> Level/Class : 25th Monk Chakra Disruption enables a combat proficient monk with the ability to attack an enemy's mana pool. Certain enemies are immune to this manner of attack, but they are few and far between. This skill benefits from melee damage, and spell damage bonuses. Note: Scaling damage for this skill affects mobiles and players differently. Mobiles being hit with Chakra Disruption will suffer significantly more mana lost than a player would. In addition to this, players should approach Chakra Disruption with the understanding that although it will reduce the mana pool of a mobile, thus effectively preventing them from casting spells, not all special mobile skills will be prevented. Monks must be in the Hebu stance to perform Chakra Disrupting attacks. Chakra attack is considered a Light based attack.

CHARISMA Commands

Charisma is an ability score representing a character's persuasiveness, personal magnetism, and ability to lead. This ability is important to those classes dealing with NPC's. Charisma affects how many charmies a player may lead. More specifically: Charisma directly relates to the ability of a character to lead a set number of charmed mobiles in terms of combined levels. Charisma also affects how aggressive mobiles are to players, decreasing in aggressiveness as a player becomes increasingly more attractive. ===================================== =================================== | Table 1 | | Table 2 | |===================================| |=================================| | Ability | Total Levels| Mob | | Necromancer | Mage | All-Others | | Score | Bonus | Aggro | |=================================| |===================================| | +10 | +5 | 0 | | 0 | -12 | +90 | =================================== | 1 | -11 | +75 | | 2 | -10 | +60 | | 3 | -9 | +45 | | 4 | -8 | +30 | | 5 | -7 | +25 | | 6 | -6 | +20 | | 7 | -5 | +15 | | 8 | -4 | +10 | | 9 | -3 | 5 | | 10 | -2 | 0 | | 11 | -1 | 0 | | 12 | 0 | 0 | | 13 | 1 | 0 | | 14 | 3 | 0 | | 15 | 5 | 0 | | 16 | 6 | -5 | | 17 | 7 | -10 | | 18 | 8 | -15 | | 19 | 9 | -20 | | 20 | 10 | -25 | | 21 | 11 | -30 | | 22 | 12 | -45 | | 23 | 13 | -60 | | 24 | 14 | -70 | | 25 | 15 | -85 | ===================================== For the maximum combined level of charmies allowed: 1. Base = Character Level 2a. Bonus = Table 1: Column 2 for non-necromancers 2b. Bonus = Table 1: Column 2 inverted for necromancers 3. Class Bonus = Table 2: Corresponding class bonus 4. Total combined charmie levels = (Part 1 + Part 2 + Part 3) Note: Please see the help files on STAT NAT and STAT MAX to learn more about how natural and maximum stat scores work.

CIRCLE Commands

Usage : circle <victim> Level/Class: 10th Thief Circle allows you to perform a half strength backstab while a victim is engaged in combat. For circle to work the victim cannot be directly attacking you. The victim's attack will switch to you after the circle. Circle carries a three round battle lag following its usage. The Circle skill has a natural, 45% chance to fail at maximum practices. This failure rate is reduced by 1 point for each dexterity point that a player a player possesses. Example: Dan circles a mob with 20 dexterity, the circle skill now carries a 25% failure rate instead of 45%. See also: BACKSTAB

CLEAR CLS Commands

Clears the screen.

CLAN HALLS CLANHALLS Commands

Clans may choose to purchase their own clan halls. Clan halls are personalized areas where members can regen, find food/water, add shops, and much more. They are simply a reclusive location where you can make yourself at home. Clan Tokens must be purchased at the Clan Hall in Midgaard and turned into an IMP. The following is a list of considerations for building or expanding a hall. IMPORTANT NOTE: You MUST buy a clan creation token first to have your clan created. This gives you a clan name, makes you the clan leader, and access to your personal clan channel. If you do not have that token, then a clan hall will not be created. LOCATION of where your hall entrance is in the game: You can build anywhere you like as long as it meets the following criteria: 1. The hall must not be connected in Midgaard. 2. There must not be a hall already created in the area. 3. It must be within reason -- no building inside a vault or extremely hard to reach area. 4. Ultimately IMPs have the final say on approval/denial of a location. ROOMS to build your hall in: A clan hall token is needed for the first two rooms of your hall. If you purchase any other clan hall token such as clan hall bank or shop first before purchasing this token, you will have to then purchase the clan hall token before it can be redeemed. The first two rooms are your entrance and your main hall. Other rooms will require different schematics (bank, shop, portal). There is a maximum of 5 rooms total. 1) Entrance 2) Main Hall 3) Shop 4) Bank 5) Portal Hidden Exit in a room: 500k Doors in rooms: 100k each; cannot be locked. GUARDS to protect your clan hall from intruders: A clan guard token must be purchased for a Clan Guard. This prevents anyone who is not in your clan from going beyond the entry point. One clan guard per clan. OBJECTS to decorate: Miscellaneous signs or random objects with no stats: 250k each (max of 3). A clan chest requires the clan chest schematic. This is a container chest that is placed in the main hall, but will NOT crash-save it's contents. FOUNTAINS to drink or refill from: A clan fountain schematic must be purchased. This is a basic water fountain that will be placed in the main hall room. One fountain allowed per clan. SHOPKEEPER that sells items within your clan hall rooms: A clan shop schematics must be purchased and adds an additional room to your clan. Allows the purchase of PERSONALIZED RECALL SCROLLS that will recall you back to your clan hall. All other common items will include bread, canteens, barrels, grappling hooks, etc. -The common items can be personalized for 500k per item. One clan shop per clan. CLAN BANK that stores clan gold: A clan bank token must be purchased and adds an additional room to your clan. Only one bank per clan. FURNITURE to help you regenerate faster: A clan furniture token must be purchased. This allows up to 10 people to sit or sleep on at once. Increases regen and will be placed in the main hall room. Only one per clan. CONDITIONS FOR CLAN HALLS Clan halls are non-transferable. If a clan is deleted, the hall will be too. If a clan can't maintain a leader and at least 3 members in the clan within a six month period, it will be deleted. All parts of the hall must be behind the entry point. -If there is a guard, that guard must protect the entire hall at the entry point. IMMORTAL BUILDING of your hall will take place once you have made arrangements through Nero. That is, either find Nero online and talk with him or message him directly on Discord. *TIP*: Asking immortals when your hall is going to be done will not make it get finished any faster. Building the clan halls takes time and many details are required. See also: CLANS

CLANS Commands

Clans are groups of players that band together! That's all there is to it. There are many clans available to choose from. Each clan has its own membership requirements: minimum levels, application fees, monthly dues, and the like. Many clans have their own private areas of the game called CLAN HALLS with shopkeepers, portals, and regeneration furniture. You can use the following CLAN commands if you are NOT in a clan: clist - Shows a list of the current available clans. capply <clan #> - Applies to the specified clan. cwithdraw - Withdraws your application from the clan. You can use the following CLAN commands if you are in a clan: cwho - Shows who is in your clan. csay - Sends a message to your clan channel. cbalance - Provides the current clan bank balance. ctakeout - Withdraws money from the clan bank. cresign - Will resign you from the clan. You can use the following CLAN commands if you are LEADER of the clan: cdismiss - Dismisses a member from the clan. caccept - Lists new members applying to the clan. caccept <applicant's name> - Accepts the new member into the clan. creject - Lists members applying to the clan. creject <applicant's name> - Rejects the application. You can create your own clan! Here's how: - You must be level 40 or higher. - You must have at least two additional people to enroll in your clan. NOTE: They do not need to be logged on at creation time, but must be enrolled in the clan within 24 hours. - You must purchase a clan creation token at the Clan Hall in Midgaard and redeem with an IMP to create your clan. (This must be purchased FIRST before any other clan token!) - To create a clan hall you must purchase the clan hall token and turn into an IMP. (This must be purchased SECOND before any of the other clan hall tokens!) Help CLANHALLS for more information. Important things to remember about clans: - Clans reserve the right to deny anyone membership. - Equipment left in the Clan Hall does NOT stay there after a crash. - Clan channels can be seen by higher-level game staff. - Clans must keep an active membership of 3 members or they will be deleted. See also: CLANHALLS

COMMANDS Commands

Usage: commands The COMMANDS command gives a canonical list of all the known verbs. Each command listed should have help available by typing "HELP <command>". See also: SOCIAL, SOCIALS

COMPACT Commands

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

CONSIDER Commands

Usage : consider <monster> (short usage: con) This command will compare several statistics with that of the <monster>. This should give you an idea of the difficulty of the mob but it is by no means exact. Example: > con dracolich See also: HIT, KILL

"CON LOSS" Commands

Con loss is the unfortunate result of dying in the Apocalypse world setting. The effects of con loss are a flat -1 from the players natural con stat, and aside from earning the skill points required to train your stats, there is no other way to earn the loss of a con point back. The most pressing matter relating to the loss of con is that not only does a player lose hp from their hitpoint pool, but once you reach 1 natural con and lose another con, your character is sentenced to die. This death is permanent and will result in your character being force deleted. In Apocalypse, con loss does not become a factor until a player reaches level 35. After level 35, all players experiencing a death will have a flat 20% chance to lose a con point, or any other stat for that matter. See also: DEATH, DEATH SENTENCE, REBORN, REIMBURSEMENT STAT LOSS

CONSTITUTION Commands

Constitution is an ability score representing a combination of a character's general physique, hardiness, and state of health. Constitution affects hitpoint total, the ability to mitigate melee critical hit damage, and the rate in which a character regenerates movement points outside of combat. ================================== | Con HP Critical Move | | Score Bonus Resist Regen | |================================| | 0 -4 0 0 | | 1 -4 0 0 | | 2 -3 0 0 | | 3 -2 0 0 | | 4 -1 0 0 | | 5 0 0 0 | | 6 0 0 0 | | 7 0 0 0 | | 8 0 0 0 | | 9 0 0 0 | | 10 0 0 0 | | 11 0 0 0 | | 12 0 0 0 | | 13 0 0 0 | | 14 0 0 0 | | 15 0 0 0 | | 16 1 10 2 | | 17 1 15 3 | | 18 2 20 4 | | 19 2 25 5 | | 20 3 30 6 | | 21 3 35 7 | | 22 4 40 8 | | 23 4 50 9 | | 24 5 60 10 | | 25 6 75 12 | ================================== Note: Please see the help files on STAT NAT and STAT MAX to learn more about how natural and maximum stat scores work.

COUNTERSTRIKE Commands

Usage : counterstrike Level/Class : 33rd Thief A carefully dodged attack presents a split-second moment of opportunity for the defending character. Within these instantaneous periods where time paradoxically appears to slow to a crawl, a well-timed counter attack may be landed upon an attacker. Note: Counterstrike requires a minimum of 6 movement points to activate, and each successfully countered attack will deduct 6 movement points from the current movement pool of the character. Failing to maintain a movement pool of 6 points will cause this automatic skill to deactivate. If a counterstrike is to be successful, a perception check based upon the intelligence ability must be passed in addition to a prerequisite dodge success. Counterstrike will not work in conjunction with parry.

"CRIPPLING WAVE" Commands

Usage : crippling <victim> Level/Class : 22nd Monk Crippling Wave enables a combat proficient monk with the ability to attack an enemy's movement pool. Certain enemies are immune to this manner of attack, but they are few and far between. This skill benefits from melee damage, and spell damage bonuses. Note: Scaling damage for this skill affects mobiles and players differently. Mobiles being hit with Crippling Wave will suffer significantly more movement loss than a player would. Monks must be in the Hebu stance to perform a Crippling Wave attack. Crippling wave is considered a Light based attack.

CREATION Commands

Type creation to find out about creating zones for the MUD.

DAMAGE Commands

Damage is the effect of a successful attack or other harmful situation, measured in hit points. The following messages may occur and their corresponding damage per successful attack is listed below. 0 = Fain tried to hit a mummy, but misses 1-2 = Fain tickles a mummy as he hits it. 3-4 = Fain barely hits a mummy. 5-6 = Fain hits a mummy. 7-10 = Fain hits a mummy hard. 11-15 = Fain hits a mummy very hard. 16-20 = Fain hits a mummy extremely hard. 21-25 = Fain mutilates a mummy with his hit. 26-30 = Fain massacres a mummy with his hit. 31-35 = Fain obliterates a mummy with his hit. 36-40 = Fain annihilates a mummy with his hit. 41-50 = Fain pulverizes a mummy with his hit. 51-60 = Fain decimates a mummy with his powerful hit. 61-70 = Fain totally demolishes a mummy with his mighty hit. 71-82 = Fain completely devastates a mummy with his merciless hit. 83-92 = Fain utterly eradicates a mummy with his ruthless hit. 93-145 = With a malicious smirk, Fain calmly disembowels a mummy with his brutal hit! 146-?? = In a blur of motions, Fain GRIEVOUSLY WOUNDS a mummy with his deadly hit! ?????? = Fain VICIOUSLY SLAUGHTERS a mummy with his masterfully timed hit!

DAY NIGHT Commands

This is daylight time on the MUD. It is between the hours of 6 o'clock a.m. and 9 o'clock p.m. When the sun sets, the MUD is dark, necessitating the need for a light source. Midgaard is the only zone that remains daylight 24 hours a day. Midnight is -16, and noon-day is 20 natural light.

DEATH Commands

Death is a fact of life for all but immortal beings within the world of Apocalypse. When a player dies, several things may happen depending upon the level of the player, and his or her luck. A player at or above level 35 will potentially suffer a CON LOSS experience, , or a STAT LOSS experience. This occurs at a flat rate of 20%. All players which die in-game will suffer a loss of experience, and of course you will need to recover your items and gold from your corpse if enemies do not get to them first! The experience loss is standardized at 25% of the current level experience - your next level of experience. To determine this number, the LEVEL command may be typed in game. To clarify this point: At level 35 you have acquired a total of 22000000 experience and need to reach 25000000 experience points total to reach level 36. 25000000 - 22000000 is equal to 3000000. 3000000 / 4 is equal to 750000 experience lost upon death. This drawback to death does not begin until level 5. Finally, a DEATH TRAP is a terrible experience for all players. Certain rooms are flagged as death traps, and if you should be unfortunate enough to enter one of these rooms, you may lose gear and abilities. There are only two ways to avoid a death trap: You must either never walk into one in the first place, or you must be wearing a seal of divine protection which may only be found randomly at a low % chance by fighting Legend V and VI mobiles. Note: If you have experienced a corpse loss due to a game crash, please see the help file on reimbursement.

"DEATH TRAP" DT Commands

A death trap, commonly called a DT, is a death room. When you enter a death room, you have been destroyed. If you pay careful attention to room descriptions, and look in directions before you enter a room, there are always clues to warn you. You do not lose experience points or gold for entering a death trap. A death trap will inflict death effects, destroy all items in your inventory, and send you to the void for a short cooldown period. There is also a flat five percent chance each worn item will be destroyed, but this only applies to non-customized gear pieces. Customized items are immune to death trap destruction, but will still be rendered broken like their non-customized counterparts when a player enters a death trap room. Note: A death trap may be avoided entirely if you own and equip a seal of divine protection. These seals are quite rare and may only be found on Legend V and VI mobs. If you should happen to be wearing a seal as you attempt to navigate into a death trap, it will spare you for a single use. Tip: Storing items in a wearable container and then actually wearing this item is a certain way to safeguard its contents. See also: REPAIR, STAT LOSS

"DEATH SENTENCE" Commands

A player which has lost con through death while possessing a natural con of 1 will be sentenced to die. This is not a pretty sight, nor is the experience one that players look forward to. A character that has been sentenced to die will immediately have their corpse sent to the Midgaard Dump to be disposed of, and their character file will be marked with an irreversible delete flag. A character is given space in the world of Apocalypse to re-enter the game and say their farewells if they choose to do so after the death sentence has been passed, or they can disconnect at the login screen and the sentence will be carried out immediately. If a player chooses to re-enter the game, their stats will be reduced to 1, their hitpoints, mana, and movement points will all be reduced to 1, and if for any reason they lose connection, the sentence will be carried out. See also: CON LOSS, REBORN, STAT LOSS

DEPOSIT Commands

This command can be used in places designated as a bank. It places the amount of gold specified into your bank account from your carried account. Since immortals have no need for a bank account, they may not use the deposit command after reaching level 41. Format: deposit <amount>

DESCRIBE Commands

Usage: describe [item] If you'd like to pay to see a detailed description of an item that a shop has for sale, then use the describe command as follows: Examples: > describe sword (shows the sword stats) > describe 3.shield (shows the stats for the 3rd shield in the list) See also: LIST, BUY, SELL, SHOPS, VALUE

"DETECT TRAP" "DETECT TRAPS" Commands

Usage : detect, detect trap Level/Class : 3rd Thief, 20th Bard, 24th Anti-Paladin Traps may be found upon any object or room in the game, and they can perform a wide array of functions. A trap may teleport you to an unknown location, damage you, or anything in-between or outside of what you might expect to encounter. Having the ability to detect a trap is a bonus to any player or group of players exploring the world, but thieves are far more gifted in trap knowledge than other classes.

"DIRGE OF SORROW" DIRGE Commands

Usage : dirge Accumulative : No Duration : until combat ceases Level/Class : 32nd Bard This song demoralizes an enemy or group of enemies within an area, causing all that hear the melody to lose their ability to focus during battle. In game terms, this means that an enemy will have a greatly reduced ability to damage those they fight due to an increased change of missing physical attacks. Dirge causes a -3 hitroll and -1 damage debuff.

DISABLE "DISABLE TRAP" "DISABLE TRAPS" Commands

Usage : disable Level/Class : 5th Thief, 27th Bard, 31st Anti-Paladin Attempts to disable all traps in the room which have been found using DETECT. Undetected traps cannot be disabled. If the player fails his/her skill check when trying to disable a trap, he/she may set it off depending on random chance. Some traps cannot be disabled.

DEXTERITY Commands

Dexterity is an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, balance, and reaction speed. Dexterity determines how many items you may carry, movement point total, armor point bonuses, and bonus hitroll. ======================================= | Dex Items Move Armor Hit | | Score Carried Bonus Bonus Bonus | |=====================================| | 0 5 -4 +70 -10 | | 1 5 -3 +60 -9 | | 2 7 -2 +50 -8 | | 3 9 -2 +40 -7 | | 4 11 -1 +30 -6 | | 5 13 -1 +20 -5 | | 6 15 0 +10 -4 | | 7 15 0 0 -3 | | 8 16 0 0 -3 | | 9 16 0 0 -3 | | 10 17 0 0 -2 | | 11 17 0 0 -2 | | 12 17 0 0 -1 | | 13 17 0 0 -1 | | 14 17 0 0 0 | | 15 17 0 -10 0 | | 16 18 +1 -20 +1 | | 17 19 +2 -30 +1 | | 18 20 +2 -40 +1 | | 19 22 +3 -50 +2 | | 20 24 +3 -60 +2 | | 21 26 +4 -70 +2 | | 22 28 +4 -80 +3 | | 23 30 +4 -80 +3 | | 24 35 +4 -90 +3 | | 25 40 +5 -100 +4 | ======================================= Note: Please see the help files on STAT NAT and STAT MAX to learn more about how natural and maximum stat scores work.

DODGE Commands

Usage : dodge Level/Class : 21st Thief Through the use of nimble acrobatics, clever footwork, and sleight of hand techniques, a character may avoid an incoming attack entirely. Note: Dodge requires a minimum of 3 movement points to activate, and each successfully dodged attack will deduct 3 movement points from the current movement pool of the character. Should your movement points drop below the minimum requirements, dodge will cease to work and be deactivated until the player possesses enough movement points to once again activate it. Dexterity directly impacts the success or failure of dodging attacks as it is translated into a 1:1 ratio for percentage. An enemy's dexterity also affects the success or failure of dodge: You will want to be as fast as possible if you desire to avoid being hit.

EVADE EVASION Commands

Usage : evade Duration : instantaneous, until evasions are exhausted Level/Class : 28th Berserker The berserker is a feared adversary upon the field of battle, renowned for dauntless courage, herculean strength, and lightning-fast attacks. As seasoned veterans of hand-to-hand combat, berserkers naturally develop the ability to accurately discern the ebb and flow of combat patterns. This sixth-sense enables them to predict the attacks of enemies, which in turn gives the berserker a key advantage in evading them entirely. Note: Evade operates based upon a scaling model in terms of effectiveness. The dexterity of a berserker will affect not only the success rate of evasive tactics, but also how many back-to-back attacks may be evaded. All the foresight in the world is useless without the speed required to meet an incoming attack, therefore it is to the benefit of berserkers to ensure they remain as dexterous as is possible. Evade will not work in conjunction with parry.

HEALTH Commands

Usage: health [character] The HEALTH command tells you the estimated status of a target. Charmed mobiles controlled by players may be inspected with this command by all players, and in doing so, precise information is returned. In game terms, this is granted to mortals for the purposes of aiding their group in the heat of battle. See also: CONSIDER

DIRECTION NORTH SOUTH EAST WEST UP DOWN Commands

There are 6 directions that a player can go in: north, south, east, west, up, and down. Type in the direction that you wish to go. (Short usage: n, s, e, w, u, d)

DISARM Commands

Usage : disarm [victim] Level/Class : 5th Fighter, 3rd Paladin, 3rd Samurai Attempts to hook or slap your opponent's weapon in order to disarm him. Disarm requires a weapon to be wielded by both you and your opponent. Your current opponent is the target. Some special weapons cannot be disarmed.

DISHONOR HONOR Commands

Dishonor is accumulated by Samurai warriors as a result of leaving combat. This includes fleeing, retreating, being summoned, or in any fashion leaving combat. Once accumulating dishonor, a samurai loses his skills, can not train, and loses half his attacks until regaining his honor. The amount of honor lost is (level+3)/4; this amount is doubled if the samurai is aligned neutral or evil. When 100 dishonor points have been accumulated then the samurai is dishonorable. There are multiple ways to regain honor. Once the samurai has gained 100 dishonor points, he/she may commit seppuku. Also, gaining a level while aligned good will give the samurai back half of their honor. In addition to these ways, a player may also regain honor by following the Bushido code of combat and defeating powerful enemies in one-on-one combat. In such instances, an enemy must be no greater than 5 levels beneath the player, and the player must defeat the enemy without another player in combat. See also: SEPPUKU, GROUP RETREAT

DISPLAY PROMPT Commands

Format: >display [ H | M | V | X | T] Display allows you to set the format of your prompt to include information about your current hitpoints/mana/movement points/exp to level. Your display prompt is saved in the player file, so that it will appear the same each time you log on the game. The H option will set your prompt to display only hitpoints. The M option will set your prompt to display mana. The V option will set your prompt to display movement points. The X option will set your prompt to display exp points to level. The T option will set your prompt to display the name of the target you are attacking and their hit point status. Examples: > display H - you type. <32H> - this is your new prompt. > dis HM - you type. <32H 100M> - this is your new prompt. > dis HV - you type. <32H 82V> - this is your new prompt. > dis HMV - you type. <32H 100M 82V> - this is your new prompt. <32H 100M 82V>display - you type (no options or 'off') > - your prompt returns to normal. > dis all - display everything > dis auto - display hit, mana, and move when they are below 30% See also: TOGGLE

DOMAIN Commands

If you plan on playing your character from a variety of different sites, we require you to inform us of the sites you will be using via this command. You are not restricted from using any site. This command is simply to help us determine, if we see your char from an unusual site, if it was hacked or not. Your name is automatically logged by the command. Example: > domain I will be logging in from wvnvaxa.wvnet.edu or wvnsvc.wvnet.edu

DOUBLE "DOUBLE BACKSTAB" Commands

Usage : double <victim> Level/Class: Double backstab deals identical damage to the backstab skill, only it is doubled through the addition of an extra backstab attack. Double backstab is identical to backstab in regards to damage output per stab. No matter the success, a double backstab will not allow you to enter any commands for 2 combat rounds after. The chance of successfully double backstabbing a victim depends upon how well you have practiced double backstab at your guild. Double backstabbing sleeping creatures is always successful upon the first strike if you have any training in double backstab, but the second strike may still fail. Double backstab has a failure rate for each stab that is rolled separately. You may succeed in the first or second backstab and still fail in the other. The failure rate for the initial stab is identical to the Backstab skill, but the second backstab will fail at a rate 30% higher than normal. Note: Double backstab requires the expenditure of 7 movement points per successful stab. Without sneak being activated, a backstab is not possible. Double backstab follows the rules governing sneak. Double backstabbing a legendary mob carries a slightly reduced success rate for the initial backstab, and a significantly reduced success rate for the second backstab.

DROP Commands

Usage: drop <item> drop all.<item> drop all drop <number> coins Used to drop an item on the ground. You may drop ALL items in your inventory at the same time as well. Note that dropping items over the DUMP in Midgaard will result in the permanent loss of those items. However, you are rewarded with a small percentage of their worth. When dropping items over the dump, make absolutely sure this is what you want to do. There will be no reimburse- ments for 'accidental' drops at the dump. Examples: > drop bottle > drop all.bread > drop all > drop 1000 coins See also: DONATE, GET, JUNK, DUMP

DUMP Commands

Usage: drop <object> By dropping an object in a room designated as a dump, you destroy the object and help the game to recirculate it. In addition, you also get some bonus experience points or coins for doing the deed. An object when dumped is worth its cost/10. If you are under level 2 then you get the object's worth (up to 200) in experience points, otherwise you get the object's worth in gold. If a store owner won't buy an object, go and dump it...at least you will get some gold for it, and it will recirculate back into the game. When you dump items, make absolutely sure that is what you want to do. There will be no reimbursements for 'accidental' drops.

EAT DRINK SIP TASTE Commands

Usage: eat <item> taste [from] <item> drink [from] <item> sip [from] <item> If you're hungry or thirsty, you may want to do one of these. Sip and Taste are useful for trying food or liquids that might be poisonous because then the amount of poison absorbed is limited and not very dangerous unless you are low on hit points.

EMOTE : Commands

Usage: emote <message> : <message> A different form of communication that allows a player to create a sentence that is seen by others in the room, which begins with his/her name. If this command is used in any illegal or inappropriate manner, your char will be muzzled, and thus will not communicate with anyone, and could even be deleted. The shorthand is ":". Example: > emote is very happy today. Output would be <YOUR NAME> is very happy today. (short usage is a comma <,> in place of emote)

ENTER Commands

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'.

ENDURANCE Commands

Usage : n/a Level/Class : 4th Ranger, 5th Monk This skill is automatic once it has been practiced. It allows the character to regain mana, hit points, and moves at a regular rate, even if hungry and thirsty. For each tick that the character is hungry, a counter is incremented by 5 percentage points. When the counter is greater than the endurance proficiency percentage, the character is affected by hunger and thirst. He/she must successfully eat and drink (get hunger and thirst both above 20) to get the counter to reset to 0.

"ENCHANTING" Commands

Usage : enchant item_name material_name Enchanting is the process by which a player may imbue an enchantable object with the magical properties of an enchanting material. If you have an enchantable weapon, armor, worn, or other item you wish to imbue with magical powers, you must take it to Lepidus the Enchanter at the Quester's Hall in Midgaard. Note: Enchanting an item will forever bind it to the player. You must first possess a socketted item with an open socket, an enchanting material, and the gold required if you wish to enchant. Example: enchant pike dice

"ENCHANTER" Commands

Lepidus the Enchanter may be found within the City of Midgaard. Should you wish to use his services, you will require three things: An enchantable object with open sockets, an enchantable material, and the funds to pay the enchanter himself. The cost for these enchantments varies depending upon the item being enchanted, and the power of the enchanting material being used in the process. Each time an object is enchanted, the cost associated with a future enchant increases.

"ENCHANT LIMITS" Commands

Enchanted equipment possesses maximum limits to the magical powers they are able to be imbued with. These power restrictions vary based upon a variety of factors, and their maximums have been included in the table below. For stats not included in the table, they are assumed to carry no limits other than the ability of a player to harvest an appropriate material, and the players imagination. ================================================ | Equipment | One-Hand | Two-Hand | Armor | | Stats | Weapon | Weapon | Piece | |==============================================| | Melee Dmg | 3 | 6 | 3 | | Melee Crit % | 3 | 6 | 3 | | Melee Crit Dmg | 3 | 6 | 3 | | Spell Damage | 9 | 12 | 9 | | Spell Crit % | 6 | 9 | 6 | | Spell Crit Dmg | 6 | 9 | 6 | | Attack Bonus | 1/1 | 1/1 | 1/1 | ================================================ Note: Spell damage is defined as the combined total of any and all spell bonus damage on an item. For example: An item has a bonus of +5 electric damage and +3 cold damage, it has a total of +8 spell damage.

"ENCHANT MATERIALS" Commands

Enchanting materials are an essential component of the enchanting process, and they come in a wide variety of shapes, sizes, and tiers of power. These materials encompass nearly all statistics, abilities, and aspects of an item which a player may encounter naturally in the game world. They also include obscure modifiers otherwise not available via normal game items. The power contained within an enchanting material will directly affect the power of an enchanted item, so it is up to the player to choose wisely before they forever bind the power of an enchanting material with an enchantable object.

"ENCHANT SOCKETS" Commands

Each enchantable piece of equipment carries with it a pre-defined number of sockets. Sockets are simply the number of enchantments an object can hold. The more sockets an item has available, the greater potential power the item has. In addition to overall sockets, enchantable objects may also have armor bonus sockets Enchantable armors may or may not possess an armor bonus enchantment socket. If you wish to improve the AC of an armor piece, the object being enchanted will by necessity require an open enchant socket and an open armor bonus socket. Furthermore, a stack of plates made for improving the overall AC of an enchantable piece of armor will need to be used to fill the empty socket.

ENVENOM Commands

Usage : envenom <weapon> <poison> Level/Class : 13th Thief An envenomed weapon offers significant advantages to those whom are willing to seek out the purveyors of illicit substances. The poisons used to envenom a weapon work in a variety of different ways, all of which are deadly. Each poison offers a unique initial potency, and a latent potency. The initial potency is measured by way of damage dice such as is the case in a poison with a 5d5 worth of damage attributed to it. The latent potency of a poison is measured in the length of diminished regeneration caused by the poison over time. A third, and arguably the most important aspect of high-quality poison selection is the enduring strength of each poison. A poison which is applied to a weapon and has a 25% chance of striking an enemy more than once would be considered average. There are however poisons which may strike many times over the duration of a battle, but they are rare indeed! An enemy suffering an attack from an envenomed weapon will encounter two issues per successful blow. First, they will receive immediate damage as is dictated by the poisons damage dice. Second, they will have their regeneration speed immediately and significantly decreased. This decrease stacks with the poison spell and it can be quite devastating. Poison spell damage also directly adds to the damage dealt per successful hit.

EQUIPMENT Commands

Command that lists what armor, weapons, etc. you're wearing. (short usage: eq) See also: INVENTORY, SIZE

ESTATES Commands

Usage : n/a Level/Class : 32nd Paladin, 25th Thief This skill allows characters to wisely manage their assets. Consequently, they gain some gold each tick and get a better interest rate (an extra %10 maximum) with the bank. Each tick a proficiency check is made, and if successful the character will earn anywhere from 1 to 306 gold depending on luck, level, and skill proficiency. Estate accrual rates ceases to apply once a character has reached a combined on-hand and bank gold wealth value of 500,000,000 coins. When a player has reached this amount of gold, they are assumed to be an economic benefactor rather than an accumulator. The formula used is: (proficiency*(MAX(0, (level-24))^2)/100)+rand_number(1,level) gold) See also: INTEREST

EXAMINE Commands

Usage: examine <thing to examine> May give you some valuable information about an item. (short usage: exa) Example: > examine corpse (lists all items contained on the corpse) > examine chest (lists items contained in the chest) See also: LOOK

EXITS Commands

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

"EXPLODING PALM" Commands

Usage : exploding <victim> Level/Class : 32nd Monk Exploding palm mirrors a standard palm strike identically in terms of initial damage output, but it offers a one round delay in additional damage. In game terms this means that Exploding Palm will damage an enemy instantly, and it will also damage them three seconds later with a second set of damage. This skill requires the use of ki (mana) in order to use it. Monk Note: Monks are required to be in the Mabu or Gongbu stance to perform an exploding palm strike.

FILL Commands

Usage: fill <item> <object to fill from> If you want to fill a container you're holding with liquid from a fountain in the same room as you. Example: > fill canteen fountain See also: POUR

FISHING CASTOUT REELIN Commands

Usage: castout reelin To fish, you must be on water, in a room specified as such with a school of fish present in that room of water. Also, you must be holding a fishing pole. If you move from your original place of fishing, you automatically pack up your gear and move on. Castout to cast your pole into the water and wait for a pull on your line. Reelin to reel the fish in. Anyone can fish, all you need is a pole and patience. Also, they say that Nodri has a taste for fine oyster and, of all nastiness - carp. Catch either of these and try giving them to him. You may be happy with your reward!

FLEE Commands

If you are in a fight and things are beginning to get a little uncomfortable (maybe you are about to die), just type 'flee', and presto! you are out of harm's way. As long as there are directional exits, you will not flee into a death trap. Fleeing in battle will cause you to lose (level - 1) * level * 20 exp. See also: GROUP RETREAT, RETREAT, EXPERIENCE XP, WIMPY

FOLLOW Commands

Usage: follow <leader> Use FOLLOW to automatically follow someone else. This will also allow you to become a group member. If you are following someone and you wish to stop, then type: "follow <your name>". Examples: > follow ras > follow self

FORGE Commands

Usage : forge Accumulative: No Duration : Permanent Forge is used in an attempt to add damroll on a weapon. Forge costs lumber and ore and can only be used once per weapon. The amount of resources required depends on the weapon level. The amount of damroll applied depends on the player level. There is a slight chance a forge attempt may backfire thus rendering the weapon unforgeable. Strength and Dexterity help maximize the probability of a successful forge. You can only forge a weapon one time and if the weapon already has max stat/enchantments and/or if it already has DAMROLL as a stat, it cannot be forged. Forge will modify the weapon as follows: Level Damage Resources 0..17 +1 ML 5 and under = 15 ML 25 = 75 18..23 +2 ML 10 = 35 ML 30 = 85 24..29 +2 or +3 ML 15 = 45 ML 35+ = 100 30+ +3 ML 20 = 55

FURY Commands

Usage : fury (type while in combat) Level/Class : 33rd Berserker Skill for Berserkers. Fury mode allows the player to tap into his or her battle aggression. Each time a player succeeds in unleashing their fury, the player will gain an additional one or two attacks randomly for that round of combat. This success or roll fail is linked to proficiency in the fury skill. At a max proficiency, players can expect a fury success rate of 25 percent. In addition to this, each successful fury will result in a hitroll penalty of -4 for that round of combat. As it is with the rage or berserk skill, fleeing is not possible while under the effects of fury. Note: If you lose link while in Fury mode, you will not autoflee. See also: RAGE, BERSERK

GET TAKE Commands

"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. If you are in a hurry, or if you just feel very greedy, you may type 'get all'. You can also use 'get' to extract objects from containers, or retrieve items from a corpse. Examples: > get sword corpse > get all corpse > get all all.bag > get all.bread all.bag See also: AUTOSPLIT, DROP, PUT

"GIFT OF CELERITY" Commands

Usage : Automatic Level/Class : 1st Warlock Warlocks possess a supernatural power to regenerate mana at an accelerated rate while under the effects of the haste spell. This gift is granted to all warlocks through a connection to the shadow plane, which if broken will render the gift useless until the link is once again established. In game terms: Gift of Celerity grants a 20% increased mana regeneration bonus to warlocks while they maintain an evil alignment and are under the effects of haste.

GIVE Commands

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

GLOW Commands

When equipping an item that glows, the character will glow, making him/herself visible to everyone in the room. Being visible negates the character being seen as glowing.

GOLD Commands

Usage: gold Displays how much gold you're carrying. See also: BALANCE, DEPOSIT, WITHDRAW

GOSSIP Commands

Gossip is a communication channel used for chit-chat with the rest of the mud. Gossip is a general term which can cover a wide range of topics. Please be considerate of others. We do expect that you will exercise discretion by avoiding topics that some players may find offensive. Also, spamming on any channel is very inappropriate behavior, and will result in the loss of channels by your char. If you have ANSI color enabled, this channel will appear magenta to most users.

GRAB HOLD Commands

Usage: grab <object> hold <object> For getting a good grip on something; a torch, for example. Examples: > hold torch > grab stone See also: EQUIPMENT, REMOVE, WEAR, WIELD

GRATS Commands

Grats is a communication channel used for congratulating other players for their achievements. Examples of achievements that merit the use of the grats channel are: leveling up, completing a difficult quest, and achieving something noteworthy in real life (e.g. graduating, marriage, birth of child). If you have ANSI color enabled, this channel will appear blue to most users.

GROUP Commands

Usage: group group < list | new | join | leave | options | kick | regroup | all > GROUP with no arguments shows the status of your group. GROUP LIST will show you a listing of all groups within the game, as well as their zone location and whether or not they are seeking new members. If you are a group member, then you will share experience points for killing monsters equally among 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 join a group, you must target a member of an "open" group (as in accepting new members) and use GROUP join <player name>. Example: Nero wishes to join Vatiken's group, so assuming Vatiken has set his group to open. Nero then types: > group join Vatiken To make a group, the wannabe "leader" will use the GROUP new command: > group new To leave a group, simple use GROUP leave: > group leave To rejoin a group: > group regroup If the leader leaves the group and one or more members still exists, a new leader will be chosen at random, otherwise the group will be disbanded. Group Leaders: To edit the options in a group, use the GROUP option <option> commands. > group option anonymous : Group information will be hidden/revealed > group option open : Group will be open/closed to new members To kick someone from the group, use GROUP kick <player name>: > group kick nero To have your charmies join the group use the ORDER command: > order charmie group join Vatiken To group all current players following you: > group all See also: FOLLOW, EXPERIENCE, GSAY, ASSIST, GREPORT, PROMOTE

GREPORT "GROUP REPORT" Commands

Usage: greport/grep Used to report your current condition (hp, mana, move) to all members of your group regardless of physical location. Note: To report to specific, individual players you will need to use the report command, not the greport command. See also: GROUP, REPORT

"GROUP RETREAT" Commands

Usage : gretreat <direction> Accumulative : No Duration : instantaneous Level/Class : 35th Fighter This skill allows the fighter leading a group to make a strategic retreat for his/her group. Players attempting to group retreat cannot be enraged by berserk, fury, or rage. If a group retreat roll is successful the player and his group will be removed from combat. Samurai players led by a player using the group retreat skill will retreat as well, they will however suffer the same dishonor penalty as if they fled from combat. In addition to this, those players affected by berserk, fury, or rage in the group will come to their senses and be removed from combat. All players involved in a successful group retreat will lose experience equal to that as if you have fled.

GSAY GTELL Commands

Usage: gsay <message> gtell <message> Tell something to all the members of your group, even if they're not in the room. See also: GROUP, TELL, SAY

HAMSTRING Commands

Usage : hamstring <victim>, hamstring Level/Class : 26th Berserker, 30th Fighter This skill allows the warrior to deal a blow to an opponent that prevents them from fleeing during battle. If the battle ceases for any reason, the effects of hamstring will also be removed. While fighters and berserkers can both hamstring their opponent, fighters suffer a 20 percent higher failure rate than berserkers do. Hamstring is a combat only skill. In game terms this means hamstring may only be utilized while a player is actively engaged in combat. The roll for overcoming a hamstring attack during combat is as follows: Random 37-sided dice <= (Con / 3) Note: Losing link while hamstrung will not cause you to flee. Hamstring falls under the resistance tree of Bludgeon attacks, and bludgeon resistance directly impacts the success or failure of a successful hamstring. See also: RAGE, BERSERK

HELP Commands

Usage: help [command] Following help is available: HELP <topic> - This text, used with a list of available topics. HELP - List the available commands. INDEX - List of all available topics using 'help <topic>' INFO - General help file for new players to the game. Help searches for a partial match of the entered word, including any spaces that may follow the word. Example: > 'help magic mis' will find the help text for the magic missile spell. > 'help xxx' will not match anything and thus will tell you no help is available. > 'help mag' will match 'magic user' or 'magic missile' depending on first occurrence in the help file. Most likely magic missile since the help file is indexed in alphabetical order (well mostly except where more than one keyword is given to each help entry, then it is based off the first keyword).

HIDE Commands

Usage : hide Duration : special (see below) Level/Class : 1st Bard, 1st Thief, 2nd Ranger, 2nd Anti-Paladin When you type hide, there is a chance that you 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. In addition to this, hide reduces the desire of an enemy to want to aggressively pursue you by 10%. Example of usage scenario: 1. You enter hide as a command and it has been activated. 2. You remain hidden unless you are attacked by a mobile with the ability to see you. 3. You will continue to remain hidden until you hit the enter key in any way, shape, or form. See also: SNEAK

"HYMN OF TRANQUILITY" Commands

Usage : hymn (in battle only) Accumulative : No Duration : until combat ceases Level/Class : 6th Bard This song places a bard and their group members into a focused state of mind during combat, greatly increasing their ability to hit an enemy in battle. Whether playing solo or with a large group, all recipients must be grouped to receive the benefits of this song. Hymn grants the recipient +4 hitroll and +1 damage.

IAIJUTSU Commands

Usage : (automatic once practiced) Accumulative : No Duration : not applicable Level/Class : 10th Samurai This skill is the art of the fast draw. It allows the Samurai to draw their weapon and get their attack in first when a victim begins attacking them. This skill is automatic once the Samurai starts to practice it. If the victim is also skilled in iaijutsu, then whoever has the highest proficiency wins the draw. If they are equally skilled, then attacker strikes first.

"IDENTIFY SCROLL" Commands

This scroll allows one to identify specific information about a player or an object. It is equivalent to having the sage identify an item for you.

IMMORTALIZE Commands

Usage: immortalize This command permanently turns a mortal character into an immortal. It can be used only once, and only by mortals who have gained the maximum attainable experience for their class. When a character becomes immortal, the only way he/she can return to mortality is by deleting themselves and starting the game over at level 1.

IMPLEMENTER Commands

[*IMP*] The most powerful beings in existence on the game. To you, the player, that means implementers are the people who run this MUD for your entertainment pleasure. Sapphire, Nero, Wafer, Finger and Werm are the active implementation team Involved in this mud. Odin is an honorary implementer worthy of the title.

INDEX Commands

<>=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=<> || MUD Help INDEX || || || || The following topics are available by typing: help <topic> || <>=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=\=<> [ A ] abilities, ac, accuracy, acid arrow, actions, aerial, affected, aggression, agony, aid, airwalk, alias, aliases, alignment, ambush, angels, animal friendship, animals, animate dead, ANSI color, antipal perks, antipal prof, antipaladin, anti-paladin, ap perks, ap prof, aquatic, areas armor, armor class, armor points, armor specialization, ask, asphyxiate, assassinate, assist, attacks, attributes, autoassist, autoexits, autogold, autorent, autosplit, autowear [ B ] backstab, balance, ball lightning, ballad, ban, banks, bard, bard perks, bard prof, bardic music, barkskin, barter, bash, bat sonar, battle ballad, befriend dryad, benediction, beneficence, berserk, berserker, berserker perks, berserker prof, bind portal major, bind portal minor, bless, blindness, blitz, blood quench, bloodlust, bludgeon attack, boards, bolt of steel, brief, breath weapon, bulletin, bum rush, burning hands, busy, buy [ C ] call lightning, calm, camouflage, cannibalize, cast, cause major wounds, cause minor wounds, chain lightning, chain lightning, chakra disruption, champions strength, channeling, charisma, charm beast, charm monster, charm person, charmies, checkload, chill touch, circle, circlemud, classes, clear, clenched fist, cleric, cleric perks, cleric prof, clients, cloak of darkness, cloak of shadows, cloak of the night, close, cls, color, color spray, combat magic, commands, compact, compare, con loss, confusion, conjure elemental, conjure shard, consecration, consider, constitution, constructs, control plant, control weather, counterstrike, create food, create water, creation, credits, crippling wave, csocket, cure blind, cure critic, cure light, cure serious, curse [ D ] damage, day, deactivate, death, death sentence, death strike, death trap, deaths door, delete, demonic clarity, demons, deposit, describe, destroy, detect alignment, detect evil, detect invisibility, detect good, detect magic, detect poison, detect trap, dexterity, dimension door, dimension shift, dimension walk, dinosaurs, direction, dirge, dirge of sorrow, disable, disarm, dishonor, dispel evil, dispel good, dispel magic, dispel silence, display, divine shield, dodge, domain, donate, double, double backstab, down, dragonborn, dragons, drain soul, draw upon holy might, dreamsight, drink, drop, druid, druid perks, druid prof, dt, dump, dwarf, dwarves [ E ] earthquake, east, eat, echo, echoall, elemental aura, elemental blast, elemental burst, elemental hands, elemental shard, elemental shield, elemental strike, elementals, elf, elves, embalm, emote, enchant limits, enchant materials, enchant sockets, enchanter, enchanting, endurance, enfeeblement, enlarge, ensnare, enter, envenom, equipment, essence transfer, estates, evade, evasion, evil, examine, exits, experience, exploding palm, extended stay [ F ] fighter, fighter perks, fighter prof, fill, fireball, firebolt, firestorm, flags, flailing fists, flamestrike, flamewalk, flaming arrow, flee, follow, food, forage, fortress of hate, free action, frost arrow, fumble, fury [ G ] get, ghoul gauntlet, ghoul touch, giants, gift of celerity, give, glacial fist, glow, gnome, gnomes, gold, golems, gongbu, good, gossip, grab, grats, greater cold resistance, greater electricity resistance, greater fire resistance, greater scry, greater summon, greport, group, group mana shield, group recall, group report, group retreat, gsay, gtell, guild [ H ] hail of arrows, half_elf, halfelf, half-elf, half-elves, half-giant, halfgiant, half-giants, halfling, halflings, hamstring, harm, haste, heal critic, heal group, heal light, heal room, heal serious, healing dream, health, hebu, hellfire, help, heroes feast, hide, hit, hitpoints, hold, hold animal, hold beast, hold monster, hold person, hold plant, hold undead, holy lance, holy word, honor, hornets dart, HP, human, humanoids, humans, hunger, hunt, hymn of tranquility [ I ] iaijutsu, ice lance, ice storm, identify, identify scroll, imm list, immortalize, immortals, imms, implementer, improved invisibility, index, info, infravision, inn, innervate, insects, intelligence, interest, intimidate, inventory, invisibility, invisibility to enemies [ J ] jail, junk [ K ] kick, kill, knock, kobold [ L ] lamentation, lamentation of cursing, layhands, lay on hands, leave, legend lore, lesser cold resistance, lesser electricity resistance, lesser fire resistance, lesser scry, lesser summon, level, levels, levitate, life leech, life steal, light intensity, lightning bolt, link, list, lizardkind, load, locate object, locate shadow plane, lock, look, lullaby, ls [ M ] m-w, mabu, madness, mage, mage perks, mage prof, magic missile, magic user, magical vestments, malign, mana, mana shield, map, meditate, memory, meridian strike, mind implosion, minotaur, minotaurs, mob hp, mobiles, mobs, monk, monk perks, monk prof, moon mote, MOTD, movement points, moves, murder, muzzle [ N ] necromancer, necro perks, necro prof, neutral, newbie, news, night, nobarter, nogossip, nograts, nohassle, norepeat, north, noscrub, noshout, nosummon, notell, npc [ O ] oasis, offer, ogre, olc, open, order, outsiders, overpower [ P ] pacify, pain room, paladin, paladin perks, paladin prof, palm strike, paralysis, paralyze, pardon, parry, pass without trace, pc, peace, perks, PFE, PFG, phase door, phoenix fist, pick locks, pierce attack, pixie, pixies, pkilling, planar travel, planewalker, plants, player character, poison, poison soul, policy, portal, portals, potion, potions, pour, power song, power strike, practice, prereq, prerequisite, priest, prismatic spray, proficiencies, promote, promotion, prompt, protected, protection from evil, protection from good, push, put, purge, [ Q ] qcom, qsay, quaff, quest, quest channel, quest history, quest join, quest leave, quest list, quest points, quest progress, quest shop, quest trainer, quit [ R ] races, racial practices, racial trainer, rage, raikou kick, rampage, ranger, ranger perks, ranger prof, read, rebirth, reborn, reboot, reception, recharge, recite, regeneration, reimburse, remove, remove curse, remove paralysis, remove poison, rent, repair, reply, report, reptiles, reroll, rescue, respond, rest, rest in peace, restful lullaby, restful sleep, restore, retreat, roar, rogue, rules, rush [ S ] samurai, samurai perks, samurai prof, sanctuary, save, saving throws, say, scale, scan, score, scroll, scrolls, scrubber, search, searing orb, searing though, second sight, second wind, self charging, sell, sense life, seppuku, set, shadow armor, shadow door, shadow flare, shadow shield, shadow walk, shadowbolt, shield against evil, shield against good, shield punch, shield rush, shield specialization, shocking grasp, shops, shout, show, shrink, shutdown, silence, sip, siren song, sit, size, skeletal guise, skeletons, skill points, skills, slash attack, sleep, sleeping, sleepwalk, smite evil, smite good, sneak, socials, somnolent gaze, song of power, song of the siren, sonic blast, sonnet, south, sovereign heal, special attack, spells, split, spook, staff, stalk, stance, stand, stat loss, stat max, stat nat, staves, steal, STR, strength, strength burst, stun, succor, summon beast, summon phantasmal, summon skeleton, sunburst, sunray, sustain, sweep, switch, synostodweomer, system [ T ] take, taste, taunt, teleport major, teleport minor, teleview major, teleview minor, tell, thac0, thaco, thesaurus, thaumaturgy, thief, thief perks, thief prof, thirst, throw, tiefling, time, title, toggle, token, torment, track, trail of the woodlands, traits, transfer, transfuse, traps, trip, trigedit, triton, tritons, troll, turn undead, turning, typo, [ U ] uldra, uldras, unarmed attack, uncharm, unconsecrate, undead, unfort, ungroup, unholy word, unlock, unsanc, up, use, user [ V ] value, vampires, vampiric gaze, vanish, version, vigorize critical, vigorize light, vigorize serious, visible, vitality, vitalize mana [ W ] wail of the banshee, wake, wand, wands, war sonnet, warlock, warlock perks, warlock prof, warrior, waterbreath, waterwalk, weapon proficiencies, weapons, wear, weather, wemic, west, where, whirlwind attack, whisper, who, whoami, wield, wimpy, windwalk, wisdom, withdraw, wither, wiz, wizard, wizhelp, wizlist, word of recall, write [ X ] xp, xubu [ Z ] zcheck, zone, zones, zreset

INFO NEWS POLICY VERSION Commands

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

INTELLIGENCE Commands

Intelligence is an ability score representing a character's memory, reasoning, and learning ability. The INT ability score dictates the beginning practice learned percent of a new spell or skill. It also applies a major mana bonus at higher ability scores, as well as an experience boost. ================================= | Int Practice Mana Exp | | Score Learn % Bonus Bonus | |===============================| | 0 1 0 0 | | 1 1 0 0 | | 2 2 0 0 | | 3 3 0 0 | | 4 4 0 0 | | 5 5 0 0 | | 6 6 0 0 | | 7 7 0 0 | | 8 8 0 0 | | 9 9 0 0 | | 10 10 0 0 | | 11 11 0 0 | | 12 12 0 0 | | 13 13 0 0 | | 14 14 0 0 | | 15 15 0 0 | | 16 16 +2 2 | | 17 17 +2 4 | | 18 19 +2 6 | | 19 21 +3 8 | | 20 23 +3 10 | | 21 25 +3 12 | | 22 27 +4 14 | | 23 29 +4 18 | | 24 32 +4 22 | | 25 35 +5 25 | ================================= Note: Please see the help files on STAT NAT and STAT MAX to learn more about how natural and maximum stat scores work.

INVENTORY Commands

Usage: inventory Lists what you're carrying, but not wearing. (short usage: i) See also: EQUIPMENT, GRAB, HOLD, REMOVE, WEAR

JUNK DESTROY Commands

Usage: junk <object> junk <number> coins junk all.<object> (careful with this one) Allows a player to destroy an unwanted object instead of just dropping it; thus, the command helps the game to recirculate unwanted objects. There will be no reimbursements for 'accidental' destroying of equipment. A player is also rewarded for destroying objects. The reward is 8% of the object's worth minus 1% for every 5 levels of the player. Note: PROTECTED items cannot be destroyed by a player or by a charmed NPC. Enemies may still destroy protected items once acquired. See also: DONATE, DROP, DUMP, PROTECTED

KICK Commands

Usage : kick <victim> Level/Class : 1st Fighter, 1st Anti-paladin, 1st Paladin, 2nd Ranger, 6th Berserker, 8th Monk. The success of a kick depends upon how well you are learned in the skill. The higher level you reach the harder you kick. However, when you kick (or miss) you will be unable to type any command for 3 rounds of fighting, so be sure that you do not need to flee. Kick damage: (Lvl + Total Damage Bonus) Monk Note: Monks are required to be in the Xubu or Hebu stance to perform a kick.

KILL HIT Commands

Usage: kill <victim> hit <victim> A good way to start a fight. Not a good idea to hit other players. Examples: > kill <monster> > hit <monster> See also: FLEE, WIMPY

"LAMENTATION OF CURSING" LAMENTATION Commands

Usage : lamentation Accumulative : No Duration : until combat ceases Level/Class : 12th Bard This song demoralizes an enemy or group of enemies within an area, causing all that hear the melody to lose their ability to focus during battle. In game terms, this means that an enemy will have a greatly reduced ability to hit, and a slight reduction in damage. Lamentations causes a -5 hitroll debuff.

"LAY ON HANDS" LAYHANDS Commands

Usage : layhands [victim] [hp cured] Accumulative : No Duration : instantaneous Level/Class : 1st Monk, 2nd Paladin, 5th Ranger Layhands, or as some call it, 'Lay on Hands,' is a healing ability whereby the character translates the energy of their spirit into a healing energy transmitted through direct touch. In the eastern lands, monk practitioners are said to perform the art of layhands by means of their qi-gong energy. Paladins and rangers know it simply as a necessary expenditure of mana which aids them in their restorative act. The outcome is however the same in all cases, regardless of semantics. The mana cost of layhands varies depending upon the target of the skill. When cast upon a target other than oneself, the cost for each layhands skill use is .75 of the total hitpoints which are to be healed. If a character channels layhands upon their own wounds, the mana required is equal to the hitpoints which are being healed. Note: Layhands imparts a one round battle lag upon success and failure.

LEAVE Commands

Usage: leave If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside.

LEVEL Commands

A level is any of several different game factors that are variable in some degree, where the higher level means the more power. Examples of level are: * Class Level A measure of a character's power, starting at level 1 as a beginning adventurer and rising up to level 41 (immortal) via an accumulation of experience points. * Spell Level A measure of the power of a magical spell.

LEVELS Commands

Usage: levels Lists the levels of your class and the experience required to attain each level.

"LIGHT INTENSITY" Commands

The amount of light in a room is not constant. Each room has a light intensity set for that room. The intensity can be modified by light sources and by spells. The amount of modification depends on the quality of the light source. The time of day, cloud cover, and moon phase also affects the light level of rooms that are outside. Sunrise is at 6am and Sunset is at 9pm. It is darkest at 1 a.m. during a new moon and the lightest at 1 p.m. Players will always be able to see in city sectors and 'indoor' flagged rooms. Rooms that are flagged 'dark' will always be dark no matter how many lights or spells are used to counter the darkness. Type 'time' to see how intense the current room lighting is.

LIST Commands

Usage: list [item type] 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) See also: BUY, SELL, SHOPS, VALUE, DESCRIBE

LOOK Commands

Usage: look look [in | at] [the] <item> look <direction> Used for studying your surroundings. (Short usage: l) Examples: look (or l) look at room (l room) (check out room description if you are in brief mode) > look AT the fountain (l fountain) > look IN the bag (l bag) > look to the south (look south) Note: If you LOOK AT CORPSE you will not see its inventory. To see what's inside a container (e.i. Corpse) use LOOK IN <OBJECT>, or EXAMINE CORPSE.

"RESTFUL LULLABY" LULLABY Commands

Usage : lullaby (out of combat) Duration : ((caster level / 8) + 2) Level/Class : 9th Bard This melody increases the regenerative powers of a bard and or their group. Lullaby operates upon a scaling model that increases as a player levels. This model is not based upon the bards level, but rather it is based upon the level of the player receiving the regenerative bonus. Each time a bard sings a lullaby melody, there is a 16-tick cooldown for when the bard may once again sing this song, or those hearing it may be a recipient of the effects that it grants. ============================================ | Level | HP | Mana | Move | |==========================================| | 1 - 9 | +4 | +5 | +2 | | 10 - 18 | +6 | +7 | +4 | | 19 - 27 | +8 | +10 | +6 | | 28 - 36 | +10 | +13 | +8 | | 37 - 40 | +12 | +15 | +10 | ============================================

MEDITATE Commands

Usage : meditate Accumulative : Not Applicable Duration : Indefinite Level/Class : 1st Monk, 5th Samurai This skill will allow the character to regain his/her hit, mana, and movement at double the normal rate for resting. At each tick, a meditate proficiency check is made, if it fails then the character only regains as if resting. A player must remain in meditation for more than a tick to benefit from its effects.

"MERIDIAN STRIKE" Commands

Usage : meridian <victim> Accumulative : Yes (1d10 per round, per strike) Level/Class : 35th Monk Meridian Strike is a fabled attack of mystical lore outside of the realm of martial arts masters, and is to be greatly feared. Also known as, "The Touch of Death," Meridian Strike attacks vital circulatory points within the anatomical structure of an enemies body. Once an enemy is struck with this attack, they will suffer an ever-increasing damage for each round of combat wherein they fight. Should an enemy fail to disengage from combat, "The Touch of Death," will eventually kill them without question. Should an enemy disengage from combat or all combatants flee from battle, the touch of death will no longer affect its target. Note: A monk is only required to apply this attack in combat, not remain in combat. A clever monk may indeed apply this attack without tanking a mobile, or any other combination of combat stratagem, so long as the recipient of the Meridian Strike remains in combat. The attack is quite costly to a monk, and therefore the use of this attack should be as well thought out as it is precise. Monks must be in the Hebu stance to perform a Meridian Strike.

MINE MINING ORE Commands

Usage: mine To mine, you must be in a mountain area, in a room specified as such with a mining node present in that room. Also, you must be holding a pickaxe. If you move from your original place of mining, you automatically pack up your gear and move on. Mine the node until you have received the ore. If the node is still there you can continue mining until it disappears. See also: RESOURCES, WOODCUTTING

MOTD Commands

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!

MURDER Commands

Usage: murder <victim> Kill command to hit another player. To avoid accidental flagging (i.e. trying to type "kiss Nia" but accidentally typing "kill Nia"). Note that it is illegal to kill other players. If you try you will get a KILLER flag. If you are flagged as a killer, you are unable to do damage and other players will be allowed to use the MURDER command to kill you without being flagged themselves. See also: FLAGS

NOBARTER Commands

Usage: nobarter NOBARTER toggles whether or not you hear barters. See also: BARTER, FLAGS, TOGGLE, WHO

NOGOSSIP Commands

Usage: nogossip NOGOSSIP toggles whether or not you hear gossip. See also: GOSSIP, FLAGS, TOGGLE, WHO

NOGRATS Commands

Usage: nograts NOGRATS toggles whether or not you hear congratulations. See also: GRATS, FLAGS, TOGGLE, WHO

NOREPEAT Commands

Usage: norepeat This command toggles whether or not you see your communication echoed back to you (i.e., from commands such as SAY, SHOUT, GOSSIP, etc.) Useful if you have a slow connection or if it just annoys you. See also: TOGGLE

NOSHOUT Commands

Usage: noshout NOSHOUT toggles whether or not you hear shouts. (deaf) will appear after your name in the WHO list. See also: SHOUT, FLAGS, TOGGLE, WHO

NOSUMMON Commands

Usage: nosummon Due to problems we've had with players killing other players by summoning them to Bad Places, all characters now have SUMMON PROTECTION turned on by default. This prevents people from summoning you and gives you a warning message if someone tries. If you want to let someone summon you (i.e., if someone wants to summon you for a legitimate reason), type NOSUMMON to turn off summon protection. You can then type NOSUMMON again to turn protection back on. See also: SUMMON, TOGGLE

NOTELL Commands

Usage: notell Use NOTELL if you wish to prevent other players from using "tell" to communicate with you. (notell) will appear after your name in the WHO list if you have notell on. See also: FLAGS, TELL, TOGGLE, WHO

NPC "NON-PLAYER CHARACTER" Commands

An NPC is a character that is controlled by the game and not a player.

OFFER RENT Commands

Usage: offer rent For use in the receptions of inns. Offer makes the innkeeper tell you the cost of storing your belongings. At a normal inn the rent cost will be per day, but the accrual rate for the cost incurred by a player is calculated per second. At an extended stay inn the cost is a single flat payment. See also: EXTENDED STAY, INN, RECEPTION

OPEN CLOSE LOCK UNLOCK Commands

Used for entering passageways. Examples: > open door > open gate > open portal > open portal to the south (if there's more than one to choose from)

ORDER Commands

Usage: order <character> <command> order followers <command> If you have charmed followers, you can order them to do things. (short usage: or). You can order everyone under your command with "order followers". Examples: > order cityguard kill <monster> > order cityguard rest > order follower rest > order followers rest

OVERPOWER Commands

Usage : overpower Duration : instantaneous Level/Class : 30th Berserker As experts in guerilla warfare tactics, berserkers possess the knowledge and indominable strength required to force an opponent out of combat. Note: Overpower is a single-target skill which always targets the enemy being directly assaulted by the berserker. It may be used when fighting one or more enemies, but will only remove a berserker from the fight if the overpowered enemy is the last character attacking the berserker. Overpower performs a skill check which compares the level, strength and skill of the berserker against an enemies level and strength.

"PALM STRIKE" Commands

Usage : palm <victim> Level/Class : 4th Monk Palm strike is a bludgeon-based damage skill which allows the monk to attack an opponent with the palm of his or her hand. Melee damage bonuses will increase the effective damage output of palm strikes. Palm Strike damage: ((Lvl * Random 2 through 4) + Total Damage Bonus) Monk Note: Monks are required to be in the Mabu or Gongbu stance to perform a palm strike.

PARDON Commands

Usage : pardon <character> This is a command that the Gods can invoke to remove the KILLER and THIEF flags from a player character. These flags get set whenever a player character kills or steals from another player character.

PARRY Commands

Usage : parry Level/Class : 1st Fighter, 1st Paladin, 1st Samurai A character utilizing the parry skill will attempt to deflect incoming attacks through the skillful use of his or her weapons. As a defensive skill, parry automatically reduces the number of attacks of the defender by one, down to a minimum of zero attacks per round. All attacks from an enemy may in theory be parried, but the reality of combat shows this to be a highly unlikely scenario. In practical applications, parry may deflect one or even multiple attacks in a combat round, yet in other rounds it may fail entirely. Note: Parry is directly affected by the dexterity and strength ability scores of the defending character. Furthermore, the dexterity of the attacking character also factors into the success or failure of an attempted parry. Defender dexterity affects parry more significantly than strength by factor of two, but both provide immediate bonuses to an attempt. Should a character lack a wieldable or holdable weapon, their attacks will not be reduced, nor will they actually attempt to parry in combat despite the skill being activated. The attack loss of a parrying character is always a primary attack and not an off-hand attack.

"PHOENIX FIST" Commands

Usage : phoenix <victim> Level/Class : 12th Monk Phoenix fist is an elemental fire-based attack which allows the monk to channel his or her ki power into a flaming fist. The initial damage for Phoenix fist is identical to palm strike. This combat skill benefits from melee bonus damage gear, as well as spell and fire damage gear. Phoenix Fist damage: ((Lvl * Random 3 through 5) + Total Damage Bonus + Fire Damage + All-Spell Damage) Monk Note: Monks are required to be in the Mabu or Gongbu stance to perform a phoenix fist attack.

PICK LOCKS Commands

Usage : pick [container | door | lock] Level/Class : 1st Thief Skill used by Rogue classes only. Used for picking locks. However, not all locks can be picked. Examples: > pick door > pick safe

PKILLING Commands

Player killing is strictly forbidden on this MUD. Read RULES of the MUD (by typing rules) to gain more detailed knowledge.

POUR Commands

Usage: pour <from container> <to container> pour <from container> out If you want to pour some liquid from one container to another. Pouring out simply empties the contents of the container onto the ground. Examples: > pour canteen cup > pour cup out See also: FILL

PORTALS PORTAL Commands

Portals allows a character to open up a tunnel through extra-dimensional space to link two distant locations together. The effects of portals are instantaneous but depending upon the power of the spell, a single individual (the caster) or a group of people (the caster's group) may travel through the portal. When the destination portal can't be opened, the wrong portal is opened, or a rip in extra-dimensional space occurs, the characters in the portal are flung to random locations dependent upon the strength of the spell. To use a portal, first the ancient name for a portal must be discovered to bind the destination portal to a single location. Once a portal is bound and the ancient word discovered, a portal may be opened at a distant location to end up at a destination of a bound portal by using the ancient name. The following spells may be used to bind a portal: "BIND PORTAL MINOR", "BIND PORTAL MAJOR", "BEFRIEND DRYAD" and "LOCATE SHADOW PLANE". The following spells may be used to open a portal: "DIMENSION SHIFT", "DIMENSION WALK", "DIMENSION DOOR", "PLANAR TRAVEL", "PASS WITHOUT TRACE", "TRAIL OF THE WOODLANDS", "SHADOW WALK", and "SHADOW DOOR".

PRACTICE Commands

Usage: practice [skill or spell name] [max times to practice] All the practice points a player will ever receive are awarded at character creation. These points assume one to two weapon proficiency training sessions, and the training sessions needed to acquire various character skills and spells. Should a player choose to practice all weapon skils, they will quickly realize they do not have enough practices for all of their spells and skills. So choose wisely! When go to practice a skill, here is how it works. You get a single practice session for each spell and skill. When you practice, you will by default practice at a learned rate of 50% +/- your INTELLIGENCE bonus. If for example your INTELLIGENCE bonus were +16%, you would begin that skill or spell with a proficiency of 66%. From there you must use the skill to raise its proficiency further. The rate for proficiency improvements occur at 15% for spells/skills, and 2% for weapon proficiencies. If you are successful in a proficiency chance roll, it will increase by a percentage equal to those in the WISDOM table. See also: PROFICIENCIES, INT, PERKS, REBIRTH, TOKEN, TRAITS WISDOM

PREREQUISITE PREREQ Commands

Usage: prereq [class] This command prints a list of all spells for a particular class that have prerequisites. The list generated has three columns; the first column shows the spell names, and the last two columns show each spell's prerequisites.

PROFICIENCIES SKILLS Commands

Allows a player to see only the skills/spells he has learned at least partially versus getting an entire list of what he/she can practice. (short usage: prof) The spell level displayed may now vary depending upon Intelligence, and the skill level displayed may now vary depending upon Intelligence and Dexterity. Each time a player uses one of his skills, spells, languages, or weapon proficiencies, there is a 1% chance that he/she will improve his/her skill percentage by a random amount ranging from 1 up to his/her intelligence. Each time a player improves his/her skill in this way through use, he/she will be rewarded with a small amount of experience.

PROMOTE PROMOTION Commands

Usage : promote <name> This command may be used to pass leadership of a group from one player to another. What this means is that anyone who is currently following the current group leader, will then follow the new group leader. It will not transfer a charmed mobile from one person to another, nor is it possible to pass leadership to a mobile or a non-grouped player. The person who is promoted becomes the leader that everyone follows and giving them the ability to close the group, kick people from group, etc. Typing group while in group, or group list, will show you who the current leader of the group is. There is a 6 second lag associated with promoting. All members of a group must be present in the same room as the current leader for transfers to be successful.

PROTECTED Commands

Usage : protect <item name> (Turns On/Off) This command may be used to forever protect any item they possess from the accidental destructive capabilities of the DESTROY and JUNK commands. Once an item is protected, it cannot be destroyed if you accidentally enter the junk command for the wrong keyword item. To turn it on or off, simply type: Protect item_name. There is no restriction placed upon who may protect or remove protection from an item in their possession. This extends to customized equipment. Note: Protections apply to PCs and NPCs. Non-Charmed enemy mobiles may still destroy equipment they find regardless of player protections.

"PUSH" Commands

Usage : push <victim> <direction> Level/Class : 37th Monk Push allows the masterfully trained monk to control the tempo of battle by using his or her skills in combat to forcefully remove an enemy from the fight. When a push is successful, the enemy, or in some cases the enemy and the monk will stumble out of the room and fall down. In all cases, push causes no damage to the monk or the victim of his or her attack, although push does require a certain amount of movement points to use. Push will only work upon the primary target of a monks attack, and strategies in utilizing this skill should take this into account. Examples: push cityguard s push cityguard south Monk Note: Monks are required to be in the Mabu stance to perform a push attack. Furthermore, push requires the monk to be in combat for it to work. Certain enemies in the game are not affected by push, and certain rooms within the Apocalypse world setting are unable to have mobs pushed into them. Admin Warning: This is a very powerful skill intended to move mobiles out of their intended place. If you move a mobile from their set path and cause a player outside of your group to die or be harmed in any way whatsoever, you will be subject to punitive action. When this rule is broken, the Admin team will deal with the issue on a case-by-case basis. You have been warned. Use this skill responsibly.

PUT Commands

Usage: put <item> <container> put all.<item> <container> put all <container> For putting items into containers. Examples: > put bread bag > put all.bread bag > put all chest See also: GET

QSAY QCOM Commands

Usage: qsay <message> To tell something to everyone on the current Quest. See also: QUESTS, QUEST CHANNEL

QUAFF POTION POTIONS Commands

Usage: quaff <potion> Quaff is used to "drink" a (magical) potion. The magic will take effect immediately, for better or for worse...

QUI SHUTDOW Commands

Just to prevent accidental quitting's and/or shutdowns. This command doesn't DO anything, it simply is. Note to immortals: If you type QUI, you will quit and all your items will drop to the ground. See also: QUIT

QUIT Commands

When you get tired of playing, you can leave the game by typing 'quit'. WARNING: Quitting this way may cause all items you are carrying to simply be left on the ground (depending on how the game is configured). If you wish to have your equipment stored, you may have to find an inn and pay RENT. To avoid accidental quitting of the game, when you type 'quit', you will be asked if you are sure that is what you want to do. You should respond with y or n. See also: INN, OFFER, RENT

PC "PLAYER CHARACTER" Commands

A PC is a character that is controlled by a player (i.e... YOU).

RAGE Commands

Usage : rage (type while in combat) Level/Class : 1st Berserker, 10th Fighter Skill for Berserkers and Fighters. Rage mode puts a player into a rage of battle lust, where it increases the amount of damage done by 25%. However, while in rage, you cannot flee from combat until the opponent you are fighting is dead. Also, a player in rage cannot be rescued from combat. Note: If you lose link while in rage combat, you will not autoflee.

"RAIKOU KICK" Commands

Usage : raikou <victim> Level/Class : 16th Monk Raikou Kick is an advanced version of the standard kick skill which brings an increased damage range beyond the limits of standard kicks. This damage is electrical based and benefits from both spell damage and electrical damage bonuses, as well as melee damage bonuses. Raikou Kick damage: ((Lvl * Random 3 through 5) + Total Damage Bonus + Electric Damage + All-Spell Damage) Monk Note: Monks are required to be in the Xubu or Hebu stance to perform a raikou kick.

RAMPAGE Commands

Usage : rampage (type while in combat) Level/Class : 35th Berserker Representing the pinnacle of rage warrior prowess on the battlefield, this skill offers the Berserker an opportunity to land a critically devastating attack upon his or her opponent. This skill carries with it a scaling damage multiplier which increases dramatically as the life of an enemy decreases below the 50 percent threshold. Rampage cannot be used if an enemy is above 50 percent health. As an enemies life continues to decrease over the course of a battle, the damage output of rampage will continue to increase. Rampage is a health and mana-based skill whereas a successful attack will cost a Berserker 100 mana and 30 hitpoints. If a Berserker fails his or her attack, they will suffer a reduced cost of 50 mana and 15 hitpoints. Damage calculated for rampage operates off of maximum damage per hit rather than average damage per hit, and these effects are multiplicative. Scaling Model for Rampage: ========================== | Rampage Mob Health | | Multiplier Percent | |========================| | x 4-6 40-50 | | x 6-8 30-39 | | x 8-12 25-29 | | x 12-14 20-24 | | x 14-16 15-19 | | x 16-19 10-14 | | x 22 0-9 | ==========================

READ Commands

Usage: read <object> read <board message number> Used when you want to read something. To READ a message on a bulletin board, type read <message number>. Example: > read note See also: BOARDS

RECITE SCROLL SCROLLS Commands

Usage: recite <scroll> [target] Used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself) which must be in the same room as you. A scroll may contain from 1 to 3 spells, and if the target should disappear from the room, then the scroll will attempt to find another target if able. When a scroll is recited, it is not made into your held object, thus you don't have to re-hold your current held object after reciting a scroll. In addition, no scroll may be read if the reciter is currently being attacked. Examples: > recite recall (reads a scroll of recall which returns you to Temple) > recite scroll sword (reads ID scroll on sword to obtain info)

REIMBURSE Commands

The policy on reimbursements on this mud is this: If the machine or the mud code itself experiences a crash, and as a result your character has suffered loss of equipment or experience points, normally we will attempt to reimburse you. However, if the net lags and you die, or if your own system or machine goes down, these are acts of nature which will not be considered as grounds for a reimbursement. We cannot be responsible for anything on the internet other than the Apocalypse server itself. If it is our problem, we will attempt to reimburse you. As an administration staff we sincerely desire to help you be restored to where you were prior to a crash loss. If you died and your corpse was lost to a crash, we can fully reimburse your gear if the corpse where your eq was located was in your last death. If you die attempting to retrieve your corpse and then the game crashes, this is no longer possible, but we will attempt to work with you. In ALL cases, gold will never be reimbursed. I repeat: Gold will NEVER be reimbursed. It is your own duty to use the bank system, and just as it is in real life, it would be considered foolish to walk around with your life savings. IMPORTANT NOTE: All reimbursements are at the discretion of the admin staff. Because full corpse reimbursements require the servicer of the code to manually update your player file with a corpse backup, you are at the mercy of Sapphire on those.

REMOVE Commands

Usage: remove <item> remove all remove all.<keyword> If you tire of wearing some armor or wielding a weapon. Examples: > remove boots > remove sword > remove all > remove all.bronze See also: GRAB, HOLD, WEAR, WIELD

RENT Commands

Usage: rent Renting in the Apocalypse world setting is a fundamental aspect of gameplay which all players desiring to keep their items and equipment must participate in. Each item in the game carries with it a static rent cost associated with a single day of rent. If you acquire items in-game, you will need to acquire enough gold to cover the rent cost for however long you will be logged out. If you cannot afford to rent your items, you will lose them. To rent: You need to find an in-game receptionist, have items to rent and gold to pay for them, and then you would type, RENT. Note: There are two types of INNS in the Apocalypse world setting. Read the help file for INNS to learn more about how each inn may be utilized to fit your specific needs as a player.

REPAIR Commands

Usage: repair <item> The repair command is used to fix broken items. Repairs are only performed by special masters of the craft. Equipment can break if you hit a death trap. Seek out Q's Repair Stall at Questor's to repair any broken items.

REPLY Commands

Usage: reply <message> This command will send a reply to the last person to send you a message using TELL. It works just as if you had typed 'tell <player> <message>' but makes it a bit easier. It can also be very useful in case someone invisible sends you a message. Example: Ras tells you, 'Hi!' > reply hey You tell Ras, 'hey' > Someone tells you, 'I am your secret admirer.' > reply Who are you? You tell someone, 'Who are you?' See also: TELL, NOTELL

REPORT Commands

Usage: report, report self, report player_name Used to report your current condition (hp/mana/moves) to another player. When no argument is given, it will report to the entire room. When an argument is given, it will report to that specific player. See also: GROUP, GREPORT

REROLL Commands

You have the ability to "reroll" your own character at the point of creation. When you create a new character, the stats of the character will be displayed at the creation screen. You have the option of keeping the character with the stats you rolled, or not saving the character, thus giving you a chance to try again for different stats. The Gods of the MUD will _NOT_ be able to reroll your character once that character is saved as it was rolled during creation.

RESCUE Commands

Usage : rescue <character> Level/Class : 3rd Fighter, 2nd Paladin, 3rd Ranger, 2nd Samurai, 10th Berserker A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly usable when playing in groups, but does not work if the rescuer is enraged.

RESPOND Commands

Usage : respond <message #> Use this command to respond to a particular message on a bulletin board.

RESOURCES Commands

Resources are required components needed for a number of different things, mainly clan hall creation and construction, but also applies to skills such as brewing or forging. The type of resources recovered depends on your current location and node available in the room. Resources can be harvested by using the required equipment. There are 2 types of resources currently: Lumber & Ore.

"RESTFUL SLEEP" Commands

When a character has rested, slept, or meditated for more than a tick, that character will enter a restorative state of regeneration. This state of relaxation doubles regeneration rates.

REBORN REBIRTH Commands

Usage : reborn This command allows a Level 40 mortal with enough experience for immortality to become reborn as a level 1 mortal. There are several reasons to reborn a character, and they include the following: 1: Because you are bored, or because you can. Why not if you enjoy playing! 2: You want to reset your perks, skill tree, or age. 3: You have died so many times that you would rather just reset your stats to what they were when you initially made your character. 4: You wish to use a Rebirth Token and explore the character traits you may acquire through this process. Rebirth Resets, Destroys, Junks, Removes, etc... the Following: 1: Gold and bank gold 2: All items in your inventory, or on your character 3: Your perk selections 4: Your skill point selections 5: Your skill point total, and current 6: Your accumulated exp 7: Any stat bonuses or minuses acquired during the previous playthrough 8: Natural Age back to character creation age 9: Kill and death counts Rebirth Retains the Following: 1: Lifetime and current quest points 2: All HP/Mana/Move quest training sessions. These are applied when a character reaches level 40 again. 3: Any token used will be applied for a single playthrough after rebirth. 4: Name, class, race, and initial stat choices from character creation. See also: ABILITIES, STAT MAX, STAT NAT, PERKS, TOKENS, TRAITS

RETREAT Commands

Usage : retreat <direction> Accumulative : No Duration : instantaneous Level/Class : 3rd Fighter, 2nd Paladin This skill allows a character to retreat from combat in a specific direction. If successful (it is considered successful even if the mob follows), a small part of your experience is lost equal to that as if you had fled. If you fail to retreat altogether, no experience is lost.

RUSH "BUM RUSH" Commands

Usage : rush Duration : instantaneous Level/Class : 15th Berserker Fearless and unwavering in battle, a berserker's strength and celerity may be harnessed to rush an enemy with a sudden burst of speed. When timed and performed correctly, a successful rush carves out a potential path to victory by forcing an enemy into a defensive position. Even the chains of bondage from an enemies snare or the immobilizing effects of hamstring are no match for the determination of a berserker. Note: In game terms, rush moves a berserker from being on the bottom of the combat attack list with their primary enemy, to being on top. The strength and dexterity of a berserker will improve or reduce the chances of rush being successful. While the strength and dexterity abilities do not factor significantly into a success or failure, they nevertheless may still prove to be the deciding factor between life and death.

SAVE Commands

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 periodically auto-saves you and your equipment, so it is not necessary to have your client auto-save you as well. You CANNOT load a saved version if you die -- your persona still exists, but you will lose experience, and all your objects stay in the game, with your corpse. Note that the SAVE command only saves your equipment in the event of a crash. If you are leaving the game normally, SAVE will NOT save your equipment -- you must find an Inn to store your belongings. See also: INN, RENT

SAY TELL WHISPER ASK Commands

Allows communication with other players on the game. SAY, WHISPER, and ASK works for other players and mobs in the same room as yourself. TELL works for anyone visible to you on the game, regardless of where, but you may not tell to a mobile unless that mobile is switched into by an immortal. When asked questions, some mobiles will provide helpful information. Examples: > say Hello (short usage: ') > tell <player> Hello (short usage: t)

SCALE Commands

Usage: scale Certain portions of the game world require the usage of a grappling hook if you wish to access them. With only a few exceptions, room and item descriptions will always indicate how the scale command may be used when you encounter these locations.

SCAN Commands

Usage: scan [optional direction] This command displays players or mobiles who surround you out to three rooms in all directions. If you specify a direction, then it only scans out in the specified direction. Scan gives a message to you and to others in the room. Note: Rangers possess the eagle eye trait as a default class perk, and this allows rangers to scan a default of four rooms. This additional room count does not stack with second sight. Second sight allows a player to increase their scan range by three for a maximum of six rooms scanned at once in all directions, or toward a single direction.

SCORE Commands

Usage: score Provides useful character score information. See also: AC, AFFECTED, ATTRIBUTE, EXPERIENCE

SCRUBBER Commands

The Gods will regularly delete off infrequent players, based upon level. Any character who is level 2 and below, who has not played in the last 7 days is scrubbed, while all others who have not played in the last 28 days are scrubbed. Immortals are also scrubbed if it has been six months since they last logged on the MUD.

SEARCH Commands

Usage : search <direction> Level/Class : 37th Thief Search allows the thief to use their expertise in analyzing the details of an area to determine hidden aspects of a room which may otherwise remain undiscovered. When a thief uses the search skill, the area which the thief currently stands in will be searched in the specified direction for hidden door names. In game terms this means that a thief has a powerful tool at his or her disposal to determine the hidden keywords for secret passages within the Apocalypse game setting. This may or may not save a player countless of hours of gameplay, but it may also allow a thief to access the names of hidden doors for which no in-game information has been given. Inversely, certain doors or areas of the game may be unsearchable, which in turn will require the thief to fully explore the zone like others if they wish to learn the name of a hidden door.

"SECOND WIND" Commands

Usage : second wind Level/Class: 37th Fighter Second wind allows a fighter to tap into his or her unused energy reserves. The outcome of a successful attempt is the immediate and complete restoration of the character. This skill may only be attempted once every 20 ticks, and a successful second wind will result in a cooldown of 40 ticks before another second wind will be available to the fighter. The outcome of a fighter utilizing second wind separates them from any other class of the game. While other classes are quickly overcome when facing the shocking effects of an encounter with highly destructive, burst-damage enemies, fighters often live to tell the tale. Note: This skill cannot be used while meditating, sleeping, paralyzed, or when a player has reached zero or sub-zero hitpoints. It should also be noted that a second wind attempt possesses a high success rate, but success is not assured.

SELL Commands

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) See also: BUY, LIST, SHOPS, VALUE, DESCRIBE

SEPPUKU Commands

Once a samurai has dishonored himself the only way to regain his honor is to commit seppuku. Seppuku is the act of killing yourself to prove your desire to right your dishonorable ways. By committing seppuku, you lose the experience for dying. See also: DISHONOR

"SHIELD PUNCH" Commands

Usage : shieldpunch <victim> Level/Class : 12th Fighter When a fighter successfully shield punches his/her opponent, this amount of damage is inflicted as blunt force trauma at a rate of (Damage bonus + Level + (shield AC * 4)). Fighters trained in this skill may perform one shield punch every other round of combat at a cost of 20 movement points per use. See also: "SHIELD RUSH"

"SHIELD RUSH" Commands

Usage : shieldrush <victim> Level/Class : 24th Fighter Fighters trained in the shield rush combat skill are able to knock their opponent toward the ground, thus rendering them useless for a single round of combat. The success rate of a shield rush depends solely upon a proficiency check against a random 100 dice. Upon a successful shield rush, an additional roll is made when facing an enemy under the effects of fortress of hate. This check is performed as a percentage of a players proficiency in the skill. Rolls falling above the skill learned percentage will fail, while rolls landing at or beneath the skill learned percentage will result in a depletion of an enemies accumulated fortress damage. Regardless, if a shield rush succeeds against a victim; their attacks will be reduced to zero for a round of combat and they will suffer two rounds of battle lag. Damage for shieldrush is blunt force trauma based upon the AC attribute of the shield worn by the player at a rate of (15 + (shield AC * 2)). Note: Shield rush will completely interrupt a warlock's channeled spells. Legendary mobs are significantly more challenging to shield rush than non-legendary mobiles are. See also: "SHIELD PUNCH"

"SHIELD SPECIALIZATION" Commands

Usage : (automatic once practiced) Accumulative : No Duration : not applicable Level/Class : 7th Fighter The ability of a fighter to utilize a shield in combat to mitigate incoming damage is unrivaled to any other class upon the field of battle. Knowing when and where to place a shield can mean the difference between taking an arrow through the skull, or walking away unscathed. Shield Specialization enables a multiplicative bonus to the players innate shield armor rating which translates directly to a decreased ac rating. Shield Specialization follows the included formula in the table below. =============================================== | (1 + (armor_spec_skill_percentage/25)) * AC | |=============================================| | Shield | Initial Multiplier * 2 | =============================================== Note: You will need to re-equip your shield after training in Shield Specialization to gain the effects of any training undertaken.

SHOUT Commands

This channel is only visible to the people in the same zone as yourself.

SLEEP Commands

Sleep is both a command and the name of a spell. The sleep command causes a character to sleep. While asleep, a character will regenerate at an advanced rate compared to sitting, resting, and especially standing. While asleep you will be unable to view the world surrounding you unless you are under the effects of the Dreamsight or Sleepwalk spells. If you wish to wake up and you are not under the effects of the Sleep or healing Dream spells, you may simply type Wake to awaken from your slumber. If a person or charmed mobile is to maximize their regeneration speed, they must be sure to get RESTFUL SLEEP The Sleep spell forces the victim into a magical slumber whereas they are unable to wake up. The only cure for a character under these effects is for the character to be attacked, the spell to wear off naturally, or for the the Dispel Magic spell to be cast upon them. Usage : cast 'sleep' [person] Accumulative : Yes (duration) Duration : (level / 4) + (Intelligence / 2) Level/Class : 8th Magic User, 11th Bard The success or failure of the sleep spell is dependent upon a saving_spell roll. See also: DISPEL MAGIC, DREAMSIGHT, HEALING DREAM, RESTFUL SLEEP, SLEEPWALK, WAKE

SLEEPING WAKE REST SIT STAND Commands

Changes your position for use in regaining hps, mana, and moves. How much you gain during rest also depends on your hunger and thirst factors. If you are in these positions at the turn of a tick, you will enter a rested state and your regeneration speed will be increased. See also: MEDITATE, RESTFUL SLEEP

SNEAK Commands

Usage : sneak Duration : random 4-12 hours Level/Class : 2nd Bard, 2nd Thief, 3rd Ranger, 3rd Anti-paladin This skill allows a character to determine for themselves if they will move quietly from room to room. Sneak conceals the entry and exit of a character as they move, but more importantly it is the foundation skill required for the use of stealth based skills. Rules governing sneak: Objects which hum or glow will directly impact the success of stealth based skills while a player is using sneak. Too many of one or the other, or of a combination of the two will result in the immediate failure of a skill. Although a player may be beneath the threshold of hum and glow objects, the use of even one will invite the potential for failure based upon an enemy perception check.

"SONG OF POWER" "POWER SONG" Commands

Usage : power (out of battle only) Accumulative : No Duration : until combat ceases Level/Class : 37th Bard This song combines the knowledge of the strength spell and the sonnet song spell into a melodic, physical combat buff. The Song of Power enables the bard to combine his or her knowledge of the arcane arts and bardic music in such a way as to empower the strength of his or her physical attacks. The Song of Power randomly applies either a melee critical damage bonus, or a melee critical hit percent bonus. The odds of the buff granting one or the other is set at a rate of 50%, and within these buffs the increase granted by the bardic melody is further randomized. The Song of Power grants one of the following: Melee Critical Damage: 10 + random_number 5 through 10. Melee Critical Percent: 4 + random_number 1 through 3. Note: The Song of Power may only be sang while the bard is unaffected by the same selfsame song, or the Song of the Siren. In addition to this, the success rate of the song is directly impacted by the bards charisma ability score, and their resistance to sonic spells.

"SONG OF THE SIREN" "SIREN SONG" Commands

Usage : siren (out of battle only) Accumulative : No Duration : until combat ceases Level/Class : 36th Bard This song combines the knowledge of the strength spell and the dispel magic spell into a melodic, spellcasting buff. The Song of the Siren enables the bard to combine his or her knowledge of the arcane arts and bardic music in such a way as to empower the strength of offensive spells. The Song of the Siren randomly applies either a spell critical damage bonus, or a spell critical hit percent bonus unrivaled by other classes. The odds of the buff granting one or the other is set at a rate of 50%, and within these buffs the increase granted by the bardic melody is further randomized. The Song of the Siren grants one of the following: Spell Critical Damage: 15 + random_number 5 through 10. Spell Critical Percent: 8 + random_number 2 through 6. Note: The Song of the Siren may only be sang while the bard is unaffected by the same selfsame song, or the Song of Power. In addition to this, the success rate of the song is directly impacted by the bards charisma ability score, and their resistance to sonic spells.

SPLIT Commands

Usage: split <amount to split> Split is used to split money among people in your group who are in the same room as you. If you are in a group with 4 other people, all of whom are in the same room with you, and you type SPLIT 100, you will give each of the other 4 group members 20 coins each. (100 coins is split 5 ways; you keep your share and give everyone else their share). See also: AUTOSPLIT, FOLLOW, GROUP

STALK Commands

Usage : stalk <name> Level/Class : 27th Ranger Stalking prey does not come naturally, but it is an essential skill honed by rangers to survive the rigors of wilderness journeys. By means of the stalk skill, a ranger may expend a portion of their movement energy to immediately move to the location of a target. In game terms: Stalk allows a ranger to fast-travel to the exact location of trusted allies and or charmed mobiles. Players cannot stalk those whom have concealed their tracks, nor can they stalk prey in a location which prevents tracking. Experienced prey at or above 3 levels of the character cannot be stalked. See Also: CAMOUFLAGE

"STAT LOSS" Commands

When a player dies at or above level 35 in Apocalypse, there is a flat 20 percent chance the player will suffer a STAT LOSS experience. A STAT LOSS experience implies a -1 permenant loss to a players natural ability pool for a specific stat. This stat loss can only be reversed through ability training in the quest hall. Stats will only be reduced to a maximum of 1, with constitution below 1 resulting in the CON DEATH of a character. Necromancers cannot suffer charisma loss as this would be a benefit to them, they experience a charisma gain if their stat loss lands on CHA. See also: DEATH, CON LOSS, REBORN

STEAL Commands

Level/Class : 1st Thief Use steal to steal gold or items from victims. The chance of not getting caught depends on how well you have practiced steal, as well as your dexterity ability score. Note: Should you fail to steel, it will initiate a fight with your target. Examples: steal gold drunk steal sword mercenary See also: THIEF

STR Commands

Strength is an ability which directly translates into a characters ability to wield powerful weapons, deal physical damage, and carry the burden of heavy equipment or items in ones inventory. A hearty body also means a body which can recover quickly from injuries outside of combat. ======================================== | Str Weight Dmg Wield HP | | Score Capacity Bonus Weight Regen | |======================================| | 0 0 -10 0 0 | | 1 30 -9 1 0 | | 2 40 -8 2 0 | | 3 50 -7 3 0 | | 4 60 -6 4 0 | | 5 70 -5 5 0 | | 6 80 -4 6 0 | | 7 100 -3 7 0 | | 8 120 -2 8 0 | | 9 150 -1 9 0 | | 10 170 0 10 0 | | 11 185 0 11 0 | | 12 200 0 12 0 | | 13 250 0 13 0 | | 14 325 0 14 0 | | 15 375 +1 15 0 | | 16 400 +1 17 2 | | 17 425 +1 22 3 | | 18 450 +2 30 4 | | 19 475 +2 31 5 | | 20 500 +2 32 6 | | 21 525 +3 34 7 | | 22 550 +4 36 8 | | 23 575 +5 38 9 | | 24 600 +5 40 10 | | 25 650 +6 42 12 | ======================================== Note: Please see the help files on STAT NAT and STAT MAX to learn more about how natural and maximum stat scores work.

SWEEP Commands

Usage : sweep Accumulative : No Duration : instantaneous Level/Class : 13th Berserker, 24th Monk Sweep allows a player to attempt a leg sweep on his/her opponent. Upon a successful roll the player will suffer a 10 movement point penalty and the enemy will be unable to attack for 1 round of combat. Damage for sweep is registered as blunt force trauma occurring at a rate of (damage bonus / 2). Regardless of failure or success, a player attempting to sweep an opponent will also be unable to issue any commands for 3 rounds of combat. If an enemy is successfully swept, they will suffer a one round battle lag. Note: Sweep operates based off a character strength versus victim strength check. Sweep is a situational specific skill that will not work in all instances, nor will it work against certain enemies. Sweep will completely interrupt a warlock's channeled spells. Sweeping a legendary mob carries a significantly reduced success rate. Monk Note: Monks are required to be in the Xubu or Hebu stance to perform a sweep attack. See also: HEBU, STANCE, XUBU

SYSTEM Commands

Usage: system The 'system' command may be used by mortals to display MUD stats like uptime and number of zones, players, mobiles, rooms, and objects. It is similar to the 'show stats' command for immortals. See also: SHOW

TAUNT Commands

Usage : taunt Level/Class : 20th Berserker, 28th Fighter Taunt is a skill used by warriors to vocally intimidate his or her enemies. When the taunt skill is performed, all enemies that fail their saving throws against the warrior will be drawn into combat against the warrior, including those that are attacking other players in combat already. This skill is most effective in group settings where a player intends to remain in combat, but where aggressive mobiles have attacked members of the fighters party which have not been designated as the tank. This skill carries a battle lag of one rounds upon success, and one round upon a failed roll. Note: Taunt does not remove friendly players from combat, it merely changes who the enemy mobile is in combat with. Intelligent enemies will be less likely to fall for your ruse. A taunt against a hidden mobile, an enemy under the effects of Fortress of Hate, or an enemy who is in any way enraged will always fail. Formula: (Enemy = (Random 1-80, + Total Intelligence) (Fighter = ((Skill Proficiency % - 25) + Total Strength) See also: FIGHTER, "FIGHTER PROF"

"THACO" THAC0 Commands

THAC0 is an acronym for "To Hit AC Zero." This number is used to calculate the percent that a character needs to successfully hit an opponent. The lower the Thac0, the better chance an attack will be successful. Note: Thac0 is a combined statistic based upon pre-determined class Thac0 tables (included below), and +/- Hitroll values from gear or spell buffs and debuffs. Negative Thac0 is better, and the further negative you can go, the more often you will hit an enemy. This becomes crucial when attacking an enemy with especially low AC. Formula: (20-THAC0)*5 = Percent of Hitting AC 0 (20-THAC0+(AC_of_Opponent/10))*5 = Percent of Hitting =========================================================== | Thac0 Values | =========================================================== | Level | Ma/Ne/Wk | Dr/Cl | Th/Ba/Mo | Fi/Ra/Sa/Ap/Pa/Be | |=========================================================| | 1 | 20 | 20 | 20 | 20 | | 2 | 20 | 20 | 20 | 19 | | 3 | 20 | 19 | 19 | 18 | | 4 | 19 | 19 | 18 | 17 | | 5 | 19 | 18 | 18 | 16 | | 6 | 19 | 18 | 17 | 15 | | 7 | 18 | 17 | 16 | 14 | | 8 | 18 | 17 | 16 | 13 | | 9 | 18 | 16 | 15 | 12 | | 10 | 17 | 16 | 15 | 11 | | 11 | 17 | 15 | 14 | 10 | | 12 | 17 | 15 | 14 | 9 | | 13 | 16 | 14 | 13 | 8 | | 14 | 16 | 14 | 12 | 7 | | 15 | 16 | 13 | 11 | 6 | | 16 | 15 | 13 | 10 | 5 | | 17 | 15 | 12 | 10 | 4 | | 18 | 15 | 12 | 9 | 3 | | 19 | 14 | 11 | 8 | 2 | | 20 | 14 | 11 | 8 | 1 | | 21 | 14 | 10 | 7 | 0 | | 22 | 13 | 10 | 6 | 0 | | 23 | 13 | 9 | 6 | 0 | | 24 | 13 | 9 | 5 | -1 | | 25 | 12 | 8 | 5 | -1 | | 26 | 12 | 8 | 4 | -2 | | 27 | 12 | 7 | 4 | -2 | | 28 | 11 | 7 | 3 | -3 | | 29 | 11 | 6 | 2 | -3 | | 30 | 11 | 6 | 2 | -3 | | 31 | 10 | 5 | 1 | -3 | | 32 | 10 | 5 | 1 | -4 | | 33 | 10 | 4 | 0 | -4 | | 34 | 9 | 4 | 0 | -4 | | 35 | 9 | 3 | -1 | -4 | | 36 | 9 | 3 | -1 | -5 | | 37 | 8 | 2 | -2 | -5 | | 38 | 8 | 2 | -2 | -5 | | 39 | 8 | 1 | -3 | -5 | | 40 | 7 | 1 | -3 | -6 | ===========================================================

"THROW" Commands

Usage : throw <victim> Level/Class : 13th Samurai, 18th Thief Throw allows the thief and samurai to hurl a projectile weapon at an enemy in or out of battle. The act of throwing an item is considered violent and when performed, will initiate combat, drawing the thrower and his or her target into battle with one another. While both thieves and samurai possess the ability to train in the throwing arts, thieves lack the sophisticated elegance to effectively utilize shuriken weaponry, thus limiting their range of thrown items available at their disposal. Samurai on the other hand are masters of hidden tactics in combat, allowing them the ability to use shurikens and throwing weapons alike. In game terms: Samurai have a wider array of items which they can throw, and these additional items are typically higher damage dealing objects. Throw causes the following range of damage Minimum = ((((Dice 1 * Dice 2) * Lvl/10) + (dmg bonus / 2) / 2) Maximum = (Minimum * 3) Actual = Random between Minimum and Maximum Example of damage range calculation to clarify Shuriken = 5d5: 25dmg Char Lvl = 40: (Lvl/10 = 4) Bonus Dmg = 40: (derived from Str and item +dmg) Minimum Dmg = 25 * 4 = 100 -> 100 + (40 / 2) = 120 -> / 2 = 60 Maximum Dmg = 60 * 3 = 180 Damage Range = 60 to 180 Note: Throwing objects comes at the expense of movement points, and players should understand that regardless of success or not, there is always a chance that the thrown object will be destroyed in the process. If a player succeeds in landing a throw, the chance of destroying the object is significantly lower than if a throw fails.

TIME Commands

Usage: time Gives you the current 'game time', moon phase (if outside), and room 'light intensity'. 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. There are 24 mud hours in a mud day, 7 mud days in a mud week, 5 mud weeks in a mud month, 17 mud months in a mud year, and 77 mud years in a mud cycle.

TITLE Commands

Usage: title <new title> This command enables a player to exercise control over the way their name is displayed to others within the game world. Should you choose to change your title, your name will always appear at the beginning, followed by the text you enter. Example: Jeff types, 'title the number one player' His title will now appear as, "Jeff the number one player" Note: Be careful as not to use any offensive language per the mud rules. If you have not done so already, now would be a good time to read the rules. See also: FLAGS, RULES, WHO

TOGGLE Commands

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, NOSUMMON, NOTELL, QUEST CHANNEL, REPEAT, WIMP

TRACK HUNT Commands

Usage : track <victim> Level/Class : 10th Fighter, 1st Druid, 1st Ranger Hunt is available to Fighters, Rangers and Druids by class skill tree. When using the track skill you will be given an indication as to the direction of the mob or player location. Track does not work through doors, nor can you track a camouflaged player or mobile. In addition to this, track will not work across planes, through portals, or any other physical barrier between you and the enemy. Track does not auto-move you to your target. Note: You may track through a DEATH TRAP, thus causing you to enter it. This scenario is rare, but may happen if your prey and you are separated by a DEATH TRAP which is not a room without exits and your prey is on the other side of those exits.

TRAPS Commands

There are a number of different traps that can be found. Some are quite deadly, others are more benign. Rogues may DETECT for traps and/or DISABLE them. Traps may be found on doors, floors, ceilings, chests, bags, chairs, tables, etc. In other words just about everything. Some traps may seem obvious, others may be well hidden. Some of the types of traps that exist are: Teleport, Trap Door, Poison Gas, Sleep Gas, Darts, Fire, Explosions, Bottomless Pits, and Falling Ceilings. Traps have levels of difficulty as follows: easy, hard, difficult, very difficult, extremely difficult, impossible. A VERY high DEX would be required for the most difficult ones.

TRIP Commands

Usage : trip [victim], or trip while in combat Accumulative : No Duration : instantaneous Level/Class : 15th Anti-Paladin, 31st Thief Trip allows anti-paladins and thieves to temporarily stun their victims for the duration of a single round of combat. The beauty of this skill is that it may be used to initiate combat, or during combat, but it carries with it a battle lag of 3 rounds. The cost for this skill is 15 movement points upon success, and 7 movement points upon a failed roll. In addition to stunning a victim, trip applies the players damage bonus in blunt trauma to the attack along with a one round battle lag for the victim. Damage for trip is based solely upon the players bonus damage. Note: Trip operates based off a character dexterity versus victim strength check. Trip is a situational specific skill that will not work in all instances, nor will it work against certain enemies. Trip will completely interrupt a warlock's channeled spells. Tripping a legendary mob carries a significantly reduced success rate.

TURNING "TURN UNDEAD" Commands

Usage : turn [undead victim] Accumulative : No Duration : instantaneous Level/Class : 1st Cleric, 2nd Paladin, 1st Necromancer This skill will cause the specified [undead victim] to flee from combat if they fail their saving roll. If the level of the character using this skill is of a considerable level higher than the undead victim, then the undead victim is instantly killed. Turn undead costs 25 points of mana to use.

TYPO Commands

Usage : type [text] This command is used specifically to inform the administration staff of a typo which has been discovered in the game world, on objects, or on enemy mobiles. Note: Do not report a bug or idea with the typo command. Please reach out to an administrator directly if you find a bug or would like to suggest an idea for consideration.

UNCHARM Commands

Usage : uncharm [your charmie] This command can be used to uncharm one of your charmies. It cannot be used to uncharm another player character's charmies. See also: CHARMIES

UNCLOAK Commands

Usage : uncloak This command can be used to remove the effects of the castable version of Cloak of Darkness and Cloak of the Night. Should a player be wearing equipment which grants the benefits of either spell, this command will remove the castable version while maintaining the integrity of either spell upon the player granted through equipment. See also: "CLOAK OF DARKNESS", "CLOAK OF THE NIGHT", "LIGHT INTENSITY"

UNCONSECRATE Commands

Usage : unconsecrate This command can be used to remove the effects of the castable version of the Consecration spell. Should a player be wearing equipment which grants the benefits of the Consecration spell, this command will remove the castable version while maintaining the integrity of the Consecration spell upon the player granted through equipment. See also: CONSECRATION

UNFORT Commands

Usage : unfort This command can be used to remove the effects of the castable version of the Fortress of Hate spell. Should a player be wearing equipment which grants the benefits of the Fortress of Hate spell, this command will remove the castable version while maintaining the integrity of the Fortress of Hate spell upon the player granted through equipment. See also: "FORTRESS OF HATE"

UNGROUP Commands

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

UNSANC Commands

Usage : unsanc This command can be used to remove the effects of the castable version of the Sanctuary spell. Should a player be wearing equipment which grants the benefits of the Sanctuary spell, this command will remove the castable version while maintaining the integrity of the Sanctuary spell upon the player granted through equipment. See also: SANCTUARY

USE WAND STAFF STAVES WANDS Commands

Use : Use <Staff> Use <Wand> <Target> Using staves 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 wands require 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.

VALUE Commands

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. It does not mean the shopkeeper necessarily has that amount of gold to purchase it with, but does tell you the value the item is worth. Example: > value bread See also: BUY, LIST, SELL, DESCRIBE, SHOPS

VANISH Commands

Usage : vanish Level/Class : 27th Thief Veteran thieves have proven time and time again to be masters of cunning guile and dirty fighting tactics in combat, and vanish is no exception to their out of the box stratagem. Vanish grants the ability to confuse an entire room full of enemies, or even a solo enemy for a brief moment within the thieves hands. He or she may choose to riddle their foes with holes in their backs, or even use the opportunity to return to the safety of Midgaard if they so choose - They key however is in the thieves ability to control the tempo of combat. Vanish summons forth an innumerable number of mirror images which disorient and briefly stun enemy combatants. During this time, combat ceases for all within the immediate area, but this does not extend to friendly allies whom may be nearby. The dexterity ability score of a thief significantly and directly impacts the success or failure of vanish.

VISIBLE Commands

Usage: visible Use this command to break your spell of invisibility before it expires. See also: INVISIBILITY

"WAR SONNET" SONNET Commands

Usage : sonnet (in battle only) Accumulative : No Duration : until combat ceases Level/Class : 32nd Bard This song places a bard and or their group members into a focused state of mind during combat, increasing their ability to both hit and damage an enemy in battle. Whether playing solo or with a large group, all recipients must be grouped to receive the benefits of this song. Sonnet grants the recipient +2 hitroll and +2 damage.

WEAPONS Commands

If you are creating a weapon with modifiers be sure to flag it MAGIC. Weapon weights: ============================================================ | max hold weight | max wield weight | str needed to use | |==========================================================| | 0 | 0 | 0 | | 1 | 1 | 1 | | 1 | 2 | 2 | | 1 | 3 | 3 | | 1 | 4 | 4 | | 1 | 5 | 5 | | 2 | 6 | 6 | | 2 | 7 | 7 | | 2 | 8 | 8 | | 3 | 9 | 9 | | 3 | 10 | 10 | | 3 | 11 | 11 | | 4 | 12 | 12 | | 4 | 13 | 13 | | 4 | 14 | 14 | | 5 | 15 | 15 | | 5 | 16 | 16 | | 5 | 17 | 16 | | 6 | 18 | 17 | | 6 | 20 | 17 | | 7 | 22 | 17 | | 8 | 24 | 18 | | 8 | 26 | 18 | | 9 | 28 | 18 | | 10 | 30 | 18 | | 10 | 31 | 19 | | 11 | 32 | 20 | | 12 | 34 | 21 | | 12 | 36 | 22 | | 13 | 38 | 23 | | 14 | 40 | 24 | | 14 | 42 | 25 | ============================================================ You cannot hold a weapon if the weapon's weight times three is more than your wield weight limit.

WEAR Commands

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 are not a good way to win friends and influence people) you can type "wear all". Optionally, you can specify what part of your body to wear the equipment on. Examples: > wear boots > wear all.bronze > wear all > wear ring finger See also: EQUIPMENT, REMOVE

WEATHER Commands

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. See also: "CONTROL WEATHER"

WHERE Commands

Usage: where <monster | player> Tells you the location of a monster, a player or an object. 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 torch > where dragon

"WHIRLWIND ATTACK" Commands

Usage : whirlwind Accumulative : Yes Duration : one round of combat Level/Class : 25th Samurai This Ki power allows the Samurai to hit each victim in the same room once. Every attack automatically hits at max damage, but this difficult move costs 40 points of mana. A Samurai can only use this maneuver once every two rounds. Each enemy will upon a successful strike receive seething wounds. Whether the samurai wields a sword, a bludgeoning instrument, or some other strange form of weaponry is irrelevant: Seething wounds are considered internal slash damage, and they are cumulative. The accumulated damage is independently dealt to each victim of the strike, and begins at a rate of half of the inflicted damage dealt by the samurai. Each successive strike will add cumulatively to the seething wound damage which is then returned at the end of each victims combat action turn. Accumulation is not without limit as it maxes at 200 damage prior to damage reducers being taken into consideration. Sanctuary, fortress of hate, consecration, divine shield, shadow shield, and mana shield all work to reduce the effects of seething wounds. Constitution will also aid in completely negating the effects of seething wounds. Damage negation through constitution is performed by means of a saving roll which is automatically rolled each round. If a saving throw is successful, damage will not be dealt that round. The damage accumulated is not erased, rather it is endured and ignored for that one round. Ceasing combat for any reason will cause the wounds to cease, and this may or may not include unique situations in combat where combat ceases briefly. In such cases, the character which ceases combat momentarily either through combat orders not planned out well by the samurai or by use of skills is considered to be at a great advantage.

WHO Commands

Usage: who [minlev[-maxlev]] [-n sname] [-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 names -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 fc -s -l 20 List, in short form, fighters 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.

WHOAMI Commands

Usage: whoami Displays your character's name, if you want to be sure you are who you think you are.

WIELD Commands

Allows you to wield your weapon. You may only wield ONE weapon. However, you may (according to your class) also use a held weapon in addition. A secondary weapon must be non-magical, and attacks with this weapon receive no bonuses to-hit or to-damage. Only Rogues and Warriors may HOLD a secondary weapon. Examples: > wield sword > hold dagger See also: REMOVE, EQUIPMENT, GRAB

WIMPY Commands

Usage: wimpy [number in percentage] Use the WIMPY command to automatically flee once your health drops below a percentage of your maximum hitpoints. You will only flee when you ACTUALLY take damage from and fall below the percentage you set. Wimpy will not kick in if the aggressor misses. Note: If your wimpy is set at 20 percent and you have 100 hp, this means you will flee at 19hp or less, not at 20hp. Example: wimpy 18 See also: FLEE, TOGGLE

WISDOM Commands

Wisdom is an ability score representing a composite of a character's intuition, judgment, common sense and willpower. Wisdom affects a character's rate of learning from active skill or spell usage, mana pool, and the rate of mana regeneration outside of combat.

WITHDRAW Commands

Syntax: withdraw <gold amount> This command can be used in places designated as a bank. Takes the gold amount specified from your bank account and adds it to your carried account.

WIZ Commands

A channel used to send a message to all immortals. If color is enabled, this channel will appear in Light Green.

WIZHELP Commands

Lists the privileged commands available to immortals.

WIZLIST IMMLIST Commands

Usage: wizlist | immlist Lists the most powerful beings on the MUD. These are the people responsible for administering the system. See also: IMPLEMENTER

WOODCUTTING CHOP LUMBER Commands

Usage: chop To chop down some wood, you must be in a forest area, in a room specified as such with a tree node present in that room. Also, you must be holding a wood cutter. If you move from your original place of wood cutting, you automatically pack up your gear and move on. Chop the node until you have received the lumber. If the node is still there, you can continue chopping until it disappears. See also: RESOURCES, MINING

WRITE Commands

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. When finished typing your message, use the @ sign (shift-2) to end the message. You may then read your message by typing 'read <message#>. Type HELP BOARDS for more information. See also: BOARDS

ZONE ZONES Commands

usage: zone, or zone # Example 1: zone Example 2: zone 21 The zone command shows information about the areas of the world you will likely wish to visit. If you wish to see who is in the zone with you, please read the help file for WHO. See also: AREAS, WHO

Information

ACRONYMS TERMINOLOGY Information

Here are some common terms used in building: OLC: On-Line-Creation, the ability to create rooms, mobs, objects, shops, and triggers on-line. Desc: Short for description. Flag: A bit-vector that tells the mud that a particular monster, object, or room has a certain quality. (i.e., Dark, Magic, Aggressive) This will be explained more later. Mob: Mobile. A monster. Obj: Object. VNUM: An obj, mob, room, shop, or triggers unique identification number. Stands for Virtual Number. Zone: Used synonymously with area. Trigger: Used synonymously with script. PC: Player Character. Not a mob. NPC: Non-Player Character. Mobs.

AGE Information

In the Apocalypse world setting, age plays a pivotal role in the regeneration of hitpoints, mana and movement points. If damage can be said to be the most important aspect of a battle, age can be said to be equally important in the way in which a player prepares for these battles. Age can be the unsung hero, or the bane of a characters existence, and each race is set with a differing age in which they are set at character creation. Age functions on a 5-point curve with each point in this curve differing in the returned value for base hitpoint, mana and movement points. The preferred age of a given class and race combo will differ depending upon the playstyle and equipment build of that character, and what works well for one player may in fact be different from that of another player. What can be said about age that is universally true is that it directly dictates how slow or how fast each character regenerates. Certain items exist within the Apocalypse world setting that can either grant or reduce a characters age. These items assist a player in adjusting their characters age to a number that they value in their build, and can be combined to tailor a character to a players preference. In addition to this, certain combat spells exist within various NPC arsenals that may temporarily reduce or increase a characters age for a given set of time. Finally, as a character grows old, it may or may not be to the players benefit to seek a way to permanently modify their age. Only one such method exists for modifying age, and this is through the accumulation and spending of Quest Points on a +/- age modification. ========================================================= | 7 Point Age Table | |=======================================================| | Age Point | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |=======================================================| | Elf | 104-| 105 | 140 | 175 | 204 | 233 | 234+| | Dwarf | 51-| 52 | 64 | 80 | 94 | 112 | 113+| | Gnome | 62-| 63 | 82 | 100 | 117 | 133 | 134+| | Pixie | 17-| 18 | 39 | 62 | 73 | 83 | 84+| | All-Others | 17-| 18 | 31 | 45 | 53 | 60 | 61+| ========================================================= ========================================================= | 7 Point Base Regeneration | |=======================================================| | Age Point | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |=======================================================| | Hitpoints | 6 | 10 | 12 | 14 | 12 | 10 | 6 | | Mana | 6 | 10 | 12 | 16 | 12 | 10 | 8 | | Move | 16 | 20 | 22 | 20 | 16 | 14 | 10 | =========================================================

AGGRESSION Information

Mobile aggression is percentage based. This means that a mobile may not attack you immediately, but may still have some aggression towards you. All aggression types may be modified (for the positive or negative) by your race, class, and charisma. There are seven types of mobile aggression: GENERAL AGGRESSION - Mobile's aggression towards all players. EVIL AGGRESSION - Mobile's aggression towards evil players. GOOD AGGRESSION - Mobile's aggression towards good players. NEUTRAL AGGRESSION - Mobile's aggression towards neutral players. WIMPY AGGRESSION - Mobile's aggression towards sleeping players. COWARD AGGRESSION - Mobile's aggression towards players that are below 25% of their maximum hit points. MEMORY AGGRESSION - Mobile's aggression towards players that have previously attacked.

ALIGNMENT GOOD EVIL NEUTRAL Information

Alignment is important to players in several ways. Some items are useable only by players of a certain alignment, and some classes lose their special abilities if they do not remain a specific alignment. Alignment is measured on a scale from -1000 to 1000. Ways to change your alignment include: Killing mobiles opposite your desired alignment (or of NEUTRAL alignment if you wish to remain NEUTRAL). Wearing items flagged GOOD, NEUTRAL or EVIL will shift your alignment in the desired direction.

"ARMOR CLASS" AC "ARMOR POINTS" Information

Armor Class (AC) is a measure of protection against attacks. The lower the AC, the better the character is protected. The worst AC possible is 100 and the best AC possible is -200. AC is actually calculated from what is called armor points which run from 100 to -1000 (which is the best and maximum). The armor points are scaled to get the AC. The scaling is as follows: From 100 to 0 ap : 1ap point = 1ac ex) 0 ap = 0 ac From -1 to -100 ap : 2ap points = 1ac ex) -100 ap = -50 ac From -101 to -200 ap : 3ap points = 1ac ex) -200 ap = -83 ac From -201 to -300 ap : 4ap points = 1ac ex) -300 ap = -108 ac From -301 to -400 ap : 5ap points = 1ac ex) -400 ap = -128 ac From -401 to -500 ap : 6ap points = 1ac ex) -500 ap = -145 ac From -501 to -600 ap : 7ap points = 1ac ex) -600 ap = -159 ac From -601 to -700 ap : 8ap points = 1ac ex) -700 ap = -171 ac From -701 to -800 ap : 9ap points = 1ac ex) -800 ap = -183 ac From -801 to -900 ap : 10ap points = 1ac ex) -900 ap = -193 ac From -901 to -1000 ap : 11ap points = 1ac ex) -1000 ap = -202 ac

ANTI-PALADIN ANTIPALADIN Information

The Anti-Paladin represents everything that is mean, low and despicable in the human race. No act of treachery is too base, no deed of violence too vile. Thoughtless cruelty, sheer depravity, and senseless bloodshed are their hallmarks. As the nemesis to Paladins, they gain magical abilities at high levels granted to them by dark and evil powers. Anti-Paladins are both ROGUE and WARRIOR, often one or the other, or whatever the circumstances mandate. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

"AP PERKS" "ANTIPAL PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Playstyle Perk: Choose One [Netherdrake Symbiote]: While in dark light conditions at or below -5, your netherdrake symbiote grants you supernatural strength to your backstab skill. While in low-light conditions, your backstab strikes are identical in damage to the thief class. [Frost Wyrm Symbiote]: Your Glacial Fist and Shadow Flare spells are empowered by the frost wyrm symbiote you are host to. As a result, your glacial fist spell lands critically strikes at a 15% increased rate. Your Shadow Flare also critically strikes at a 15% increased rate, but it adds an additional 25% critical damage as well. [Mana Wraith Symbiote]: Your mana wraith symbiote drinks from your Fortress of Hatered, weakening its damage output by 10%, while maintaining its full resistance qualities. The by-product of this relationship is a mana return to the caster. Fortress remains cumulative, but the mana return bonus is on a per-round-basis. [Plague Symbiote]: Your plague symbiote grants you the supernatural ability to bypass all elemental resistances and saving_throw checks when casting the poison spell.

"AP PROF" "ANTIPAL PROF" Information

These are the proficiencies that an Anti-Paladin has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Detect Alignment (S)Kick 2nd: (S)Hide 3rd: (S)Bash (Prereq: Kick) (S)Sneak (Prereq: Hide) 5th: Cause Minor Wounds (S)Backstab 7th: Poison 9th: Cause Major Wounds (Prereq: Cause Minor Wounds) 11th: Shield Against Good (Prereq: Detect Alignment) 13th: Cloak of Shadows (Prereq: Hide) 14th: Chill Touch 15th: Trip 17th: Somnolent Gaze 18th: Dispel Good (Prereq: Shield Against Good) 21st: Harm (Prereq: Cause Major Wounds) 23rd: Protection from Good (Prereq: Shield Against Good) 24th: (S)Detect Trap 25th: Glacial Fist (Prereq: Chill Touch) 27th: Smite Good (Prereq: Dispel Good) 29th: Asphyxiate (Prereq: Somnolent Gaze) 31st: (S)Disable Trap (Prereq: Detect Trap) 33rd: Fortress of Hate (Prereq: Protection from Good) 34th: Unholy Word (Prereq: Smite Good) 35th: Malign (Prereq: Fortress of Hate) 37th: Shadow Flare (Prereq: Unholy Word)

AREAS Information

usage: zone Type the zone command to see more information about zones. If you are attempting to see who is in your area, see the help file for, 'who'.

ATTACKS Information

Attack is combat that is initiated by either a mob or by you. Added natural attacks achieved by gaining levels are as follows: ============================================================================= | NATURAL ATTACKS | |===========================================================================| | AP/PALADIN/RANGER | BARD | FIGHTER | THIEF | |===========================================================================| | Level : Attk | Level : Attk | Level : Attk | Level : Attk | |---------------------------------------------------------------------------| | 1 - 8 : 1/1 | 1 - 9 : 1/1 | 1 - 6 : 1/1 | 1 - 14 : 1/1 | | 9 - 16 : 3/2 | 10 - 18 : 3/2 | 7 - 12 : 3/2 | 15 - 29 : 3/2 | | 17 - 24 : 2/1 | 19 - 27 : 2/1 | 13 - 18 : 2/1 | 30 - 40 : 2/1 | | 25 - 32 : 5/2 | 28 - 36 : 5/2 | 19 - 24 : 5/2 | | | 33 - 40 : 3/1 | 37 - 40 : 3/1 | 25 - 30 : 3/1 | | | | | 31 - 36 : 7/2 | | | | | 37 - 40 : 4/1 | | |===========================================================================| | SAMURAI | MONK | BERSERKER | ALL OTHERS | |===========================================================================| | Level : Attk | Level : Attk | Level : Attk | Level : Attk | |---------------------------------------------------------------------------| | 1 - 5 : 1/1 | 1 - 4 : 1/1 | 1 - 7 : 1/1 | 1 - 40 : 1/1 | | 6 - 10 : 3/2 | 5 - 8 : 3/2 | 8 - 14 : 3/2 | | | 11 - 15 : 2/1 | 9 - 12 : 2/1 | 15 - 21 : 2/1 | | | 16 - 20 : 5/2 | 13 - 16 : 5/2 | 22 - 28 : 5/2 | | | 21 - 25 : 3/1 | 17 - 20 : 3/1 | 29 - 35 : 3/1 | | | 26 - 30 : 7/2 | 21 - 24 : 7/2 | 36 - 40 : 7/2 | | | 31 - 35 : 4/1 | 25 - 28 : 4/1 | | | | 36 - 40 : 9/2 | 29 - 32 : 9/2 | | | | | 33 - 36 : 5/1 | | | | | 37 - 40 : 11/2 | | | ============================================================================= Bonus attacks added to natural attack bases for each class are hard-capped by classes based upon the table below. These limits prevent players from acquiring and equipping bonus attacks beyond their class maximums. Mobile charmies follow a different maximum formula which is identical to player maximums, but reached by combining class natural attacks and bonus attacks. This is due to charmies often possessing different natural attack ranges than a PC player. ===================================================== | BONUS ATTACKS FROM EQUIPMENT | |===================================================| | Attacks | 0 | 1 | 2 | 3 | 4 | 5 | |===================================================| | Mage | | | | | | X | | Cleric | X | | | | | | | Thief | | | X | | | | | Fighter | | X | | | | | | Paladin | | X | | | | | | Anti-Paladin | | X | | | | | | Bard | | | | X | | | | Monk | | X | | | | | | Samurai | | X | | | | | | Ranger | | X | | | | | | Druid | | | | | | X | | Necromancer | | | | | | X | | Berserker | | X | | | | | | Warlock | X | | | | | | =====================================================

BARD Information

Though a rogue, the bard is very different from a thief. They make their living by wooing audiences with their charisma, artistic ability, and magical pursuits of entertainment. They have been known to help the audience to part with their money if they are not very charitable. The Bard is known as a 'Jack-Of-All-Trades' knowing a little bit of everything. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

"BARD PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then double. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Siren]: Your Song of the Siren always delivers maximum power effects, and they are improved 10% for critical damage, 4% for spell crit percent. [Battle Bard]: Your Song of Power applies melee critical damage and percent bonuses at a maximum. [Celerity]: Your maximum +attack bonus from equipment is increased by 1 full attack. [Sage]: Your legend lore always returns a fully identified item, but not mobiles. Color spray power is increased.

"BARD PROF" Information

These are the proficiencies that a Bard has the ability to perform. '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: (S)Hide 2nd: Detect Magic Invisibility (Prereq: Hide) (S)Sneak (Prereq: Hide) 3rd: Vigorize Light Armor 4th: Knock Spook 5th: Detect Invisibility (Prereq: Invisibility) Locate Object 6th: Waterwalk Teleview Minor (Prereq: Locate Object) (S)Hymn 7th: Roar 9th: Improved Invisibility (Prereq: Invisibility) Group Armor (Prereq: Armor) (S)Lullaby 10th: Identify (Prereq: Locate Object) Teleport Minor (Prereq: Teleview Minor) 11th: Sleep 12th: Strength (S)Lamentation 13th: Color Spray 15th: Phase Door (Prereq: Teleport Minor) 16th: Free Action Teleview Major (Prereq: Teleview Minor) 17th: Dreamsight (Prereq: Sleep) Enfeeblement (Prereq: Strength) Vitalize Mana 18th: (S)Ballad (Prereq: Hymn) 19th: Sonic Blast (Prereq: Roar) 20th: Teleport Major (Prereq: Teleport Minor, Teleview Major) (S)Detect Trap 21st: Airwalk 23rd: Dispel Magic (Prereq: Detect Magic) 24th: (S)Dirge (Prereq: Lamentation) 25th: Legend Lore (Prereq: Identify) 27th: (S)Disable Trap (Prereq: Detect Trap) 29th: Fumble (Prereq: Enfeeblement) 32nd: (S)Sonnet (Prereq: Ballad) 35th: Wail of the Banshee (Prereq: Sonic Blast) 36th: (S)Song of the Siren (Prereq: Strength, Dispel Magic) 37th: (S)Song of Power (Prereq: Strength, Sonnet)

"BARDIC MUSIC" Information

Bards are masters of stage performance, utilizing their trade as skilled musicians in taverns and inns to earn an honest wage, or around campfires to entertain their traveling companions. Through years of experience, these troubadours have perfected the subtle nuances of combining lyrics and the various scales, modalities, and progressions required to create a specific mood in the minds and hearts of listeners. In game terms, the bard can perform music anywhere where sound can clearly be heard, and upon anyone that can hear. Those that have an innate ability to resist sonic attacks are increasingly more immune to the bards musical abilities as their resistance increases. While bards have set pieces that can inspire, demoralize, or even help in providing more restful sleep for their groups, there are drawbacks in how often and to whom a bard can sing that a player must explore for themselves. Each song carries with it an initial check for success that is dependent upon a bards charisma attribute. It is in a player's favor to ensure that their charisma is as high as is possible.

BERSERKER Information

The berserker is fearless warrior that fuels his rage for battle by expending even his own blood when necessary. These characters gain an increased chance to damage their foes at the expense of their own safety. It should be noted that the berserker class is a rage specialist. As such, drawing upon their lust for battle in a rage means that they cannot flee from combat while under said effects. Berserkers possess an increased damage rate under rage and this bonus extends to higher damage output than even a warrior can muster. Berserkers are the only class which can dual-wield 1-Handed weapons, and magical weapons. This is an innate ability upon character creation and one of the most significant advantages between a berserker and other classes. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXXXXXXXXXXXXXXXXXX| | MANA |XXXXXXXXXXX | | MOVE |XXXXX | *============================*

"BERSERKER PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then double. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Executioner]: Rampage's damage breakpoints are improved by 15%. [Relentless]: An additional +1-2 full attacks when performing Blitz [Ambidextrous]: Removes the damage penalty for off-hand weapon use [Strongman]: Overpower now has a flat, 95% success rate in all circumstances [Bloodthirsty]: Bloodlust critical hit heal return multiplier increased from 2 to 4.

"BERSERKER PROF" Information

These are the proficiencies that a Berserker has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ======= ============= 1st: (S)Dual-Wield 1h (Automatic) 1st: (S)Rage 3rd: (S)Kick 7th: (S)Bash (Prereq: Kick) 10th: (S)Rescue 13th: (S)Sweep (Prereq: Bash) 15th: (S)Rush 17th: (S)Bloodlust (Prereq: Rage) 20th: (S)Taunt (Prereq: Rescue) 22nd: (S)Blitz (Prereq: Rage) 24th: (S)Berserk (Prereq: Bloodlust) 26th: (S)Hamstring (Prereq: Kick) 28th: (S)Evade 30th: (S)Overpower (Prereq: Rush) 33rd: (S)Fury (Prereq: Berserk) 35th: (S)Rampage (Prereq: Fury) See Also: "BERSERKER", "BERSERKER PERKS", or WARRIOR

"BLUDGEON ATTACK" Information

This is a weapon proficiency that increases your ability to use weapons of type pound and crush.

BULLETIN Information

This is the list of IMMORTAL rules. It may only be read by levels 41 and up.

CHARMIES Information

Charmies are mobiles in the game under the control of a player. When commanding a charmie (via the ORDER command), the owner (the player in control of the charmie) is responsible for how a charmie behaves and will be punished for any inappropriate actions as if the player did it him/herself. Also, be aware of the rules concerning charmies in the RULES command. It is not possible to charm any mobile that is already charmed or any that is higher level than yourself. The mobile will get a saving throw versus "paralyzation" to avoid being charmed. The number of charmed mobiles that you can control is based on your level and the combined levels of the charmed mobiles. See CHARISMA for info on how many combined levels of charmed mobiles which are allowed. The number of charmed mobiles allowed is: ((level-1)/10)+2 (this works out to be from 2 to 5). The duration of a charm spell depends on how the charmer's charisma compares to the charmed mobile's intelligence. For example, if you have a high charisma and the mobile has a low intelligence, the spell will last a long time. This concept is inverted for necromancers. A charmed mobile will follow you and not be able to attack you, unless you stand in the same room as the charmie when it is attacking an enemy. The only exception to this switching of attacks from enemy to master may be found in the Ranger's Summon Beast spell, and the Necromancer's various arsenal of charm spells. Rangers choosing to charm additional mobiles in conjunction with their Summon Beast charmie will be switched to in combat, but a necromancer with the Mezmirist perk will never be switched to in combat. Finally, charmies come in a diverse variety of packages. From those which are conjured from an alternate plane of existence, to charmies which by the charismatic power or gaze of a spellcaster have fallen under the control of another. Some charmies are naturally more gifted than others in combat when it comes to attack numbers per round, while others are especially potent spellcasters in their own right. As charmies increase in attack numbers their spell damage is significantly decreased in a scaling manner. In short: If you want to use a charmie for casting damage spells, the lower attacks per round they have, the more potent their casting abilities are.

"CIRCLEMUD" CREDITS Information

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 and George Greer, 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, David Carver for porting it to OS/2, and Jack Patton and Steffen Haeuser for the Amiga port. -- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU. -- The DikuMud folk, and the good old WhatMUD implementers 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. -- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane. -- Jules (hamotek sheli) for being the greatest. ...plus, everyone else in the Circle community who has submitted material! Thanks everyone! Anonymous FTP: ftp.circlemud.org or ftp2.circlemud.org in pub/CircleMUD To report bugs: bugs(at)circlemud.org To get help: help(at)circlemud.org URL: http://www.circlemud.org/ Mailing List: listserv(at)post.queensu.ca (write "subscribe circle <first name> <last name>") --Jeremy Elson (jelson(at)circlemud.org) See also: AREAS

CLASSES Information

There are currently 14 classes that a player character may select. The 14 classes are ANTI-PALADIN, BARD, CLERIC, DRUID, FIGHTER, MAGIC USER, MONK, NECROMANCER, PALADIN, RANGER, SAMURAI, THIEF, BERSERKER, and WARLOCK. Each class holds different powers that set them apart from the others.

CLERIC Information

Clerics are known for being healers, and thus are quite the necessity throughout the world. This class gives you the wisdom of peace and blessing, along with healing. However, it is possible to learn more violent spells, but this would mean walking a path where healing is no longer possible. Clerics are unique in that they are the only class considered to always be a restoration class. As such, their attack speed is capped at 1 attack, and they cannot receive bonus attacks. Furthermore, they set the tempo for the rest of the Apocalypse game, and do not benefit from the Hp/Mana/Move class specific regeneration boosts other classes enjoy. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXX | | MOVE |XXXXX | *============================*

"CLERIC PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Flamewarden]: Your flamestrike and firestorm spells will certainly ignite an enemy in flames. [Exorcist]: Your Smite good and evil spells, and those spells associated with it deal increased damage [Spellbinder]: Silence spell now has a flat 25% success rate and ignores level penalties and saving_throws for the victim. Silence effects last an additional 6 ticks, and add both a -5 sav_spell debuff and a -2 intelligence de-buff. [Herbalist]: Your Regeneration spells are lengthened by 15 ticks, and the amount of constitution points granted are increased by 2. Your Aid spell now grants a bonus to hitpoint equal to your intelligence score, and it grants a +1 melee damroll bonus. [Cardinal]: Your sanctuary spell costs are almost always returned to you by your diety. Your proficiency in Sanctuary must be 75% or higher. [Divine Protection]: Your Shield and Protection spells against good and evil mobiles now work on mobiles equal to your level.

"CLERIC PROF" Information

These are the proficiencies that a Cleric has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Cure Light Create Water (S)Turn Undead 2nd: Create Food (Prereq: Create Water) Magical Vestments Vigorize Light 3rd: Bless (Prereq: Magical Vestments) Cause Minor Wounds (Prereq: Cure Light) Detect Poison 4th: Cure Blind (Prereq: Cure Light) Detect Alignment Sense Life 5th: Cure Serious (Prereq: Cure Light) Shield Against Evil (Prereq: Detect Alignment) Shield Against Good (Prereq: Detect Alignment) 6th: Blindness (Prereq: Cure Blind) Cause Major Wounds (Prereq: Cause Minor Wounds) Remove Poison (Prereq: Detect Poison) 7th: Aid (Prereq: Bless) Dispel Silence Vitality (Prereq: Create Food) 8th: Remove Paralysis Silence (Prereq: Dispel Silence) Lesser Summon 9th: Cure Critic (Prereq: Cure Serious) Flamestrike 10th: Remove Curse (Prereq: Bless) Vigorize Serious (Prereq: Vigorize Light) 11th: Dispel Evil (Prereq: Shield Against Evil) Dispel Good (Prereq: Shield Against Good) 12th: Free Action (Prereq: Remove Paralysis) Word of Recall 13th: Protection from Evil (Prereq: Shield Against Evil) Protection from Good (Prereq: Shield Against Good) 14th: Heal Light (Prereq: Cure Critic) 15th: Harm (Prereq: Cause Major Wounds) Sanctuary (Prereq: Aid) 17th: Vitalize Mana 18th: Heal Serious (Prereq: Heal Light) 19th: Smite Evil (Prereq: Dispel Evil) Smite Good (Prereq: Dispel Good) 20th: Heroes Feast (Prereq: Vitality) 21st: Greater Summon (Prereq: Lesser Summon) 22nd: Heal Critic (Prereq: Heal Serious) 24th: Vigorize Critic (Prereq: Vigorize Serious) 25th: Regeneration 27th: Group Recall (Prereq: Word of Recall) 30th: Heal Group (Prereq: Heal Critic) 33rd: Holy Word (Prereq: Smite Evil) Unholy Word (Prereq: Smite Good) 35th: Sovereign Heal (Prereq: Heal Group) 37th: Firestorm (Prereq: Flamestrike)

COMPARE Information

The compare command will let you determine the worth of an object as compared to another similar object. For example, you may compare a dagger and a mace. Or perhaps two types of armor. The syntax would be: compare <object1> <object2> compare dagger mace See also: -

DRUID Information

Druids are priests of nature. Like Rangers, they are attune to nature and do all in their power to protect it. Given their specific aim, druids have control over the elements, plants, and animals. Thus, they are powerful in a sylvan setting while they lose power the farther away from their beloved forests they get. Note: Druids who do not practice any healing spells are considered battle druids. Those whom choose to become proficient in the healing arts will lose the battle druid mana and move regeneration bonuses the class would otherwise enjoy, as well as see a max cap on their attacks equivalent to that of the Cleric class. In other words, if you are practicing Sanc, it is assumed you intend to play A restoration druid. As such, you will automatically be placed into a cleric-type configuration. Candidly, this is because restoration characters are the tempo setters for the entire pace of the game. Thank you for understanding, and we hope anyone who attempts a restoration druid will be pleasantly surprised. *============================* | Battle Druid Regen Rate | |============================| | HP |XXXXXXXXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================* *============================* |Restoration Druid Regen Rate| |============================| | HP |XXXXXXXXXXX | | MANA |XXXXX | | MOVE |XXXXX | *============================*

"DRUID PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Treant Master]: Your plant based charmed mobiles begin with 750 additional hitpoints. [Mystic]: Your elemental aura always lands on grey. [Shaman]: Your sun and moon based spells are available 2 hours sooner, and may be accessed 2 hours later than normal. They may also be cast indoors now. [Soothsayer]: Your heal critical spell also adds a powerful healing over time, combat only restoration effect. Taking on this perk eliminates the ability of your character to charm enemy mobiles. [Elementalist]: +40 spell damage applied to the base number of any 'Elemental,' named spell you cast. Each 'Elemental,' named spell gains an additional damage multiplier minimum and maximum dice.

"DRUID PROF" Information

These are the proficiencies that a Druid has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Create Water Elemental Shard (S)Track 2nd: Create Food (Prereq: Create Water) Detect Magic *3rd: Cure Light Detect Poison Barkskin 4th: Detect Alignment Hold Animal Remove Poison (Prereq: Detect Poison) 5th: Elemental Hands (Prereq: Elemental Shard) Poison (Prereq: Remove Poison) Vigorize Light 6th: Animal Friendship (Prereq: Hold Animal) Waterwalk 7th: Cure Serious (Prereq: Cure Light) Vitality (Prereq: Create Food) 8th: Hold Beast (Prereq: Hold Animal) Sunray 9th: Flamestrike (Prereq: Elemental Hands) 10th: Charm Beast (Prereq: Animal Friendship) Control Weather 11th: Cure Critic (Prereq: Cure Serious) Call Lightning (Prereq: Elemental Hands) 12th: Hold Plant (Prereq: Hold Beast) 13th: Elemental Shield (Prereq: Elemental Shard) Sunburst (Prereq: Sunray) 14th: Control Plants (Prereq: Hold Plant) 15th: Dispel Magic (Prereq: Detect Magic) Moon Mote 16th: Heal Light (Prereq: Cure Critic) Conjure Elemental (Prereq: Elemental Shard) 17th: Vitalize Mana 18th: Sustain (Prereq: Vitality) 19th: Earthquake (Prereq: Elemental Hands) Waterbreath (Prereq: Waterwalk) **20th: Sanctuary (Prereq: Heal Light) 21st: Heal Serious (Prereq: Heal Light) 22nd: Befriend Dryad (Prereq: Animal Friendship) 23rd: Elemental Strike (Prereq: Elemental Hands) 25th: Pass Without Trace (Prereq: Befriend Dryad) 26th: Innervate (Prereq: Sanctuary) 27th: Heal Critic (Prereq: Heal Serious) 28th: Elemental Burst (Prereq: Elemental Strike) 29th: Elemental Aura (Prereq: Elemental Shield) 31st: Trail of the Woodlands (Prereq: Pass Without Trace) 33rd: Searing Orb (Prereq: Sunburst) 34th: Poison Spray (Prereq: Poison) 36th: Elemental Blast (Prereq: Elemental Burst) Note: * = Practicing this skill will disable the druid HP, Mana, and Move bonuses a battle druid, or charmer druid might otherwise enjoy. ** = Practicing this skill will disable the druid's ability to charm enemy mobiles, whether or not the character has practiced the charm spell for its class, or acquired it elsewhere. It will also hard cap your druid at 1 attack per round. The * and ** notes only apply to a single playthrough. These are reset at rebirth.

EXPERIENCE XP XPS Information

When you kill a monster, you earn experience points. When enough experience points are earned, you raise a level. Things you should know about 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. * If you flee in battle, you will lose experience points. * Certain items in the game allow you to craft bonus percent per kill experience equipment. * Admin led bonuses affecting experience with an increase modifier will unlock the max experience gain per kill cap. * Mobiles gain what is known as Survivor Experience each tick. The longer a mobile is alive, the more survivor experience it will gain. The rate is calculated with each mud hour that the system is up. It is to your benefit to play in areas of the game which are not typically played if you are leveling up during a period of high uptime. If you die after reaching level 5, you will lose experience at a rate which is defined in the helpfile for DEATH.

"EXTENDED STAY" Information

Extended stay inns are special inns where a single rent cost associated with your items are calculated for a one-time rent fee. Such inns are favorable to players who intend to go on vacations, have medical needs, or any other such long-term scenario which would require you to be away from the game for an extended period of time. An extended stay inn allows you to be away from the game for long periods of time without ever paying any additional costs beyond the initial rent fee. They are a financially unwise option if you intend to rent and come back into the game sooner than seven days. The one-time fee is your per-diem cost times seven. For example, a rent cost of 100,000 gold coins per day would be 700,000 gold coins at an extended stay inn. Thus, if you paid 700,000 coins and returned in two days, you have essentially cheated yourself out of an astonishing 500,000 gold coins. Inversely, if you were to pay the 700,000 coin fee and rent for 20 days, you just saved 1,300,000 gold coins! The only extended stay inn in the Apocalypse world setting is located in Midgaard. This generous innkeeper may be found one up, then one north of the normal innkeeper.

FIGHTER Information

The most common of all warriors, fighters believe in only what their flesh and blood can provide. Having no magical abilities of their own, brute strength is their forte. They can be found hacking it out face to face with fire-breathing dragons and most dangerous of demons. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXX | | MOVE |XXXXXXXXXXXXXXXXXXXXX| *============================*

"FIGHTER PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Defender]: Shield specialization effectiveness is doubled. While wearing a shield, Parry will also succeed at a 3% increased rate. [Blademaster]: While using slash weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Blacksmith]: While using bludgeon weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Mercenary]: While using pierce weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Rune Knight]: Combat initiation summon preventions are completely removed, and RES_SUMMON no longer factors into another player or mobile summoning you. You may also be summoned from rooms which you would otherwise be unable to be summoned from. [Bodyguard]: Second wind failure and success cooldowns are halved. [Warlord]: When you successfully use taunt, it never fails so long as the mobile is actually tauntable. Immune to the effects of Hamstring and Ensnare.

"FIGHTER PROF" Information

These are the proficiencies that a Fighter has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: (S)Kick (S)Parry 3rd: (S)Rescue (S)Retreat (Prereq: Parry) (S)Bash (Prereq: Kick) 5th: (S)Disarm (Prereq: Parry) 7th: (S)Shield Specialization 10th: (S)Track (S)Rage 12th: (S)Shield Punch (Prereq: Shield Specialization) 20th: (S)Armor Specialization (Prereq: Shield Specialization) 24th: (S)Shield Rush (Prereq: ShieldPunch) 28th: (S)Taunt (Prereq: Rescue) 30th: (S)Hamstring (Prereq: Kick) 33rd: (S)Blitz (Prereq: Rage) 35th: (S)Group Retreat (Prereq: Retreat) 37th: (S)Second Wind See Also: FIGHTER, "FIGHTER PERKS", or WARRIOR

FLAGS Information

Players sometimes have FLAGS after their names in the WHO list. These flags are always in parentheses, not brackets or braces. FLAG MEANING ----------- --------------------------------------------------------- [Legend] This is one grizzled, hardcore player. They have proven themselves among the Apocalypse community and are worthy to bear a title befitting their experience. (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 admin team. See also: NOSHOUT, NOTELL, QUESTS, STEAL, VISIBLE

FOOD HUNGER THIRST Information

Throughout the course of gameplay, characters require food and drink for sustenance. When a character becomes hungry or thirsty, they must then eat or drink to satisfy this basic requirement of all living beings. Should a character fail to eat and drink, their regeneration speed will be adversely affected by a marked reduction in points regained each mud hour. Several options exist to feed a character, sustain a character, and ensure a character requires less food over long periods of time. In addition to this, some races require an additional amount of food per hour than others. Notable examples include Half-Giants and Trolls. Players desiring to see their current hunger and thirst levels may do so by typing, 'attributes' at any time. Hunger and thirst levels of 24 are considered a maximum, with 0 being depleted levels. See also: "CREATE FOOD", "CREATE WATER", VITALITY, FORAGE, SUSTAIN ENDURANCE

FORAGE Information

Usage : forage Cost : 25 movement points Duration : 3 seconds Level/Class : 2nd Ranger By means of this skill, a ranger may attempt to use his/her wilderness knowledge to forage for usable provisions if the player is located in a room which is considered to be outdoor terrain. Current outdoor terrain includes: Fields, Hills, Mountains, Snow, Desert, Swimable Water, and Forests. It should be noted that attempts to forage indoors, in cities, or in any area not listed as forgeable terrain will always result in a failure. A wilderness foray is not guaranteed to be a success (i.e., a player may return from their foraging expedition empty-handed). However, if the forage is favorable, items will be automatically deposited into the player's inventory. For each failed forage attempt, a player will expend 10 movement points. Moreover, the player will receive an in-game lag of 3 seconds to account for their time spent foraging regardless of success or failure. The success of the forage depends on both the terrain, and the level of the player. Additionally, as players gain in experience, their wilderness knowledge of forest lore grows. Thus, so do their chances of success, and also, the rarity of items available to them. The items found through foraging are unique to the forage skill and provide the ranger with an opportunity to acquire highly useful foods, scrolls, potions and more. Rangers who choose to spend the time required to forage for items will quickly discover that nearly all foraged items wholly change the dynamics of standard gameplay, and this includes foods, or foraged items which may at first appear to be mundane or useless.

GONGBU BOW Information

Usage: gongbu The Gongbu stance is a front facing stance which focuses primarily upon attacks centered around hand movements. Unlike the Horse stance, Gongbu is an offensive stance rather than a balanced stance, and as such it brings with it an enhanced responsiveness to the dynamics of active combat. Also known as the Bow stance for the appearance of a bent bow, the Gongbu stance places the monk at risk of increased harm. In game terms this translates into a significant penalty to Armor Class (AC), with an occasional increase in the number of attacks. See also: STANCE, HEBU, MABU, XUBU, MONK PROF

GUILD Information

The Guildhouse is the place where mortals may go to escape the troubles and perils of a cruel world. Each guild is heavily guarded, so that only members may enter the building. Guilds are also the places where people come to learn and practice the skills of their trade. See also: PRACTICE

HARDCORE MODE Information

Hardcore Mode is the ultimate test of skill, courage, and survival in the world of Apocalypse 6. Once chosen, there is no turning back - death in Hardcore Mode is final. If your character dies, your corpse, items, and progress are gone forever. You will need to create a brand-new character to continue your journey. In exchange for this brutal risk, Hardcore adventurers enjoy significant bonuses that set them apart from their counterparts. Hardcore Bonuses: +4 Hit Points, Mana, and Movement per level Each time you level up, your base attributes are boosted beyond the limits of normal mortals. +4 Natural Hit, Mana, and Move at creation You start stronger, more focused, and more enduring than standard characters. 25% Increased Regeneration Rate You recover hit points, mana, and movement 25% faster, allowing for quicker recovery between battles. Hardcore Risks: Permanent Death: If you die, your character and all items vanish from existence. No corpse retrieval, no resurrection, no appeals. No Item Recovery: Equipment, gold, and treasures carried at the time of death are lost forever. No Safety Nets: Hardcore characters cannot be restored by immortals or in-game mechanics.

HP "HITPOINTS" "HIT POINTS" Information

Hit points are a the single most important stat affecting the potential for life, and how quickly the doorway to death is reached. Each class possesses an innate inclination towards a designated hitpoint maximum. For instance: Classes such as the mage, cleric and druid have a hit point pool which is naturally lower than classes such as the samurai and fighter. In addition, come races offer natural increases to hit points, and constitution also affects the maximum hitpoint pool of a character. =============================== | Class | HP Per Level | |=============================| | Anti Paladin | 10 - 14 | | Bard | 6 - 9 | | Berserker | 6 - 9 | | Cleric | 3 - 5 | | Druid | 6 - 9 | | Fighter | 8 - 11 | | Mage | 6 - 9 | | Monk | 8 - 11 | | Necromancer | 6 - 9 | | Paladin | 10 - 12 | | Ranger | 6 - 9 | | Samurai | 7 - 10 | | Thief | 6 - 9 | | Warlock | 6 - 9 | ===============================

"HEAL ROOM" Information

Heal rooms are special rooms in which you will regain some hit points every few seconds. The rate at which you heal is random. See also: "PAIN ROOM", HASTE

HEBU CRANE Information

Usage: hebu The Hebu stance, also known as the Crane stance for the striking resemblance to a standing crane upon shallow waters is a stance requiring true mastery over the body to control. Accentuating the lightning-fast movements required to perform qi-based attacks and the ability to quickly utilize feet movements, this strange form proves to be a source of power for the monk practitioner. See also: STANCE, GONGBU, MABU, XUBU, MONK PROF

HOUSES Information

Houses have been implemented as of CircleMUD 3.0. A house entails two things: access control and crash protection. Only you and your guests will be allowed to enter the house. Your house will be crash-saved every five minutes. You can force your house to save by typing 'save' while standing in your house. In the event of a crash, the objects in your house as of the last crash-save will be loaded back into your house when the MUD reboots. Also, if you own a house, and quit from the game while standing in your house, you will be loaded into your house next time you enter the game. Guests of your house can be defined using the HOUSE command. See HOUSE for more information. Houses are an alternative to renting. You can simply enter your house and quit; your objects will drop to the ground and be crash-saved for when you return. There is currently no limit to the number of objects which can be stored in your house. Of course, players must expect to pay a much higher premium for the convenience of houses; contact your local Implementer for a fee schedule. See also: HOUSE

INNS RECEPTION Information

Inns are places where the weary traveler may rest while the innkeeper looks after their equipment and treasures. Specifically, the game will save your equipment while you are logged out. Normal inns will have a per day cost which is calculated to the second. If for example your rent is 100,000 gold coins per day and you rent for 10 minutes, you will be charged the exact cost for 10 minutes of rent, not the full 100,000 gold coins. If you were to rent for exactly 24 real life hours, the rent cost would be 100,000 gold coins. Extended stay rent costs work differently than normal inns. At an extended stay inn the cost is a flat rate of seven days rent. To be clear: If your rent cost is 100,000 coins per day, it will be 700,000 coins at an extended stay inn. If you rent at an extended stay inn and return after 10 minutes, you will be paying 700,000 gold coins for 10 minutes of rent. If you were to rent for 200 days under the same scenario, your rent cost would only be 700,000 gold coins. If you rent in a normal rent inn and do not have the gold to cover your rent costs associated with your time away from the game, you will lose your items upon re-entering the game world. There are no scenarios where reimbursements will be granted to players who lose items due to lack of rent funds. See also: AUTORENT, AUTOWEAR, EXTENDED STAY, LIST, OFFER, RENT

JAIL Information

Jail is where a God will put you for failure to adhere to the MUD guidelines for fair play, or rules. When you go, and how long you stay, is up to the discretion of the person who put you there, depending on the severity of your offense. While in JAIL, your objects are held for you as long as you have rent money to cover your stay in jail. You do not have the use of your equipment nor do you have the use of most of the commands you normally use. See Also : RULES, (BULLETIN if immortal)

LEGENDARY LEGEND LEVELS Information

This is one grizzled, hardcore player. They have proven themselves among the Apocalypse community and are worthy to bear a title befitting their experience. In order to become [Legendary] you must obtain the proper amount of quest points. Each level requires a certain amount of total quest points to obtain. Upon reaching Legendary level 10 you will receive a [Legend] tag in your title. See Also : FLAGS, QUEST POINTS

LINK Information

Some players have problems with their links to the game. This could be very dangerous to your health in the middle of a combat. But we have worked out a solution. There are two cases: [1] If your link is broken, while in combat you will automatically attempt to flee. If you manage to flee, then your character will be saved and then made invisible to all but Immortals. [2] 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. Then you should try and immediately reconnect. NOTE: Cutting link on a daily basis to avoid paying rent will not work. See help on autorent for details.

MABU HORSE Information

Usage: mabu Mabu stance is a balanced stance wherein the monk roots him/herself to the ground. Also known as the Horse stance for the postural resemblance to riding a horse, the Mabu stance focuses heavily upon hand oriented attacks. See also: STANCE, GONGBU, HEBU, XUBU, MONK PROF

MAGE "MAGIC USER" Information

Mages are the most general of spellcasters. They study everything that magic has to offer, being able to produce powerful and violent magic. However, due to the lack of oneness with the gods, they can deal little with healing and blessing. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXXXXXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================*

"MAGE PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Resurgeance]: Lightning bolt's, chain lightning and ball lightning re-arc at a 33% rate. When the occurs, a halved version of the same spell will be re-cast upon the target. [Pyromancy]: Your mage tree fire based spells have a high % chance to ignite an enemy in flames. [Frostgrip]: Your frost based spells have a 33% chance to slow enemies, causing a loss of attacks for a round. This attack stopping power is directly linked to intelligence. [Arcanist]: Your magic missile does not alter its damage type, but it does take on your elemental fire damage as a bonus, and it gains an additional four assured missiles. [Apothecary]: Your Acid Arrow spell will often cause a lingering regeneration scenario against affected enemies. The power of your intelligence is directly linked to the length of this effect. This effect does not stack.

"MAGE PROF" Information

These are the proficiencies that a Magic User has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Magic Missile 2nd: Detect Invisibility Detect Magic 3rd: Armor Chill Touch 4th: Invisibility (Prereq: Detect Invisibility) Knock 5th: Bind Portal Minor (Prereq: Detect Magic) Burning Hands Infravision 6th: Blindness (Prereq: Infravision) Locate Object Strength 7th: Acid Arrow (Prereq: Magic Missile) Enfeeblement (Prereq: Strength) Hold Person Shocking Grasp Lesser Scry (Prereq: Bind Portal Minor) 8th: Charm Person Fumble (Prereq: Enfeeblement) Sleep Waterwalk 9th: Dispel Magic (Prereq: Detect Magic) Lightning Bolt (Prereq: Shocking Grasp) Dimension Shift (Prereq: Bind Portal Minor) 10th: Haste (Prereq: Strength) 11th: Dreamsight (Prereq: Sleep) Improved Invisibility (Prereq: Invisibility) 12th: Color Spray Greater Scry (Prereq: Lesser Scry) 13th: Hold Monster (Prereq: Hold Person) Phase Door (Prereq: Knock) 14th: Charm Monster (Prereq: Charm Person) 15th: Ice Lance (Prereq: Chill Touch) Dimension Walk (Prereq: Dimension Shift) Mana Shield (Prereq: Armor) 17th: Vitalize Mana (Prereq: Haste) 18th: Airwalk (Prereq: Waterwalk) Firebolt (Prereq: Burning Hands) 19th: Bind Portal Major (Prereq: Bind Portal Minor) 20th: Succor 21st: Clenched Fist (Prereq: Acid Arrow) 22nd: Shrink (Prereq: Phase Door) 23rd: Enlarge (Prereq: Shrink) 24th: Ice Storm (Prereq: Ice Lance) 25th: Dimension Door (Prereq: Bind Portal Major, Dimension Walk 27th: Fireball (Prereq: Firebolt) 28th: Levitate (Prereq: Airwalk) 28th: Ball Lightning (Prereq: Lightning Bolt) 30th: Flailing Fists (Prereq: Clenched Fist) 31st: Recharge (Prereq: Lightning Bolt) 32nd: Group Mana Shield (Prereq: Mana Shield) 33rd: Prismatic Spray (Prereq: Color Spray) 35th: Planar Travel (Prereq: Dimension Door) 37th: Chain Lightning (Prereq: Ball Lightning)

MANA Information

Mana directly affects the ability of a character to cast spells. Each player begins the game with a mana pool for their character which may be increased or decreased through a variety of factors. The intelligence and wisdom of a character directly affects mana pools, but equipment, racial attributes, and class tables also calculate into a players maximum mana. ================================= | Class | Mana Per Level | |===============================| | Anti Paladin | 1 - 4 | | Bard | 1 - 4 | | Berserker | 1 - 2 | | Cleric | 1 - 4 | | Druid | 1 - 7 | | Fighter | 1 - 2 | | Mage | 1 - 9 | | Monk | 1 - 3 | | Necromancer | 1 - 6 | | Paladin | 1 - 4 | | Ranger | 2 - 4 | | Samurai | 2 - 4 | | Thief | 1 - 2 | | Warlock | 1 - 9 | =================================

MEMORY Information

Mobiles are not stupid and ignorant beasts. If attacked they will not just sit idly by and wait to be attacked again. Mobiles will remember if you attacked them and try and get the first blow if you appear again. Luckily their memory isn't infinite and they will forget about you over time. See also: AGGRESSION

MIDGAARD MAP Information

Map of Midgaard Temple Altar | | Social -- Temple -- Donations Room of Midgaard Reception | / Cleric | / Guild----North Temple----Grunting---Bar | Boar Inn Druid Magic General | Guild Shop Store | Jeweler Pawn Shop Bank | | | | | | | <---West-----+------+----Market----+--------+--------East---> Gate | | Square | | Gate | Weapon--Armory | | | | (Wall Smith | Questor's Fighter Mage Guild Road) | Hall Guild | | Berserker Guild | Common | +-(Poor-Alley)-+----Square----+(Dark-Alley)-------+ | | | | | | | Dump | Thieves Warehouse Warlock | Sewers | Guild | Guild (Wall | Levee Road) | | | | | +---------------------+ Candlebriar <============================Bridge============River=============> | | +(Wall Road)+---------+--+------+------+----------+ | | | | Sage | | | + Ranger +---Bard +-Monk | | | Guild | Guild | Guild | | Training | | + | | | Grounds -+----+-------o-------------+---City | | | | Temple of | Hall | (Wall Road) | |---Opulance | (Wall Road) | +------(Park-+-Road)-------+ | | | | | | | | The +--Samurai | | Paladin | Park | Guild | | Guild -+ + | | | | | +-----------+------(Wall Road)---------+----------+ | Graveyard Entrance (Anti-Paladin/Necro Guild)

"MOB HP" Information

Level 1 - 5 to 15 Level 21 - 900 to 1350 Level 2 - 10 to 30 Level 22 - 1050 to 1575 Level 3 - 20 to 45 Level 23 - 1200 to 1800 Level 4 - 30 to 50 Level 24 - 1350 to 2025 Level 5 - 35 to 60 Level 25 - 1500 to 2250 Level 6 - 40 to 70 Level 26 - 1650 to 2475 Level 7 - 50 to 80 Level 27 - 1800 to 2700 Level 8 - 55 to 95 Level 28 - 1950 to 2925 Level 9 - 60 to 110 Level 29 - 2100 to 3150 Level 10 - 70 to 120 Level 30 - 2250 to 3375 Level 11 - 80 to 130 Level 31 - 2400 to 3600 Level 12 - 95 to 145 Level 32 - 2550 to 3825 Level 13 - 120 to 200 Level 33 - 2700 to 4050 Level 14 - 135 to 225 Level 34 - 2850 to 4275 Level 15 - 150 to 250 Level 35 - 3000 to 4500 Level 16 - 240 to 360 Level 36 - 3750 to 5625 Level 17 - 300 to 500 Level 37 - 4500 to 6750 Level 18 - 450 to 750 Level 38 - 5250 to 7875 Level 19 - 600 to 1000 Level 39 - 6000 to 9000 Level 20 - 750 to 1250 Level 40 - 7500 to 12500

MONK Information

Monks are members of a priestly order seeking peace and enlightenment in a state of harmony with the passing world. For a monk to unveil his or her true power, they must first discover and master their qi-gong (ki). This is accomplished through contemplative meditation, harmonious living, and mastery of the body. It is only upon mastery of these things that a monk may be said to have good or powerful gung-fu. Despite the misconception that monks are merely priests or warriors, they are by their very nature a martial order of transcendental holy warriors. Being thus, they are members of both the PRIEST and WARRIOR classes. * In combat, a Monk has the THAC0 and hit points of the ROGUE class. * Unarmed combat: damage dice 1d4 per 8 levels, and +1 dmg per 4 levels. * For levels 1 to 10, the Monk's Armor Points is improved by 5 a level; For levels 11 to 20, 10 ap a level; For levels 21 to 30, 15 ap a level; For levels 31 to 40, 20 ap a level. * Monks may equip items usable only by WARRIORS, PRIESTS, or MONKS. * Monks may only equip the following locations: Light, Finger, Trinket, Neck, About, Waist, Wrist, Wield, Hold (non-weapons), and Shield. * If a monk wields a weapon, they will lose half of their attacks. The only exception to this is if a monk wields an unarmed weapon such as spiked knuckles. * Monks gain 3 extra mana points per level instead of 4 like other Priests. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXX | | MOVE |XXXXXXXXXXX | *============================*

"MONK PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Benevolent]: Your Peace spell now ignores its level check against enemies when cast. When casting the peace spell or the pacify spell, the agro reduction provided is increased to 75%, and the duration of the effect lasts for 2 ticks total. Your peace and pacify spells never miss. [Transcendent]: Successful phase door casts have their costs refunded entirely. Lay on hands 25% penalty for using it on others is removed, as is all combat lag associated with it. [Sotapanna]: Meditation recovery speed is increased by 15% [Windwalker]: Your Windwalk spell now grants you immunity to electric and gas attacks, as well as a +7 bonus to elemental electricity damage. Raikou Kicks gain a 25% increased effect from your elemental electricity damage bonuses. Excludes you from taking on the Firewalk spell affect while under the effects of the Windwalk spell. [Flamewalker]: Your Flamewalk spell now grants you immunity to fire attacks, as well as a +7 bonus to elemental fire damage. Phoenix Fist gains a 25% increased effect from your elemental fire damage bonuses. Excludes you from taking on the Windwalk spell affect while under the effects of the Flamewalk spell.

"MONK PROF" Information

These are the proficiencies that a Monk has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ==== =========== 1st: (S)Lay Hands (S)Meditate Detect Alignment Mabu Combat Stance 2nd: Detect Invisibility 3rd: Teleview Minor Detect Poison 4th: Pacify (S)Palm Strike Cure Blind (Prereq: Lay Hands) 5th: (S)Endurance (Prereq: Meditate) Sense Life (Prereq: Detect Invis) 6th: Waterwalk Remove Poison (Prereq: Detect Poison) 7th: Dreamsight Remove Curse 8th: Beneficence (Prereq: Pacify) Remove Paralysis Xubu Combat Stance (S)Kick 9th: Free Action (Prereq: Remove Paralysis) Teleview Major 10th: Teleport Minor (Prereq: Teleview Minor) Second Sight (Prereq: Teleview Major) 11th: Invisibility to Enemies (Prereq: Sense Life) 12th: (S)Phoenix Fist (Prereq: Palm Strike) Gongbu Combat Stance 13th: Airwalk (Prereq: Waterwalk) 14th: Phase Door (Prereq: Second Sight) 15th: Healing Dream (Prereq: Dreamsight) 16th: (S)Raikou Kick (Prereq: Kick) 17th: Synostodweomer (Prereq: Lay Hands) 18th: Teleport Major (Prereq: Teleport Minor, Teleview Major) 19th: Waterbreath (Prereq: Waterwalk) 20th: Flamewalk (Prereq: Airwalk) 22nd: (S)Crippling Wave (Prereq: Palm Strike) Hebu Combat Stance 23th: Windwalk (Prereq: Flamewalk) 24th: (S)Sweep (Prereq: Kick) 25th: (S)Chakra Disruption (Prereq: Crippling Wave) 27th: Sleepwalk (Prereq: Healing Dream) 32nd: (S)Exploding Palm (Prereq: Palm Strike) 35th: (S)Meridian Strike (Prereq: Chakra Disruption) 37th: (S)Push (Prereq: Exploding Palm) 38th: Peace (Prereq: Beneficence)

MOVES MV "MOVEMENT POINTS" Information

Movement points dictate the distance a player may travel on foot without the need for rest. They also affect how many times a player may use specific skills in the game which require a player to exert a burst of speed if they are to be performed correctly. The movement pool of a player is directly related to racial bonuses, equipment, dexterity, and of course the class table listed below. ================================= | Class | Move Per Level | |===============================| | Anti Paladin | 1 - 3 | | Bard | 2 - 4 | | Berserker | 4 - 6 | | Cleric | 2 - 4 | | Druid | 3 - 5 | | Fighter | 2 - 4 | | Mage | 2 - 4 | | Monk | 2 - 4 | | Necromancer | 3 - 5 | | Paladin | 1 - 3 | | Ranger | 3 - 6 | | Samurai | 2 - 4 | | Thief | 3 - 5 | | Warlock | 1 - 3 | =================================

NECROMANCER Information

The Necromancer class is part of the WIZARD group. They dwell on perverting the life forces of others for their own personal ends, even if it means bringing others to a state of the living dead to meet their whims. They also enjoy the darkness, for they are by nature creatures of the night, and draw their powers from the negative magic fields. By their very nature, and by how they are viewed by others, Necromancers can only be EVIL. * Necromancers are immune to charm, sleep and hold type spells. * For every 5 levels gained, he/she loses 1 point of CHARISMA. * Dealing with charmies, a Necromancer score is reversed (subtracted from 25) to see how many they can control at once (up to 75 charmie levels). * Necromancers differ from all other classes in their ability to dominate the creatures under the influence of their charming effects. Charmed mobiles which are controlled by a necromancer suffer a complete loss of willpower while under the necromancers spell, the result of which prevents a mobile from ever turning against their master in combat. Note: Necromancers gain an additional +1 mana per level, regardless of racial combination. They also begin the game with negative plane attunement, a bonus which grants 50 additional points of mana. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

"NECRO PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Bone Lord]: Your skeletal archmage begins with 500 additional hit points [Mezmerist]: Fight from the rear behind any mob you charm, but lose the ability to conjure and animate mobs [Mortician]: Your embalmed warlords begin with an additional 500 hit points. [Cult Leader]: Your skeletal guise also provides 25% resistance to bludgeon attack types. [Frostgrip]: Your frost based spells have a 33% chance to slow enemies, causing a loss of attacks for a round. This attack stopping power is directly linked to intelligence.

"NECRO PROF" Information

These are the proficiencies that a Necromancer has the ability to perform. A '(S)'denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Spook (S)Turn Undead 2nd: Curse Blood Quench 3rd: Chill Touch Detect Invisibility 4th: Hold Undead (Prereq: Turn Undead) Cannibalize (Prereq: Blood Quench) 5th: Shadow Armor 6th: Ghoul Touch 7th: Poison Shocking Grasp 8th: Control Undead (Prereq: Hold Undead) Bat Sonar (Prereq: Detect Invisibility) 9th: Lightning Bolt (Prereq: Shocking Grasp) 10th: Vampiric Gaze Cloak of Shadows (Prereq: Shadow Armor) 12th: Animate Dead (Prereq: Control Undead) 12th: Embalm 14th: Lesser Electricity Resist (Prereq: Lightning Bolt) 15th: Ice Lance (Prereq: Chill Touch) Death's Door 16th: Life Steal 16th: Cloak of the Night (Prereq: Cloak of Shadows) 17th: Vitalize Mana 18th: Rest in Peace 20th: Lesser Cold Resistance (Prereq: Chill Touch) 21st: Ghoul Gauntlet (Prereq: Ghoul Touch) 22nd: Cloak of Darkness (Prereq: Cloak of the Night) 23rd: Locate Shadow Plane 24th: Ice Storm (Prereq: Ice Lance) 25th: Wither 26th: Summon Skeleton (Prereq: Animate Dead) 26th: Summon Phantasmal (Prereq: Animate Dead) 27th: Skeletal Guise (Prereq: Summon Skeleton) 29th: Shadow Walk (Prereq: Locate Shadow Plane) 30th: Greater Electricity Resist (Prereq: Lesser Elec Resist) 32nd: Recharge (Prereq: Lightning Bolt) 34th: Poison Spray (Prereq: Poison) 35th: Shadow Door (Prereq: Shadow Walk) 36th: Greater Cold Resistance (Prereq: Lesser Cold Resist)

NEWBIES Information

Upon entering the game, you should be greeted by the helpful wizard Nodri. He can answer a few questions which will mainly guide you through some help files. He is also a quest giver. Type quest join 1 to get started with his first of two quest. This is a quick, easy way to get to level 2 and get some gold. Type HELP MAP to get your bearings around Midgaard. Head to the Magic Shop to grab a recall then return to Nodri and give it to him. This will lead to his second quest, once you finish that up you should be level 2. Once you reach level 2 find your guildmaster and learn some skills. After that it's time for combat to begin. From 2-5 you have 3 options (typically based on alignment and roleplay): The Training Academy, the Graveyard, or the Park. Each has a quest giver to get you started with another set of quests. Helpful files: Help : General help commands and information. Index : List of all help topics available by typing help <topic>. Rules : List of the MUD rules. Zones : List of all zones contained within the MUD. Info : General Information. Credits : Credit to authors of programming code contributions. News : The latest news regarding the MUD. Help topics of particular interest to newbies: Help color Help tell Help charisma Help display Help gossip Help wisdom Help wimpy Help quit Help race Help consider Help rent Help class Help sleeping Help group Help alignment Help practice Help zones Help race Help death Help death trap Help class Help rules Zones/areas for newbies (type zone <zonenumber> for more info): - Midgaard Training Academy (2-5) Neutral, Good, Evil alignments - Midgaard Graveyard (2-5) Good alignment - Midgaard Park (2-5) Evil alignment - Astyll Hills (5+) - The Shire (5+) - Midgaard Sewers (5+)

"PAIN ROOM" Information

Pain rooms are special rooms in which you will take damage every few seconds. You will eventually die in these rooms unless your natural healing rate somehow exceeds the rate at which you take damage. See also: "HEAL ROOM"

PALADIN Information

This is the most difficult of the classes to be. Paladins are the most holy and noble of warriors; truth and honor are the meat of their life. Pursuing the highest of all ideals, many a powerful warrior has failed and died living up to their rigorous ideals. Due to their holiness, they gain magic from the gods of purity at high levels. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================*

"PALADIN PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Templar]: Your consecration spell delivers half its normal damage, but restores you for 10% of the original damage in hitpoints. [Heirophant: Your consecration spell delivers half its normal damage, but restores you for 10% of the original damage in mana. [Lightwarden]: Your flamestrike spell will certainly ignite an enemy in flames. Holy Lance critical hit damage is increased by 25%, and chance increased by 15%. [Divine Providence]: Your final cooldown rate of Divine Shield is halved.

"PALADIN PROF" Information

These are the proficiencies that a Paladin has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Detect Alignment (S)Kick (S)Parry 2nd: (S)Layhands (S)Rescue (S)Retreat (Prereq: Parry) 3rd: (S)Disarm (Prereq: Parry) (S)Turn Undead (Prereq: Detect Alignment) 5th: (S)Bash (Prereq: Kick) Magical Vestments 7th: Cure Blind (Prereq: Layhands) Remove Poison 9th: Shield Against Evil (Prereq: Detect Alignment) 11th: Draw Upon Holy Might (Prereq: Magical Vestments) 13th: Flamestrike 15th: Synostodweomer (Prereq: Layhands) 17th: Dispel Evil (Prereq: Shield Against Evil) 19th: Champions Strength (Prereq: Draw Upon Holy Might) 21st: Protection from Evil (Prereq: Shield Against Evil) 28th: Benediction (Prereq: Champions Strength) 29th: Smite Evil (Prereq: Dispel Evil) 32nd: (S)Estates 33rd: Consecration (Prereq: Benediction) 35th: Holy Word (Prereq: Smite Evil) 36th: Divine Shield (Prereq: Benediction) 37th: Holy Lance (Prereq: Holy Word)

"PARALYZE" Information

Paralysis is a devastating effect whereby the victim in wholly unable to move or function in any capacity. Stun is identical to Paralyze in that a victim under the effects of stun is also unable to perform actions. To be under the effects of paralysis or stun in combat is nearly equal to assured death, although death is of course not assured until it happens. While under either effect, damage is multiplied by two, thus creating a dire situation for whomever is unfortunate enough to be paralyzed or stunned in combat. The effects of Paralysis or Stun vary in that Paralysis is a spell based, long-lasting effect, and stun is both short-term and physical. Stun may only last for seconds, but it can never last more than a single tick. Upon a mud hour, also known as a tick, stun will always be removed as a core feature within the game. Paralysis on the other hand lasts much longer. Note: The Remove Paralysis spell will remove Paralysis and Stun effects, but the Dispel Magic spell will only remove Paralysis effects.

"PARALYSIS" Information

Paralysis is a devastating effect whereby the victim in wholly unable to move or function in any capacity. Stun is identical to Paralyze in that a victim under the effects of stun is also unable to perform actions. To be under the effects of paralysis or stun in combat is nearly equal to assured death, although death is of course not assured until it happens. While under either effect, damage is multiplied by two, thus creating a dire situation for whomever is unfortunate enough to be paralyzed or stunned in combat. The effects of Paralysis or Stun vary in that Paralysis is a spell based, long-lasting effect, and stun is both short-term and physical. Stun may only last for seconds, but it can never last more than a single tick. Upon a mud hour, also known as a tick, stun will always be removed as a core feature within the game. Paralysis on the other hand lasts much longer. Note: The Remove Paralysis spell will remove Paralysis and Stun effects, but the Dispel Magic spell will only remove Paralysis effects.

PERKS Information

Perks are aspects of a character which may be used to help define the, "Secret sauce," behind what makes your character special and unique. Each perk offers a spin or bonus on a pre-existing game mechanich or stat, and can be leveraged to make your character the character you genuinely enjoy playing. To define a perk for your character, visit the perk shop in the Quester's Hall of Midgaard. Note: The perk system has ample room for expansion, but idea must meet certain criteria. If you have ideas for a new perk, or how to improve current perks, please let us know! See also: "AP PERKS", "BARD PERKS", "BERSERKER PERKS", "CLERIC PERKS", "DRUID PERKS", "FIGHTER PERKS", "MAGE PERKS", "MONK PERKS", "NECRO PERKS", "PALADIN PERKS", "RANGER PERKS", "SAMURAI PERKS", "THIEF PERKS", "WARLOCK PERKS"

"PIERCE ATTACK" Information

This is a weapon proficiency that increases your ability to use weapons of type pierce, stab and sting. For More Information See Also: WEAPON PROFICIENCIES

PRIEST Information

The Priest group are the most devote followers of the gods. Receiving their powers from those they worship, they go throughout the realms spreading the following of their gods. The following priest classes exist: Cleric, Druid, Monk.

RANGER Information

The Ranger is a hunter and tracker who makes his way by not only his bow, but also, by his wits. The Ranger is an expert at woodsmanship and at high levels gains the abilities to cast spells dealing with nature. In addition to this, rangers possess the eagle eye trait by default, thus allowing them to scan one additional room through use of the scan command. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================*

"RANGER PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Loyalty]: Fight from the rear behind your summoned beasts [Beastmaster]: Summoned beasts receive a 25% increase to HP and Damage. [Strider]: Forage success increased by 50%. 20% chance to forage two identical items with a Bountiful harvest. The movement cost for stalk is removed. [Longbowman]: 20% increased critical hit damage when wielding a special type weapon. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Sniper]: +4 hitroll bonus. Hornets Dart damage is doubled and it now adds lingering regeneration effects. The power of these effects is directly linked to your strength score. [Elementalist]: Your elemental bow spells are empowered with devastating damage over time effects. Taking on this perk will eliminate the ability to summon beasts, or charm enemy mobiles.

"RANGER PROF" Information

These are the proficiencies that a Ranger has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: Animal Friendship (S)Track 2nd: (S)Hide (S)Kick (S)Forage 3rd: (S)Rescue (S)Sneak (Prereq: Hide) 4th: Detect Poison (S)Endurance Sense Life (Prereq: Track) 5th: Barkskin Hold Animal (Prereq: Animal Friendship) (S)Layhands 6th: Pacify 7th: Charm Beast (Prereq: Animal Friendship) 8th: Bolt of Steel 11th: Remove Poison (Prereq: Detect Poison) 13th: Hold Beast (Prereq: Charm Beast) 14th: Flaming Arrow (Prereq: Bolt of Steel) 15th: Waterwalk 16th: Free Action 17th: Hail of Arrows (Prereq: Flaming Arrow) 18th: Synostodweomer (Prereq: Layhands) 19th: (S)Camouflage (Prereq: Sneak) 20th: Hornets Dart (Prereq: Hail of Arrows) 22nd: Befriend Dryad 23rd: (S)Ambush (Prereq: Sneak) 24th: Sustain (Prereq: Endurance) 25th: Waterbreath (Prereq: Waterwalk) 27th: (S)Stalk (Prereq: Ambush) 30th: Summon Beast (Prereq: Hold Beast) 31st: Pass Without Trace 33rd: Ensnare (Prereq: Flaming Arrow) 35th: Frost Arrow (Prereq: Flaming Arrow) 39th: Trail of the Woodlands (Prereq: Pass Without Trace)

QSAY Information

Usage: qsay <message> The qsay command is used for communicating across the game world to other quest participants who have also chosen to take part in the quest communication channel. See also: QUESTS, QUEST CHANNEL

"QUEST" QUESTS Information

In the Apocalypse world setting there are three general types of quests available for players to participate in. These quests provide a variety of desirable rewards, but they often place players in the path of danger and near certain peril. The first type of quest a player may encounter are automated quests given by NPC quest-givers. Mobiles such as this are easily identified by their @y(QUEST)@n title. These quests require players to complete pre-defined tasks which include killing specific mobiles, reaching a specific room in the world setting, collecting items, and more. These quests are available to players of all levels, but may have a level range restriction placed upon them. The second type of quest involves players defeating legendary enemy NPC's. A legendary mobile can be identified by the @y(LEGEND)@n flag in their title, and are typically the most challenging NPC enemies in the game. Defeating such an enemy is a quest in and of itself, and rewards for these kills are limited to level 40 players. Finally, the third type of quest a player may encounter are admin led quests. These quests are of the wildcard nature and are given at the pleasure of an Apocalypse administrator. In-game trivia, unique game challenges set up specifically for a one-time quest, or even a world item hunt are only a few of the possibilities you may encounter when participating in an admin led quest. The restrictions and requirements for these types of quests are determined by the administrator, and can be as equally random as the quest goal itself. See also: ENCHANTER, QSAY, QUESTS, QUEST CHANNEL, QUEST HISTORY, QUEST JOIN, QUEST LEAVE, QUEST LIST, QUEST POINTS, QUEST PROGRESS, QUEST SHOP, QUEST TRAINER

"QUEST CHANNEL" Information

Usage: quest channel This command toggles the quest communication on or off. If you wish to participate in quest channel communication, you must first toggle the quest channel on. Only after you are a part of this channel will you be able to use the QSAY command to speak with others. See also: QSAY, QUESTS

"QUEST HISTORY" Information

Usage: quest history The quest history command allows you to view a record of completed quests which you have participated in. Quest history spans the reborn process, and as such there are many quests which you may only complete one per character. See also: QUESTS

"QUEST JOIN" Information

Usage: quest join # If you have discovered the location of an automated in-game quest giver NPC, you may join one of their quests by using the quest join command. To see a list of their joinable quests, you will first need to use the QUEST LIST command. See also: QUESTS, QUEST LIST, QUEST PROGRESS

"QUEST LEAVE" Information

Usage: quest leave This command enables you to abandon your current quest. Should choose to abandon a quest, you will lose any and all progress previously made towards completion. You may only participate in one automated quest at any given time, therefore this command is typically used when you find a quest you would like to join, but are already on a previous quest. See also: QUESTS, QUEST JOIN, QUEST PROGRESS

"QUEST LIST" Information

Usage: quest list When you discover an in-game automated quest giver, you can use the quest list command to learn more about the quests they currently offer. Should you find something which suits your interests, the QUEST JOIN command will need to be used to join it. See also: QUESTS, QUEST JOIN

QP "QUEST POINTS" Information

Quest points may be accrued in one of three ways: By completing an in-game automated quest, by defeating legendary enemies, and also by completing an admin led quest. These points may be used to purchase powerful TOKENS of rebirth, to improve your character's Hp/Mana/Move score. Quest points also show the strength and power of a player to the game world in the who list. Players who accumulate enough quest points will quickly see their Legend rank increase. Legendary mobiles granting quest point rewards do not grant points one-hundred percent of the time. Each legendary NPC possesses a minimum and maximum potential quest point award which ranges from 0 to 1 point per kill, all the way up to 0 to 6 points per kill. In game terms this means that even if you face and defeat a 6 point legendary mob, you may receive zero points. Inversely, you may also receive anywhere from 1 to 6 points. See also: QUESTS, QUEST SHOP, QUEST TRAINER, REBORN, WHO

"QUEST PROGRESS" Information

Usage: quest progress Quest progress displays the current quest you are on, details about what remains to complete it, and serves as a powerful tool in aiding a player should they forget their quest objectives. See also: QUESTS, QUEST HISTORY

"QUEST SHOP" Information

The quest shop is located in the quest hall. The items included in the shop are TOKENS which may be used in the rebirth process. See also: TOKENS, QUESTS, QUEST POINTS

"QUEST TRAINER" Information

The quest trainer is located in the quest hall. An in-game sign located in the hall is provided to offer instructions on how to train. Of course, quest points or skill points must first be earned by a player The cost for Training varies depending upon what you wish to train. Hitpoints, mana and move point costs are cumulative, and become quite costly as you continue to train your character. Skill points may also be used in the quest shop to improve or restore natural ability scores, and maximum ability scores. See STAT NAT, and STAT MAX for more inforamtion. See also: TOKENS, QUESTS, QUEST POINTS, STAT MAX, STAT NAT

RESISTANCE Information

Resistance is a measure of how resistant or vulnerable a character is to certain types of attacks. PC's: Certain spells and items can boost your innate resistances. Quantitatively speaking, resistance ranges from -100 (completely vulnerable: 2x damage received) to 0 (no modifiers on damage) to +75 (near immune: 75% reduction). Resistance to physical attacks such as slashing, bludgeoning, and piercing are also capped at a maximum 75% resistance rating. This may be increasd to 95% through ENCHANTING. NPC's: Ranges for resistances are identical to those of players with one difference. Mobiles may possess a +100 rating to any resistance. Note: The greater resistance spells provide a +75 resistance rating to the elemental type of the spell. This is not an immunity spell and thus, it will not rase a players resistance beyond the maximum cap for each element. To clarify this point: The greater elemental resistance spells grant a flat, +75 resistance to each elemental type, and not an increase in resistance that negates the penalties of negative resistances that a player may possess. A player that possesses a -100 resistance to fire will have -25 resistance after receiving a greater fire resistance buff. These rules also apply to Druidic elemental auras. Lesser resistance spells provide a flat 35 resistance to each elemental type. This also applies to Druidic elemental shields.

ROGUE Information

The rogue group includes all those who feel that the world owes them their living. They get through life by doing as little as possible -- the less trouble maintaining their life style...all the better. Rogues are often on the shady side of the law. The following rogue classes exist: Thief, Anti-Paladin, and Bard.

RULES Information

Type the word, "Rules," to see the guidelines for the MUD.

SAMURAI Information

Samurai are WARRIORS of honor from the oriental world who follow the code of the bushido or warrior. In terms of having high ideals, they are similar to Paladins. But the ideals of a Samurai go beyond that. Because of these ideals, a samurai may only be GOOD. With the code of honor that the Samurai follow, cowardice in battle is dishonorable. * Samurai in combat attack as warriors, but gain more hit points and attacks per level. * Samurai may not use the WIMPY command and may not be RESCUED. * Have immunity to fear spells. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXXXXXXXX | *============================* See Also: "SAMURAI PERKS", "SAMURAI PROF"

"SAMURAI PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Blademaster]: While using slash weapons, your critical hit damage is increased by 20%. This damage does not appear on a character sheet, but is applied directly to critical damage when it lands. [Quick Draw]: Your single Iaijutsu counter attack damage is increased to become the equivalent of a full high-round of attacks worth of damage, but you gain a round of battle lag recovery as well. [Zen Master]: Meditation recovery speed is increased by 15% [Ronin]: Death strike always rolls as if it were a high round of attacks. [Shugosa]: Your whirlwind damage is tripled, and the cooldown is reduced from 2 rounds of lag to a single round of lag. [Shinobi]: Instead of the light, your path has led you into darkness. Evil alignment is required to function, Throw damage increased by 50%, and thrown objects are never destroyed.

"SAMURAI PROF" Information

These are the proficiencies that a Samurai has the ability to perform. A '(S)' denotes a proficiency that is a skill and not a spell. Level Proficiency ==== =========== 1st: (S)Parry 2nd: Accuracy 3rd: (S)Disarm (Prereq: Parry) 5th: (S)Meditate 7th: Strength Burst (Prereq: Accuracy) 8th: Intimidate 10th: (S)Iaijutsu (Prereq: Parry) 13th: (S)Throw 15th: (S)Stun (Prereq: Intimidate) 20th: (S)Armor Specialization Power Strike (Prereq: Strength Burst) 25th: Whirlwind Attack (Prereq: Power Strike) 35th: Death Strike (Prereq: Whirlwind Attack)

"SAVING THROWS" Information

Saving Throws are measures of a character's resistance to special types of attacks such as poisons, magic, and attacks that affect the whole body or mind of the character. There is a base saving throw for each class that ranges from 100 (worst) to 0 (best). Depending upon the level of the attacker, the base is modified. If the attacker is a higher level, then the chance to make the save is lowered. If the attacker is lower level, then the chance to make the save increases. Also, ability scores may be used as modifiers against some attacks that require a save. For every level that the attacker is a higher level than you, the saving throw base increases by 2 (or an additional 2% to fail). Saving Throws are classified into five categories of priority: 1) Paralyzation, Poison, or Death Magic 2) Rod, Staff, or Wand 3) Petrification or Polymorph 4) Breath Weapon 5) Spell.

SELF CHARGING "SELF-CHARGING" Information

Some magical staves possess the power to recharge themselves automatically. It is unknown if these items were imbued by an infernal or celestial being, but they are highly sought-after artifacts. In game terms, a self-charging item regenerates one charge per day at 6am, and it must be equipped to draw energy from the player at that time.

SHOPS Information

Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: BUY, SELL, LIST, VALUE, DESCRIBE

SIZE Information

There are 7 sizes for characters and objects. They are: SPECIAL (objects), TINY, SMALL, NORMAL, LARGE, GIANT, HUGE. Depending upon the race and species of a character, the size will differ. Each object is also assigned a size from SPECIAL to HUGE. A character may equip any object that is plus or minus one from their own size. For example, a HUMAN of size NORMAL may equip small, normal, or large objects. Specially sized objects adjust their size to fit anyone. These objects are often rings and gauntlets for example.

"SKILL POINTS" SP Information

Skill points may be acquired through combat beginning at level 1, and lasting all the way through to level 40. Each mobile awards skill points at a static rate which is determined through an algorithm assessing the entirety of a mobile's character sheet. Skill points (SP for short) may be used to improve or restore ability scores. If this interests you, the perk shop located in the Quester's Hall of Midgaard is where points may be spent. See also: ENCHANTING, PERKS, QUEST SHOP, QUEST TRAINER, STAT MAX, STAT NAT

"SPECIAL ATTACK" Information

This is a weapon proficiency that increases your ability to use weapons not covered by the other four weapon proficiencies. For More Information See Also: WEAPON PROFICIENCIES

SPELL SPELLS Information

Spells in Apocalypse 6 work through a variety of variables in addition to a base spell damage model for offensive spells. In the case of offensive spells, each help file contains a base damage equation, and information used to better understand how it operates under various instances. Example: Magic Missile (4 + (GET_LEVEL(ch)-3))); Add an additional 0x up to 1x damage on non-critical casts Add an additional 2x up to 4x damage on critical casts In this example, we will assume the player is level 40. The equation reads as follows: ((4 + (40-3))). The spell would deal a base damage of 41. The next section of the equation deals with non-critical casts and also instances where a character rolls a critical success. In the case of a non-critical cast, the spell deals a 0x-1x bonus, which operates off of the equation that was previously calculated. A non-critical Magic Missile cast at level 40 would then deal 41-82 damage respectively. A critical success would deal 123-205 damage. Players will discover that some spells benefit more from elemental damage bonuses, while others will benefit from critical successes. Because there are only so many eq slots for a player to use, each player must determine how they will build their character, and which spells will be cast based upon whether they use an elemental build, a critical success build, or a hybrid build. Note: - Spell elemental damage comes in three flavors: Specific Elements: Fire, Cold, Electricity, Divine, etc. All-Spell Damage: Every element including healing. Healing Bonus: Adds to healing numbers of spells besides lay-hands. - Critical Damage: A percentage multiplier to critical hit damage. 10% would grant a bonus of 10% damage upon a successful crit. - Critical Chance: How often you crit - All players begin the game with 0 elemental bonuses, 10% crit damage, and 1% critical chance. - Spell listings are now found under the appropriate class name by doing a search for, 'help <class> prof'. IE: Help mage prof.

"SLASH ATTACK" Information

This is a weapon proficiency that increases your ability to use weapons of type slash, cut and claw. For More Information See Also: WEAPON PROFICIENCIES

STANCE Information

Monks are trained in the martial arts and as such they acquire multiple stances for various combat situations. These stances offer unique and interesting approaches to combat which allow the monk to mold him/herself to situations unlike any other melee class can. ==================================================== | Skill Name | Gongbu | Hebu | Mabu | Xubu | |==================================================| | Palm Strike | X | | X | | | Exploding Palm | X | | X | | | Phoenix Fist | X | | X | | | Push | | | X | | | Sweeps | | X | | X | | Kick | | X | | X | | Raikou Kick | | X | | X | | Chakra Disruption | | X | | | | Crippling Wave | | X | | | | Meridian Strike | | X | | | |==================================================| See also: GONGBU, HEBU, MABU, XUBU, MONK PROF

"STAT MAX" Information

Each race possesses a maximum cap for the six individual ability scores: Charisma, Constitution, Dexterity, Intelligence, Strength, and Wisdom. To calculate the racial maximum for any stat, first you must look at the Help ABILITIES entry to determine racial +/- numbers. Every ability has a base cap of 16, and then an addition or subtraction if there are any +/- numbers. This is known as the racial max. To determine the stat max for any specific ability, take the racial max and add +6 to it. Example: Race = Half-Giant Bonuses = +3STR, +1CON, -1CHA Racial Max = STR:19 / INT:16 / WIS:16 / DEX:16 / CON:17 / CHA: 15 Stat Max = STR:25 / INT:22 / WIS:22 / DEX:22 / CON:23 / CHA: 21 Stats may be increased by accumulating and spending skill points at the stat trainer in the Quester's Hall of Midgaard. You may raise any stat up to the stat maximum, but any stat purchases will only alter your natural ability score up to the racial maximum. You may train past the racial maximum, but accessing those ability scores beyond your natural racial maximum will require +ability score equipment and/or spells. Note: It is possible for a stat to exceed the racial maximum by +1 if that racial maximum is 24 or less. Stats which would naturally have stat maximum of 25 cannot be raised any further. If you wish to tap into a +1 stat maximum bonus, you may do so by acquiring a new character trait at rebirth by utilizing a REBIRTH TOKEN when your character goes through the rebirth process. See also: ABILITIES, CHARISMA, CONSTITUTION, DEXTERITY, INTELLIGENCE, REBORN, SKILL POINTS, STAT NAT, STRENGTH, TOKEN, TRAIT, WISDOM

"STAT NAT" Information

Your natural stat is the current number for any of the six ability scores if you were without any equipment or spell buffs. Your natural ability score may never exceed the racial maximum for your race. To learn more about maximum statistics, please see the Help STAT MAX entry. Stats may be increased by accumulating and spending skill points at the stat trainer in the Quester's Hall of Midgaard. You may raise any stat up to the stat maximum, but any stat purchases will only alter your natural ability score up to the racial maximum. You may train past the racial maximum, but accessing those ability scores beyond your natural racial maximum will require +ability score equipment and/or spells. See also: ABILITIES, CHARISMA, CONSTITUTION, DEXTERITY, INTELLIGENCE, REBORN, SKILL POINTS, STAT NAT, STRENGTH, TRAIT, WISDOM

TELNET CLIENTS ZMUD GMUD TINYFUGUE TINTIN PUEBLO MUDMASTER MUSH Information

Specialist telnet programs for connecting to MUDs or talkers plus the odd normal telnet program that has slipped in because people like them. Some provide the ability to connect to more than one talker at the same time, scripting, macros and many more features. ZMud (PC) - http://www.zuggsoft.com/zmud/down.asp#zMUD GMud (PC) - http://www.uberworld.org/gmud.exe. gMUDix - http://dw.nl.eu.org/mudix.html Fireclient (PC) - http://www.firebolt.com/download.php Tinyfugue (Many platforms) - http://tf.tcp.com/~hawkeye/tf/ Rapscallion (Mac OS 9) - http://www.rapscallion.co.uk MCL (Linux) - http://www.andreasen.org/mcl/ MudMaster (DOS) - http://www.mud-master.com/index.html CRT (PC) - http://www.vandyke.com BetterTelnet (Mac) - http://www.cstone.net/~rbraun/mac/telnet/ MUSH Client (PC) - ftp://ewtoo.org/pub/clients/windows/MUSHclient.zip NiftyTelnet (Mac) - http://andrew2.andrew.cmu.edu/dist/niftytelnet.html PuTTY (PC) - http://www.chiark.greenend.org.uk/~sgtatham/putty/ Cantrip (Mac OS 10) - http://www.solidsun.com/cm/ Savitar (Mac OS 10) - http://www.heynow.com/Savitar/ HydraMUD (Mac OS 10) - http://www.variableaspect.com/experiments/hydraMUD/ Portal (PC) - http://gameaxle.com/ RoAClient - http://www.rhoneware.com/RoAClient/ Warning: Avplay & SimpleMU do not work well since they use the / characters internally. If you have any recommendations please mudmail them to the MUD administrator.

THIEF Information

The seediest of all Rogues -- cunning, nimbleness, and stealth are their hallmarks. With their very special qualities that no other class offers, they have been known even to make the richest of merchants and lowest of peasants squirm. Many of these qualities can come in handy in many situations, such as picking locks or concealing their actions when working with containers. Spending all their time keeping their reflexes cat-like, thieves have little time to study magic. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXX | | MANA |XXXXXXXXXXX | | MOVE |XXXXXXXXXXXXXXXXXXXXX| *============================*

"THIEF PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Stealth]: Ignore hum/glow effects on gear. Immune to the effects of Hamstring and Ensnare. Ambush attack count is increased by 2, successes are nearly assured, battle lag reduced by 1 round. [Assassin]: Gain an additional dice on backstab rolls. IE: The 1 in 1d4. Assassination chances doubled, cooldown is decreased by 60% on successes, and nearly halved on failures. [Acrobatics]: Gain 3% chance per attack to dodge. Immune to the effects of Hamstring and Ensnare. [Shinobi]: Removes the damage penalty for off-hand weapon use. Thrown damage is increased by 50%, and thrown objects are never destroyed. You may now throw shurikens. Envenom poison applies will now double the second dice (the 7 in 4d7).

"THIEF PROF" Information

These are the proficiencies that a Thief has the ability to perform. An (S) denotes a proficiency that is a skill and not a spell. Level Proficiency ===== =========== 1st: (S)Hide (S)Pick Lock (S)Steal 2nd: (S)Sneak (Prereq: Hide) 3rd: (S)Backstab (S)Detect Trap 5th: (S)Disable Trap (Prereq: Detect Trap) 10th: (S)Circle (Prereq: Backstab) 13th: (S)Envenom 18th: (S)Throw 21st: (S)Dodge 23rd: (S)Ambush (Prereq: Sneak) 25th: (S)Estates (Prereq: Steal) 27th: (S)Vanish (Prereq: Hide) 31st: (S)Trip 33rd: (S)Counterstrike (Prereq: Dodge) 37th: (S)Search (Prereq: Detect Trap) 39th: (S)Assassinate (Prereq: Ambush)

"TOKEN" Information

Rebirth tokens are items which are acquired through quest shop purchases, and may be used to alter your character at the rebirth process. To use a token, simply purchase one at the quest shop, hold it, and then type, 'Reborn' at the Temple of Midgaard. Using a quest token during rebirth enables you to control the character trait your reborn character is born with, to a certain degree. These character traits will last for a single playthrough session. They do not permenantly alter your character, rather they alter your character until you reborn again. Here is what rebirth with and without a token will do. For more detailed information, be sure to each token while it is in your inventory. To see which traits are available, see the Help TRAITS entry. No Token: 80% chance for no trait, 20% chance to roll 1 of 32 available traits randomly. Normal Token: 100% chance for no traits. Chaotic Token: 100% chance to roll 1 of 32 available traits randomly. Ability Token: 87.5% chance for +1, 12.5% chance for -1 stat max. See also: ABILITIES, REBIRTH, STAT MAX, STAT NAT, TRAITS

TRAITS Information

These are the traits which may be acquired for a single playthrough by use of rebirth tokens, or by random chance without a rebirth token. *==================================================================* | Name : Bonus | ==================================================================== | None : None | | Titan Touched : +STR | | Enfeeblement : -STR | | Savant : +INT | | Brain Injury : -INT | | Deep Thinker : +WIS | | Hard-Headed : -WIS | | Quick Reflexes : +DEX | | Slothful : -DEX | | Lion Hearted : +CON | | Heart Condition : -CON | | Clear Complexion : +CHA | | Warts : -CHA | | Eagle-Eyed : +2 Hitroll | | Farsighted : -2 Hitroll | | Planetar Touched : +1 Damage | | Hesitant : -1 Damage | | Good Hearted : +30 good align each tick | | Evil Hearted : -30 evil align each tick | | Amoral : -15/+15 move toward neutrality each tick | | Prodigy : +1 Practice at character start | | Learning Disability : -1 Practice at character start | | Nightmares : Deep sleep may be interrupted | | Gladiator : +25 HP | | Scholar : +25 Mana | | Athlete : +25 Move | | Increased Metabolism : +6 HP regeneration in restful sleep | | Clear Minded : +6 Mana regeneration in restful sleep | | Marathon Runner : +6 Move regeneration in restful sleep | | Lethargic : -6 HP regeneration in restful sleep | | Restless Thoughts : -6 Mana regeneration in restful sleep | | Asthma : -6 Move regeneration in restful sleep | | Fast Learner : +25 percent EXP gain | *==================================================================*

"UNARMED ATTACK" Information

This is a weapon proficiency that increases your ability in combat when not using a weapon. For More Information See Also: WEAPON PROFICIENCIES

"WARLOCK" Information

The Warlock brings a lethal arsenal of channeling spells to the battle, and it is because of this that they are feared by even the strongest of enemies. Warlocks draw upon the power of darkness and an evil alignment is required in order to function properly. Note: Warlocks gain an additional +1 mana per level, regardless of racial combination. *============================* |Default Regeneration Ratings| |============================| | HP |XXXXXXXXXXX | | MANA |XXXXXXXXXXXXXXXXXXXXX| | MOVE |XXXXX | *============================*

"WARLOCK PERKS" Information

Each character begins the game with 5 character perks to aid in customizing a character to a players preference. You may only purchase each perk a single time. To learn more about these perks and their minimum levels, you may type, "List," at the Quest Hall perk trainer. Weapon Prof: Choose One [Lumberjack]: +1/10 levels while using a slash weapon [Pugilist]: +1/10 levels while using a blunt weapon or bare-hands [Tentmaker]: +1/10 levels while using a piercing weapon [Fletcher]: +1/10 levels while using a special weapon (bows/whips/etc) Universal: Choose an Unlimited Number [Pyromaniac]: +25 Fire Damage [Boreal Native]: +25 Frost Damage [Conduit]: +25 Electricity Damage [Musician]: +25 Sonic Damage [Favor]: +25 Divine Damage [Haunted]: +25 Shadow Damage [Snake Handler]: +25 Poison Damage [Alchemist]: +25 Acid Damage [Prism Maker]: +25 Light Damage [Tinkerer]: +7% Spell Crit Chance [Spiritualist]: 5% increased chance of mana return on kill for casters [Seer]: 25% increased mana return total [Glass Cannon]: +40 All-Spell damage, hp halved the moment you take it. [Astrologist]: Wands and Staves have a high chance to cast for free. [Empowered]: Intead of +1str per cast, your strength spell grants +3 strength per cast. [Fame/Infamy]: Your charmed mobile's time duration is extended by a flat 15 ticks. [Metabolic Boost]: One bite of food will easily fill you up. [Guardian Spirit]: Sanctuary, Fortress of Hate, and Consecration spell effects are extended by 4 hours when they are cast upon you. [Treasure Hunter]: 1 additional rent slot is provided for your character. [Jeweler]: Killing blows have an increased enchanting material drop rate. [Perfectionist]: +4 Hitroll [Hoarder]: You can carry even more stuff you will likely never use. +15 inventory slots. [Giant Slayer]: Ignore the strength penalty when wielding A weapon which would otherwise be too heavy for you. [Bountiful Wonder]: Sustain lengths add 10, then doubles. [Nomad]: Haste no longer affects food costs. [Siege Captain]: All resistance buffs cast on you will now last 50% longer. [Pack Mule]: Your pack mule will follow you anywhere you go, increasing your carrying capacity by 50%. HMV: Choose One [Bodybuilder]: +50hp [Educated]: +40mana [Marathon Runner]: +40mv Allignment: Choose One [Chaotic Evil]: -30 align/tick [Chaotic Neutral]: -15/+15 align/tick movement towards neutrality [Chaotic Good]: +30 align/tick Playstyle Perk: Choose One [Possession]: The demonic spirits your body has become host to have granted you with the supernatural ability to cast your shadowbolt without the aid of demonic clarity. Furthermore, your shadowbolts may now now slow an enemy attacker, as well as hit much harder than before if they crit. Your intelligence score directly increases the power of your slow effects. [Blackout]: Your shadow shields mana maintenance cost is reduced from 25% to 15% [Orator]: No enemy is immune to, nor can they be immune to the powerul effects of your Confusion spell. [Vampire]: The random number 1-3 for your life steal spell is transformed to always land on 3-4.

"WARLOCK PROF" Information

These are the proficiencies that a Warlock has the ability to perform. A '(C)'denotes a proficiency that is a channeled spell. Level Proficiency ===== =========== (S)1st: Gift of Celerity (Automatic) (C)1st: Agony 2nd: Detect Alignment 3rd: Shadow Armor 6th: Detect Invisibility (C)7th: Torment (Prereq: Agony) 7th: Burning Hands 8th: Transfuse Light 9th: Invisibility 10th: Life Steal 10th: Shield Against Good (Prereq: Detect Alignment) 11th: Bat Sonar (Prereq: Detect Invisibility) (C)14th: Madness (Prereq: Torment) 14th: Spook 15th: Transfuse Serious (Prereq: Transfuse Light) 16th: Lesser Fire Resistance 17th: Vitalize Mana 18th: Dispel Good (Prereq: Shield Against Good) 19th: Cloak of Shadows (Prereq: Shadow Armor) (C)20th: Poison Soul (Prereq: Madness) 20th: Firebolt (Prereq: Burning Hands) 21st: Transfuse Critical (Prereq: Transfuse Serious) 22nd: Demonic Clarity 23rd: Life Leech (Prereq: Life Steal) 24th: Locate Shadow Plane (C)26th: Searing Thought (Prereq: Poison Soul) 27th: Protection from Good (Prereq: Shield Against Good) 27th: Shadowbolt (Prereq: Firebolt) 28th: Drain Soul 29th: Shadow Walk (Prereq: Locate Shadow Plane) 30th: Greater Fire Resistance (Prereq: Resistance to Fire) (C)31st: Mind Implosion (Prereq: Searing Thought) (C)33rd: Shadow Shield (Prereq: Cloak of Shadows) 34th: Confusion (Prereq: Drain Soul) (C)35th: Hellfire (Prereq: Mind Implosion) 36th: Thaumaturgy (Prereq: Life Leech) 37th: Conjure Shard 38th: Shadow Door (Prereq: Shadow Walk) 39th: Essence Transfer (Prereq: Demonic Clarity)

WARRIOR Information

The warrior group encompasses all those individuals who make their way through the world by their skill in arms. They have a wide range of knowledge concerning armor and weapons, but are limited in magic use. The following warrior classes exist: Fighter, Berserker, Ranger, Paladin, Anti-Paladin, Monk and Samurai.

"WEAPON PROFICIENCIES" Information

Training in weapon proficiencies will allow a player to become more proficient when wielding a weapon with a damage type that they are proficient in. There are five different weapon proficiencies that can be practiced: Bludgeon Attack - Pound and Crush Weapons Pierce Attack - Pierce, Stab and Sting Weapons Slash Attack - Slash, Cut and Claw Weapons Unarmed Attack - Unarmed (Kick/Punch) Special Attack - Weapons not covered in the other 4 attack types. The Bonus for being Proficient is as follows: 0% - 19% -2 to hit and -2 to damage 20% - 34% 0 to hit and 0 to damage 35% - 49% +1 to hit and 0 to damage 50% - 64% +1 to hit and +1 to damage 65% - 79% +2 to hit and +1 to damage 80% - 100% +2 to hit and +2 to damage

WIZARD Information

The wizard group includes all those individuals who make learning and casting spells a way of life. Given to the massive times spent studying, they are usually weak of body and strength. The Wizard classes are: Magic User, Warlock, and Necromancer.

XUBU CAT Information

Usage: xubu The Xubu stance may appear strange to non-martial arts practitioners, but when used by trained practitioners it has proven time and time again to be the most effective stance for the defensive fighter known to exist. When cat-like reflexes are paired with cat-like form, the results are agile attack avoidance capabilities, but these evasive behaviors come at the cost of lost attacks in combat. This form prevents a monk from utilizing hand movement attacks. See also: STANCE, GONGBU, HEBU, MABU, MONK PROF

Socials

FRENCH Socials

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

KISS Socials

Well can't you guess?

SMILE Socials

Whenever you feel like smiling...

SOCIALS Socials

Usage: <social> [<victim>] 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. (Slap a dragon lately?) Example: > shake homer > applaud marge > stare The SOCIALS command generates a canonical listing of all available socials. > socials See also: EMOTE

Spells

ACCURACY Spells

Usage : cast 'accuracy' [victim] Accumulative : No Duration : one round of combat Level/Class : 2nd Samurai This Ki power allows the caster to increase his/her attack (to hit) ability for 1 round of combat. The use of this ability allows the Samurai to not miss. However, this action requires the Samurai to temporarily let his/her guard down so there is a 100 AP penalty. Minimum mana usage is 25 mana.

"ACID ARROW" Spells

Usage : cast 'acid arrow' [victim] Accumulative : No Duration : Instant Level/Class : 7th Magic User This spell causes an acidic arrow to shoot from the hand of the caster to hit the target automatically. Acid Arrow causes the following damage ((8+2*(GET_LEVEL(ch)-6)) + Acid Damage) Multiplied by random 1 or 2

"AGONY" Spells

Usage : agony Cost : 2 mana per round of combat Duration : Until combat ceases Level/Class : 1st Warlock This spell channels the warlocks anger. When a warlock projects his or her own thoughts into the mind of an enemy, it harms them to the point of causing physical damage to their lifeforce. Agony causes the following damage: (((Character Level / 2) + 7) + Life Damage)

AID Spells

Usage : cast 'aid' [victim] Accumulative : No Duration : Explained below Level/Class : 7th Cleric Aid bestows the benefits of bless and an additional amount of hitpoints upon the target of the spell. The duration of bless is identical to the actual bless spell itself, but the hitpoint addition will remain for a duration equal to the level of the caster. The temporary amount of maximum hitpoints granted by the aid spell may be understood through the following equations: ((Caster_level / 2) + (random 1 through 10))

AIRWALK Spells

Usage : cast 'airwalk' [victim] Accumulative : No Duration : caster's level in hours Level/Class : 18th Magic User, 21st Bard, 13th Monk Airwalk allows the recipient to move across water without a boat, and reduces the movement point requirements of a player to 1 point for each room traveled to.

"ANIMAL FRIENDSHIP" Spells

Usage : cast 'animal friendship' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 1st Ranger, 6th Druid This charm spell will work on the following races: Animal, and Vermin

"ANIMATE DEAD" Spells

Usage : cast 'animate dead' [corpse object] Room Lighting : -1 or lower Duration : until death of the zombie or the caster leaves the game Level/Class : 12th Necromancer If this spell is cast upon a newly created NPC or PC corpse, the corpse will arise and follow the caster as a charmed zombie. The level and power of the zombie is based upon the level of the necromancer casting the spell. A corpse which has been previously embalmed prior to re-animation will gain additional power and strength worthy of the embalming cost. Zombies possess no mind, no mental faculties, and thus no willpower to disobey their masters. A necromancer should never fear a zombie turning upon him to attack him, nor should they worry about zombies suddenly losing charm. The zombie is bound to the necromantic mortician until it is killed, released using the 'uncharm' command, or the necromancer is no longer present. Note: If a zombie loses charm, it will immediately leave, taking with it whatsoever it carries in its possession at that time.

ARMOR Spells

Usage : cast 'armor' [self | other player] Accumulative : No Duration : 4 + (Caster level / 2) Level/Class : 3rd Magic User, 3rd Bard The Armor spell will improve your armor points by (20 + (Caster level * 2)).

ASPHYXIATE Spells

Usage : cast 'asphyxiate' Accumulative : No Duration : 1 to 3 rounds, randomly Save : save for half damage Level/Class : 29th Anti-paladin This spell causes the caster's breath to become so foul that everyone in the room must make a saving throw versus Breath or lose 4 points of dexterity and half their attacks for a certain number of hours. In addition to this, those experiencing the effects of asphyxiation will be unable to use damage based specials such as frost breath, fire breath, and more. The damage of the spell is increased when cast indoors. Asphyxiate causes the following damage ((10 + (2 * ((GET_LEVEL(ch)) - 29))) + Gas Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts (Multiplicative: From 1x to 2x while indoors)

"BALL LIGHTNING" Spells

Usage : cast 'ball lightning' [victim] Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 28th Magic User With this spell the mage summons up a ball of electrical energy that is tossed at the victim who is shocked and seared by lightning. Ball Lightning causes the following damage ((56 + ((GET_LEVEL(ch)-20) * 6)) + Elec Damage) Add an additional 1x up to 2x damage on all casts

BARKSKIN Spells

Usage : cast 'barkskin' [victim] Accumulative : No Duration : 24 hours Level/Class : 3rd Druid, 5th Ranger This is a spell for Druids and Rangers. It works by turning your skin as hard as bark which reduces your armor significantly. However, it stiffens your movement, giving you -1 DEX. You cannot have an armor spell and a barkskin spell cast on you at the same time.

"BAT SONAR" Spells

Usage : cast 'bat sonar' Accumulative : No Duration : level*2 Level/Class : 8th Necromancer, 11th Warlock This spell provides the affected with the ability to use sound waves to detect the locations of objects and people. It provides the abilities of detect invisible, infravision, and sense life, and negates the effects of the blindness spell.

"BEFRIEND DRYAD" Spells

Usage : cast 'befriend dryad' Accumulative : - Duration : instantaneous Level/Class : 22nd Druid, 22nd Ranger This spell allows the caster to befriend a dryad at a nearby tree (thus the spell may only be cast outside) if the caster has a charisma of 15 or greater. The befriend dryad will give the caster a word of power to summon the dryad so she can lead him safely back to her tree. This spell is a bind portal spell to be used with "PASS WITHOUT TRACE" and "TRAIL OF THE WOODLANDS".

BENEDICTION Spells

Usage : cast 'benediction' [victim] Accumulative : No Duration : level Level/Class : 28th Paladin This spell enables a paladin to summon forth a divine aura of protection which will shield the target of the spell in battle. The types of auras provided by benediction are: SILVER (pulsating silver) - Resistance to Divine GOLDEN (warm golden) - Resistance to Life RAINBOW (vibrant rainbow) - Resistance to Light ORANGE (thin orange) - Resistance to Sonic

BENEFICENCE Spells

Usage : cast 'beneficence' [self] Accumulative : No Duration : 8+2*level/5 Hours Level/Class : 8th Monk This spell allows the caster to surround him/herself with an aura of mystical harmony and wisdom. Intelligent chars (with INT greater than 5) have their aggressiveness against the caster reduced by 25%.

"BIND PORTAL MINOR" Spells

Usage : cast 'bind portal minor' Accumulative : No Duration : instantaneous Level/Class : 5th Magic User This spell allows you to find the ancient name of a room and bind a portal there so you can return to that room from a distant location. Bind Portal Minor binds a local portal to the room. This is the bind spell for use with "DIMENSION SHIFT" and "DIMENSION WALK". It is also used for the "GREATER SCRY" and "LESSER SCRY" spells.

"BIND PORTAL MAJOR" Spells

Usage : cast 'bind portal major' Accumulative : No Duration : instantaneous Level/Class : 19th Magic User This spell allows you to find the ancient name of a room and bind a portal there so you can return to that room from a distant location. Bind Portal Major binds a global portal to the room. This is the bind spell for use with "DIMENSION DOOR" and "PLANAR TRAVEL".

BLESS Spells

Usage : cast 'bless' [victim] Accumulative : No Duration : 6 Hours Level/Class : 3rd Cleric Bless will improve the victim's saving throw versus spells by 5, and 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.

BLINDNESS Spells

Usage : cast 'blindness' [victim] Accumulative : No Duration : (see table below) Level/Class : 6th Magic User, 6th Cleric Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to hitroll and armor points increased by 40. ======================= | Level | Duration | |=====================| | 1 - 10 | 7 hours | | 11 - 20 | 8 hours | | 21 - 30 | 9 hours | | 31 - 40 | 10 hours | =======================

"BLOOD QUENCH" Spells

Usage : cast 'blood quench' corpse Accumulative : No Duration : Instantaneous Level/Class : 2nd Necromancer This spell allows the caster to drain the blood of a corpse to refresh their thirst. The amount of thirst quenched is based upon corpse sizes in the table below. =================== | Size | Amount | |=================| | Tiny | 2 | | Small | 4 | | Normal | 8 | | Large | 12 | | Giant | 16 | | Huge | 24 | ===================

"BOLT OF STEEL" Spells

Usage : cast 'bolt of steel' [victim] Accumulative : No Duration : instantaneous Save : none Level/Class : 8th Ranger This spell creates a magical bow in the hands of the caster that fires a bolt of solid steel at the victim. The caster must make a regular to hit roll against the victim to see if the bolt hits or misses. This spell may only be cast when the caster is not under attack. Bolt of Steel causes the following damage: For special_type weapon wielders, damage = max weapon damage * 2. For all others, damage = 15. (((GET_LEVEL(ch)) + damage)) Add an additional 1x up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"BURNING HANDS" Spells

Usage : cast 'burning hands' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 5th Magic User, 7th Warlock This spell causes a fan of flame to erupt from the fingertips of the caster to strike the opponent. Burning Hands causes the following damage ((((GET_LEVEL(ch)) / 2) * (dice(1,3))) + Fire Damage); Add an additional 0 up to 1x damage on non-critical casts Multiplied by random 2 or 3 on critical casts

"CALL LIGHTNING" Spells

Usage : cast 'call lightning' [victim] Accumulative : No Duration : instantaneous Save : special (see below) Level/Class : 11th Druid This spell causes a lightning bolt to be call down from the sky to strike the victim. It can only be used outside with rain or lightning present. Call Lightning causes the following damage (((20 + (GET_LEVEL(ch))) * 2) + Elec Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 3x damage on critical casts

CANNIBALIZE Spells

Usage : cast 'cannibalize' corpse Accumulative : No Duration : Instantaneous Level/Class : 4th Necromancer This spell allows the caster to consume a corpse to refresh their hunger. The amount of thirst quenched is based upon corpse sizes in the table below. =================== | Size | Amount | |=================| | Tiny | 2 | | Small | 4 | | Normal | 8 | | Large | 12 | | Giant | 16 | | Huge | 24 | ===================

CAST Spells

For "magical" people. If you want to throw a spell at someone or something. Examples: > cast 'burning hands' <monster> > cast 'heal' <player> Note: The name of the spell must be enclosed by single quotes. ('--') See also: help on each individual spell. Examples: > help cure light > help life steal

"CAUSE MAJOR WOUNDS" Spells

Usage : cast 'cause major wounds' [victim] Accumulative : No Duration : instantaneous Save : No Save Level/Class : 6th Cleric, 9th Anti-Paladin This spell allows the caster to cause damage just by touching their victim. The amount of damage dealt to a victim of this spell is based upon a random (5d5) + 1 roll.

"CAUSE MINOR WOUNDS" Spells

Usage : cast 'cause minor wounds' [victim] Accumulative : No Duration : instantaneous Save : No Save Level/Class : 3rd Cleric, 5th Anti-Paladin This spell allows the caster to cause damage just by touching their victim. The amount of damage dealt to a victim of this spell is based upon a random (3d5) + 1 roll.

"CHAIN LIGHTNING" Spells

Usage : cast 'chain lightning' Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 37th Magic User This powerful spell causes massive lightning bolts to spray forth from the caster's fingertips, shocking all targets in the room. In addition to causing electrical damage, this spell will burn out the eyes of victims leaving them blinded if they fail their saving throw. Chain Lightning causes the following damage ((60 + (15 * ((GET_LEVEL(ch)) - 37))) + Elec Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

"CHAMPIONS STRENGTH" Spells

Usage : cast 'champions strength' [self] Accumulative : No Duration : special (see below) Level/Class : 19th Paladin This spell allows the Paladin to increase his/her strength to his/her racial maximum for the duration of the spell. When cast, the spell will expire when the next tick (mud hour) occurs unless the caster enters combat. If the caster enters combat, the spell lasts until the combat is over.

"CHANNELING" Spells

A warlock possesses the power and ability to form a telepathic link between his or herself and an enemy combatant. Unlike spell casters, channeled spells do not carry an initial casting cost. Channeling requires focus and deep mana pools due the way in which it operates. A player that channels will discover that each round of combat in which the warlock is channeling will result in his or her mana pool being deducted for each successful hit upon an enemy. Unlike traditional spells, channeling by its very nature does not require a warlock to speak, and thus it cannot be countered by the silence spell. It will however be completely interrupted by the effects of bash, sweep, trip and shield rush. Mechanics: Channeled attacks are unique in that they function based off of differing elements such as fire, poison, and more, but the end damage is converted to shadow damage when it strikes a foe. To clarify this point: A spell such as Hellfire will gain a damage increase based directly upon the bonus fire elemental damage of the user, but when the damage hits its target, it will strike in the form of shadow damage. Thus, to reduce the damage received against a channeled attack, a targets resistance to shadow must be increased from zero to a greater number. Note: Channeling will cease upon a warlock exiting combat by any means. If a warlock defeats an enemy while fighting another enemy, channeling will not cease, but rather the link will be empowered and transferred to the next enemy. A warlock may have any channeled ability active during combat in any combination, including all channeling abilities at once. See also: WARLOCK PROF, WARLOCK

"CHARM BEAST" Spells

Usage : cast 'charm beast' [victim] Accumulation : No Duration : special (see help on charmies) Level/Class : 7th Ranger, 10th Druid This charm spell will work on the following races: Aerial, Aquatic, Arachnid, Beast, Dinosaur, Dragon, and Reptile. See also: CHARMIES

"CHARM MONSTER" Spells

Usage : cast 'charm monster' [victim] Accumulative : No Duration : special (see help on charmies) Level/Class : 14th Magic User This charm spell will work on the following races: Elemental, Giant, Goblin, Hobgoblin, Insect, Kobold, Mindflayer, Ogre, Orc, Skeleton, Shapechanger, and Vampire. See also: CHARMIES

"CHARM PERSON" Spells

Usage : cast 'charm person' [victim] Accumulative : No Duration : special (see help on charmies) Level/Class : 8th Magic User This charm spell will work on the following races: Drow, Dwarf, Dragonborn, Elf, Gnome, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Humanoid, Lizardkind, Minotaur, Pixie, Planewalker, Tiefling, Triton, Troll, Uldra, Vampire, and Wemic.

"CHILL TOUCH" Spells

Usage : cast 'chill touch' [victim] Accumulative : see below Duration : instantaneous Save : special Level/Class : 3rd Magic User, 3rd Necromancer, 14th Antipaladin This spell is a touch combat spell. In order for the victim to take damage, the caster needs to make a hit roll versus armor class 100 minus the victim's dexterity bonus. If the spell hits, the victim needs to make a saving throw or get its strength reduced by one (this strength loss is cumulative). Chill Touch causes the following damage based on the scaled damage model: Level <4: 4-12 hit points of damage Level 4 : 5-13 hit points of damage Level 5 : 6-14 hit points of damage Level 6 : 7-15 hit points of damage Level 7 : 8-16 hit points of damage Level >7: 9-18 hit points of damage

"CLENCHED FIST" Spells

Usage : cast 'clenched fist' [victim] Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 21st Magic User With this spell, the mage summons up a massive fist of magical energy that pounds the target into oblivion. Clenched Fist causes the following damage ((45 + ((GET_LEVEL(ch)-20) * 14))) Add random 1 percent to 100 percent damage upon critical hit

"CLOAK OF DARKNESS" Spells

Usage : cast 'cloak of darkness' Accumulative : No Duration : 4 + caster's level in mud hours Level/Class : 22nd Necromancer This spell surrounds the caster in a special aura that darkens whatever room the caster is by 100 light intensity points. The darkness generated by the spell is not normal darkness however; only necromancers, undead, and those with bat sonar are able to see in the darkness generated by Cloak of Darkness. Note: This spell does not operate with Cloak of the Night, and it can be removed with the 'uncloak' command.

"CLOAK OF SHADOWS" Spells

Usage : cast 'cloak of shadows' Accumulative : No Duration : 4 + (caster's level/2) in mud hours Level/Class : 10th Necromancer, 13th Anti-Paladin, 19th Warlock This spell surrounds the caster in a cloak comprised of shadows that provides invisibility against creatures unable to see in shadows. Severities in the light intensity (light less than -49 or greater than 49) will prevent the cloak from operating. This spell can operate with Cloak of Night or Cloak of Darkness to bring a rooms light intensity down to a level in which Cloak of Shadows may once again become useful.

"CLOAK OF THE NIGHT" Spells

Usage : cast 'cloak of the night' Accumulative : No Duration : 4 + (caster's level/2) in mud hours Level/Class : 16th Necromancer This spell surrounds the caster in a special aura that darkens whatever room the caster is by 25 light intensity points. Note: This spell does not operate with Cloak of Darkness, and it can be removed with the 'uncloak' command.

"COLOR SPRAY" Spells

Usage : cast 'color spray' <victim> Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 12th Magic User, 13th Bard This spell causes a pattern of flying colors that causes optical damage to the victim. Color Spray causes the following damage ((10 + (4*(GET_LEVEL(ch)-11))) + Light Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 3x damage on critical casts

"COMBAT MAGIC" Spells

This is magical power used to cause damage in hit points to a target during combat (or to initiate combat). There are two damage models used for combat magic, constant and scaled. The constant damage model will always cause the same amount of damage despite the amount of mana being used. Most cleric spells follow this damage model; it represents them opening a path up for the power of their gods to be sent to strike the opponent. There is no channeling of raw magical powers since it comes right from the gods at the amount the gods deems appropriate. The scaled damage model causes less damage as the spell level increases, but the amount of mana required also decreases; however, for 100 points of mana used, the damage is significantly more. Most mage spells follow this damage model; it represents the mage gaining control over the magical power to decrease the effort to cast the spell; however, in gaining this control, less raw magical energy is released.

"CONFUSION" Spells

Usage : cast 'confusion' [target] Accumulative : No Duration : 2 hours Level/Class : 34th Warlock Through their exploration of the dark arts, warlocks have discovered the power of enshrouding the very mind of a target in a mist of confusion. This mist may only be removed by waiting for it to dissipate after a short period of time. While under the effects of confusion, the ability of a victim to effectively cast spells is significantly reduced by 1/3. In game terms, confusion causes a victim to fail a cast 33% of the time.

"CONJURE ELEMENTAL" Spells

Usage : cast 'conjure elemental' Accumulative : No Duration : varies according to the intelligence of the elemental Level/Class : 16th Druid This spell conjures forth one of the four elementals. Each elemental has varying powers and will use them at their master's command until they break free from the charm.

"CONJURE SHARD" Spells

Usage : cast 'conjure shard' Accumulative : No Duration : 75 minutes (real time) Level/Class : 32nd Warlock Blood shards restore a flat 240 hitpoints per consumption. Conjured warlock items last for a total of 75 minutes in real world time. After the 75-minute time period passes, the item will be destroyed. Items such as blood shards, blood crystals, and blood shards are consumable food items requiring 6 hunger each to be eaten.

CONSECRATION Spells

Usage : cast 'consecration' Accumulative : No Duration : 1 hour for every 5 levels of the caster Level/Class : 33rd Paladin This spell reduces the incoming damage to a paladin by half, but it also serves a greater purpose. Incoming damage received from each enemy in combat is reflected back towards that specific enemy as divine damage. To Each enemy in combat against the Paladin will see a portion of the damage they dealt to the Paladin returned against them. Consecration damage operates off a scaling alignment model. Evil aligned characters will suffer a 40% damage return, neutral aligned characters will suffer a 25% damage return, and good aligned characters will suffer a 10% damage return. Note: Consecration damage is directly increased by a Paladin's Divine and All-Spell Damage. This spell may be removed with the 'unconsecrate' command. See also: UNCONSECRATE

"CONTROL WEATHER" Spells

Usage : cast 'control weather' ('better' | 'worse') Accumulative : Yes Duration : - Level/Class : 10th Druid This spell will change the "course" of the current weather. Example: > cast 'control weather' worse

"CONTROL PLANT" Spells

Usage : cast 'control plant' [victim] Accumulative : No Duration : special (see help on charmies) Level/Class : 14th Druid This charm spell will work on the following races: Plant, Fungus See also: CHARMIES

"CONTROL UNDEAD" Spells

Usage : cast 'control undead' [victim] Accumulative : No Duration : special (see help on charmies) Level/Class : 8th Necromancer This charm spell will work on the following races: Undead See also: CHARMIES

"CREATE FOOD" Spells

Usage : cast 'create food' Accumulative: - Duration : Instantaneous Level : Cleric level 2. This spell instantly creates a fresh waybread. The waybread will be filling for the next (5+level) hours, up to a maximum of 24 hours. See also: "CREATE WATER"

"CREATE WATER" Spells

Usage : cast 'create water' <drink container> Accumulative: No Duration : Instantaneous Level : Cleric level 2. Expect disastrous results if cast upon a drink container which contains another liquid than water. Empty or 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"

"CURE BLIND" Spells

Usage : cast 'cure blind' [victim] Accumulative : No Duration : instantaneous Level/Cleric : 4th Cleric, 4th Monk, 7th Paladin This spell will cure a person blinded by the "blindness" spell; it can not remove blindness caused by, for example, cursed items.

"CURE CRITIC" Spells

Usage : cast 'cure critic' [victim] Accumulative : No Duration : instantaneous Level/Class : 9th Cleric, 11th Druid This spell cures 12-20 hp. Note: Cure Critic is unaffected by spell damage, healing bonus, critical strikes, administration initiated healing bonuses, or any other bonuses that may be found in game to increase the effective nature of spell casting.

"CURE LIGHT" Spells

Usage : cast 'cure light' [victim] Accumulative : No Duration : instantaneous Level/Class : 1st Cleric, 3rd Druid This spell cures 6-12 hp. Druids who practice the cure light spell are considered restoration or support druids. This brings with it an elimination of the class mana and move boosts a battle druid would otherwise enjoy. In other words, any druid who practices this spell does so with the understanding that it will make their regeneration speed equal to that of a cleric. Note: Cure Light is unaffected by spell damage, healing bonus, critical strikes, administration initiated healing bonuses, or any other bonuses that may be found in game to increase the effective nature of spell casting.

"CURE SERIOUS" Spells

Usage : cast 'cure serious' [victim] Accumulative : No Duration : instantaneous Level/Class : 5th Cleric, 7th Druid This spell cures 10-16 hp. Note: Cure Serious is unaffected by spell damage, healing bonus, critical strikes, administration initiated healing bonuses, or any other bonuses that may be found in game to increase the effective nature of spell casting.

CURSE Spells

Usage : cast 'curse' [victim | object] Accumulative : No Duration : caster level in mud hours, or permanent on object Save : save vs. spells to be unaffected Level/Class : 2nd Necromancer This spell is used to curse objects or mobiles. When cast on an object, the object will be affected by a curse. A curse will remain on an object until that object is destroyed. This curse prevents a character from removing the object. It should be noted that a player can unequip a cursed object by removing it at the Midgaard altar for a small fee, or by casting the remove curse spell upon the item. A cursed character will have his/her hit roll (thac0), and saving throw versus spells reduced if the character fails his/her saving throw. The amount of reduction for hitroll is -1 for casters of level 1-29, and -2 for casters of level 30 or higher. The amount of saving throw versus spells reduced upon a successful curse is (1 + (3 x (caster level / 10))).

"DEATH STRIKE" Spells

Usage : cast 'death strike' [self] Accumulative : No Duration : one round of combat Level/Class : 35th Samurai This Ki power allows the Samurai to cause 3 times his/her maximum damage for 1 round of combat. In order to perform this attack the Samurai must temporarily let his/her guard down (10AP penalty). Minimum mana usage is 150. This spell only works if the Samurai is in combat.

"DEATHS DOOR" Spells

Usage : cast 'deaths door' [victim] Accumulative : No Duration : level of caster * 3 hours Level/Class : 15th Necromancer This spell grants the victim a greater endurance versus death. The spell gives the victim +1 CON, and if below negative hps (from -1 to -9), the victim will not slowly die but will be held in stasis until healed or the spell expires.

"DEMONIC CLARITY" Spells

Usage : cast 'demonic clarity' [self] Accumulative : No Duration : 3 hours Level/Class : 22nd Warlock This spell improves the focus of the warlock upon his or her channeling link through the shadow plane. While under the effects of demonic clarity, the warlock is granted an increased bonus to damage output for all channeled spells. In addition to the benefits of focused channeling, the warlock also benefits from a +1 increase to intelligence. SEE ALSO: "SHADOWBOLT", "ESSENCE TRANSFER"

"DETECT ALIGNMENT" Spells

Usage : cast 'detect alignment' [self] Accumulative : No Duration : 5 hours per level Level/Class : 1st Monk, 1st Paladin, 1st Anti-Paladin, 2nd Warlock, 4th Cleric, 4th Druid This spell allows the caster to sense when a char or obj is out of harmony with the Celestial Realms (i.e., is good or evil). If aligned good, a blue aura will be seen surrounding the good target. If aligned evil, a red aura will surround the evil target.

"DETECT INVISIBILITY" Spells

Usage : cast 'detect invisibility' [self] Accumulative : No Duration : 5 hours per level Level/Class : 2nd Magic User, 2nd Monk, 3rd Necromancer, 5th Bard This spell enables you to see invisible items and players. Detected invisible mobiles will have a '*' next to their names.

"DETECT MAGIC" Spells

Usage : cast 'detect magic' [self] Accumulative : No Duration : 5 hours per level Level/Class : 2nd Magic User, 2nd Druid, 2nd Bard This spell will let you see the magical aura surrounding magical objects.

"DETECT POISON" Spells

Usage : cast 'detect poison' (victim | food | drink) Accumulative : No Duration : instantaneous Level/Class : 3rd Cleric, 3rd Druid, 3rd Monk, 4th Ranger If cast on food or drinks (drink containers) you will be able to sense if it is poisoned. When cast on a person, you will be able to see if that person is poisoned.

"DIMENSION DOOR" Spells

Usage : cast 'dimension door' [portal name] Accumulative : No Duration : instantaneous Level/Class : 25th Magic User This spell allows the caster to open up a portal and travel to another location. Using the ancient name of a room returned by "BIND PORTAL MAJOR" spell the caster and anyone grouped with him can travel to any location within the same plane. Note: You must be both grouped and the leader of the group to cast this spell. If you attempt to enter the portal location of a portal bound to a minor portal name, your portal will fail to transport you to the correct location. SEE ALSO: PORTAL, BIND PORTAL MAJOR

"DIMENSION SHIFT" Spells

Usage : cast 'dimension shift' [portal name] Accumulative : No Duration : instantaneous Level/Class : 9th Magic User This spell allows the caster to open up a portal and travel to another location. Using the ancient name of a room returned by "BIND PORTAL MINOR" spell the caster can travel to any location within the current zone. Occasionally, however, a ripple in the portal can throw the caster to locations unknown. SEE ALSO: PORTAL, BIND PORTAL MINOR

"DIMENSION WALK" Spells

Usage : cast 'dimension walk' [portal name] Accumulative : No Duration : instantaneous Level/Class : 15th Magic User This spell allows the caster to open up a portal and travel to another location. Using the ancient name of a room returned by "BIND PORTAL MINOR" spell the caster can travel to any location within the same plane. Occasionally, however, a ripple in the portal can throw the caster to locations unknown. SEE ALSO: PORTAL, BIND PORTAL MINOR

"DISPEL EVIL" Spells

Usage : cast 'dispel evil' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 11th Cleric, 17th Paladin This spell will affect an evil or neutral victim. (100 + Divine Damage) Add an additional 1x up to 2x damage on critical casts Double damage against evil enemies If the caster is evil, the spell will cause double damage to the caster.

"DISPEL GOOD" Spells

Usage : cast 'dispel good' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 11th Cleric, 17th Anti-Paladin, 18th Warlock This spell will affect a good or neutral victim. (100 + Divine Damage) Add an additional 1x up to 2x damage on critical casts Double damage against good enemies If the caster is good, the spell will cause double damage to the caster.

"DISPEL MAGIC" Spells

Usage : cast 'dispel magic' [person | object] Accumulative : No Duration : instantaneous Level/Class : 9th Magic User, 15th Druid, 23rd Bard This spell will remove magical sleep from a person/monster. It will also remove invisibility from an object or from a person. Dispel magic will provide removal of silence, asphyxiation, enfeeblement, and paralysis upon the target of the spell. Note: This spell will not remove the effects of stun.

"DISPEL SILENCE" Spells

Usage : cast 'dispel silence' [victim] Accumulative : No Duration : instantaneous Level/Spell : 7th Cleric This spell is a counter to the silence and asphyxiate spells. It removes both spells from the targeted victim. NOTE: Dispel Magic will also remove the silence and asphyxiate spells.

"DIVINE SHIELD" Spells

Usage : cast 'divine shield' [self] Accumulative : No Duration : 50 ticks - charisma Level/Class : 36th Paladin A Divine Shield spell allows the paladin to call upon his or her deity for divine protection. Upon casting, the paladin is enshrouded within a protective barrier which will shield the paladin from all damage while it holds. The initial shield amount is: ((Current hitpoints / 2) + 300). The cooldown for Divine Shield is quite extensive at 50 ticks, but this may be directly lowered by one tick for every charisma point possessed when the call for divine protection is used.

"DRAIN SOUL" Spells

Usage : cast 'drain soul' [target] Accumulative : No Duration : See below Level/Class : 28th Warlock Through the power of the mind, a trained warlock may at will conjure the image of an energized anomaly within his or her mind, and cause this image to be manifested within the physical world around him or her. In doing so, the warlock knowingly connects the shadow plane with the plane of his or her current presence, with the expressed intent of draining the soul of a helpless victim. By connecting the victims mind with the shadow world, the warlock transcends time and space, empowering the anomaly through a feedback loop which grows in strength the longer the victim focuses on combat. As the victims mana is drained, the hole in their soul gradually increases until the victim is completed empty. In game terms, drain soul has a cumulative effect which gradually grows stronger each round the victim is affected and in combat. Ceasing combat, being completely drained of mana, and dying are the only ways to cease this soul draining attack.

"DRAW UPON HOLY MIGHT" Spells

Usage : cast 'draw upon holy might' [ str | dex | con | cha ] Accumulative : No Duration : level of caster in hours Level/Class : 11th Paladin This spell allows the Paladin to call upon his/her god to allow the body to become a vessel for the god's power. This allows the paladin to have his/her strength, dexterity, constitution, or charisma increased by 1 to 5 points ( 1 point per 10 levels of the caster). The spell is not cumulative with multiple castings of the spell and only one attribute may be increased at a time. If one of the four attributes is not specified, one will be increased at random.

DREAMSIGHT Spells

Usage : cast 'dreamsight' [victim] Accumulative : No Duration : level of caster * 2 hours Level/Class : 11th Magic User, 17th Bard, 7th Monk The spell lets a player see as if he/she is awake.

EARTHQUAKE Spells

Usage : cast 'earthquake' Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 19th Druid This spell causes the earth to rumble and shake in the room that the caster is in. The spell is an area affect spell and everybody in the room not in the same group as the caster is affected. If this spell is cast indoors, the damage taken is doubled due to the structure falling apart. Earthquake causes the following damage ((15 + (3 * ((GET_LEVEL(ch)) - 20)))) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts Add an additional 0x up to 1x damage while indoors

"ELEMENTAL AURA" Spells

Usage : cast 'elemental aura' [victim] Accumulative : No Duration : level Level/Class : 29th Druid This spell randomly forms an elemental shield of either air, earth, fire, or water to provide near immunity versus attacks from the same element. The type of shields are: AIR (hazy white) - Resistance to Gas and Electrical Attacks EARTH (dull grey) - Resistance to all Physical Attacks FIRE (flickering red) - Resistance to Fire and Light Attacks WATER (shimmering blue) - Resistance to Frost and Acid Attacks

"ELEMENTAL BLAST" Spells

Usage : cast 'elemental blast' [victim] Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 36th Druid With this spell, the druid summons up a massive force of elemental energy that devastates the victim. Like the other elemental spells, this spell has the random effects representing the elements of air, earth, fire, and water. Elemental Blast causes the following damage ((((GET_LEVEL(ch)-35) * 20) + 85)) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

"ELEMENTAL BURST" Spells

Usage : cast 'elemental burst' Accumulative : No Duration : instantaneous Save : versus spells for half damage Level/Class : 28th Druid This powerful elemental spell allows the druid to unleash great elemental power in an explosion that affects everybody not grouped with the caster. The spell hits those affected with fire, ice, stone, and/or lightning. Elemental Burst causes the following damage (((((GET_LEVEL(ch)) - 28) * 8) + 40)) Add an additional 0 up to 1x damage on all casts

"ELEMENTAL HANDS" Spells

Usage : cast 'elemental hands' [victim] Accumulative : No Duration : instantaneous Save : none Level/Class : 5th Druid This spell is a touch combat spell. In order for the victim to take damage, the caster needs to make a hit roll versus armor class 100 minus the victim's dexterity bonus. The spell causes one of 4 attacks to erupt from the hand of the caster that represents the elements of air, earth, fire, and water. Elemental Hands causes the following damage ((((GET_LEVEL(ch)) / 2) * (dice(1,3)))); Add an additional 1 up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"ELEMENTAL SHARD" Spells

Usage : cast 'elemental shard' Accumulative : No Duration : 24 minutes (real world time) Level/Class : 1st Druid This spell randomly summons forth a shard from one of the four elemental planes that is used as a weapon. For every 5 levels, the shard gains +1 to hitroll, and additional average damage. For every 10 levels, the shard gains an additional +1 damage attribute. The shards have the following powers: AIR (hazy white) - Electric damage with resistance to electricity EARTH (dull grey) - Slash damage with resistance to slash attacks FIRE (flickering red) - Fire damage with resistance to fire attacks WATER (shimmering blue) - Pierce damage with resistance to pierce attacks Depending upon the level of the caster, the shard may have a minimum level: Level 1 to 4 - Shard has a minimum level of 0 - Avg.Dmg = 6 Level 5 to 9 - Shard has a minimum level of 5 - Avg.Dmg = 8 Level 10 to 14 - Shard has a minimum level of 10 - Avg.Dmg = 10 Level 15 to 19 - Shard has a minimum level of 15 - Avg.Dmg = 12 Level 20 to 24 - Shard has a minimum level of 20 - Avg.Dmg = 15 Level 25 to 29 - Shard has a minimum level of 25 - Avg.Dmg = 16 Level 30 to 34 - Shard has a minimum level of 30 - Avg.Dmg = 18 Level 35 to 39 - Shard has a minimum level of 35 - Avg.Dmg = 20 Level 40+ - Shard has a minimum level of 40 - Avg.Dmg = 21

"ELEMENTAL SHIELD" Spells

Usage : cast 'elemental shield' [victim] Accumulative : No Duration : level Level/Class : 13th Druid This spell randomly forms an elemental shield of either air, earth, fire, or water to provide resistance versus attacks from the same element. The type of shields are: AIR (hazy white) - Resistance to Gas and Electrical Attacks EARTH (dull grey) - Resistance to Bludgeon, Pierce, and Slash Attacks FIRE (flickering red) - Resistance to Fire and Light Attacks WATER (shimmering blue) - Resistance to Frost and Acid Attacks

"ELEMENTAL STRIKE" Spells

Usage : cast 'elemental strike' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 23rd Druid The spell causes one of 4 attacks to erupt from the hand of the caster to strike the victim. The 4 different attacks represent the elements of air, earth, fire, and water. Elemental Strike causes the following damage ((((GET_LEVEL(ch)-23) * 2) + 52)) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

EMBALM Spells

Usage : cast 'embalm' [corpse] Accumulative : No Duration : 24 mud hours Level/Class : 12th Necromancer Casting embalm upon a corpse increases the amount of time it takes for a corpse to dissolve. More importantly, animate dead cast upon an embalmed corpse will create a stronger zombie than what animate dead normally creates.

ENFEEBLEMENT Spells

Usage : cast 'enfeeblement' [victim] Accumulative : Yes (duration) Duration : caster level / 7 Level/Class : 7th Magic User, 17th Bard This spell reduces the victim's natural strength down to 5 for the duration of the spell.

ENLARGE Spells

Usage : cast 'enlarge' [victim] Accumulative : No Duration : 4 + level/2 hours Level/Class : 23rd Magic User This spell will enlarge the victim by making him/her one size bigger. As a benefit, the recipient gains +2 to damage. This spell fails if the victim is already affected by the 'shrink' spell.

"ENSNARE" Spells

Usage : cast 'ensnare' Accumulative : No Duration : special Save : none Level/Class : 33rd Ranger This spell allows the ranger to bind his or her foes with an invisible cord. Once cast, the enemy will not only suffer damage, but be hindered from fleeing combat until a roll to break free from the bindings is successful. If combat ceases for any reason, the bindings will also be removed. The roll for removing a snare during combat is as follows: Random 37-sided dice <= (Dex / 3) Ensnare causes the following damage: ((15 + ((GET_LEVEL(ch)) / 2)) + Melee Damage) Add an additional 1x up to 2x damage on critical casts Note: Hamstring falls under the resistance tree of Bludgeon attacks, and bludgeon resistance directly impacts the success of failure of a successful hamstring.

"ESSENCE TRANSFER" Spells

Usage : cast 'essence transfer' Accumulative : No Duration : 120 hours Save : none Level/Class : 39th Warlock Through intense study into the secrets of the dark arts carried through the destruction of first world, warlocks have uncovered a dark mystery thought to have been lost forever. By unleashing a massive torrent of energy into the shadow plane at a single moment in time, a warlock may transfer his or her very soul into the shadow plane. Once there, the soul awaits an opportunity to re-enter its host body, presumably at the moment of death. In game terms, Essence Transfer allows a warlock to cheat death once every 120 minutes. The cost to cast this spell is an astonishing 700 mana, and it carries with it a cooldown equal to the duration of the spell. In addition to the cost and cooldown, Essence Transfer also temporarily injures the mind of the warlock which results in a penalty of -2 to their intelligence ability score. The amount of health restored at death is equal to the following: (Max HP * (0.5 + random_number 0.01 through 0.35)) Example of usage: The warlock has 1000 hp maximum. He/she dies and rolls a 0.25 for their random number roll. The warlock is then resurrected instantly with an hp pool of 750. Note: Essence Transfer will not allow a warlock to overcome a death trap.

FIREBALL Spells

Usage : cast 'fireball' Accumulative : No Duration : instantaneous Level/Class : 27th Magic User Fireball causes a ball of fire to fly from the caster's hand and explode in the room damaging every mobile. Fireball causes the following damage (((((GET_LEVEL(ch)) - 27) * 6) + 47) + Fire Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 0 up to 2x damage on critical casts

FIREBOLT Spells

Usage : cast 'firebolt' [victim] Accumulative : No Duration : instantaneous Level/Class : 18th Magic User, 20th Warlock Firebolt causes a bolt of flame to shoot from the caster to burn the victim. Firebolt causes the following damage ((52 + (((GET_LEVEL(ch)) - 18) * 5)) + Fire Damage) Add an additional 1x up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"FIRESTORM" Spells

Usage : cast 'firestorm' Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 37th Cleric This powerful spell allows the caster to beckon forth a pyromantic wall of fire, selectively damaging all enemies caught in its wave of destruction. Firestorm causes the following damage ((85 + (10 * (Random 3-6))) + Fire Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 0 up to 2x damage on critical casts

"FLAILING FISTS" Spells

Usage : cast 'flailing fists' Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 30th Magic User With this spell, the mage summons up several massive fists of magical energy that fly about his/her body pounding every mobile in the room into oblivion. Flailing Fists causes the following damage ((46 + (((GET_LEVEL(ch)) - 30) * 8))) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

"FLAMESTRIKE" Spells

Usage : cast 'flamestrike' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 9th Cleric, 9th Druid, 13th Paladin This spell causes flames to shoot from the caster to engulf the target. Flamestrike causes the following damage (((15 + (GET_LEVEL(ch))) * 2) + Fire Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

FLAMEWALK Spells

Usage : cast 'flamewalk' [self] Accumulative : No Duration : level of the caster Level/Class : 20th Monk This spell provides the monk with resistance to fire for the duration of the spell.

"FLAMING ARROW" Spells

Usage : cast 'flaming arrow' [victim] Accumulative : Yes Duration : 2 Rounds of Combat Save : none Level/Class : 14th Ranger This spell creates a magical bow in the hands of the caster that fires an arrow of flames at the victim. The caster must make a regular to hit roll against the victim to see if the bolt hits or misses. If the bolt hits an enemy, a lingering two round burning effect will also be applied to the target. Flaming Arrow causes the following immediate damage: For special_type weapon wielders, damage = max weapon damage * 2. For all others, damage = 25. ((damage + (((GET_LEVEL(ch))-14) * 2)) + Fire Damage); Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 3x damage on critical casts Flaming Arrow causes the following lingering damage: Levels 14-21: 8 damage for one round, 4 damage for second round Levels 22-28: 16 damage for one round, 8 damage for second round Levels 29-36: 24 damage for one round, 12 damage for second round Levels 37+: 36 damage for one round, 18 damage for second round Note: The initial impact of Flaming Arrow will damage a mana shield barrier, but the lingering damage effects will not.

FORTRESS "FORTRESS OF HATE" Spells

Usage : cast 'fortress of hate' [self] Accumulative : Yes Duration : 5 hours Level/Class : 33rd Anti-Paladin When cast, this spell allows the caster to will his/her hatred, anger, and evilness of soul into a powerful, dark fortress about his/her body. The fortress of hate absorbs 25% of all damage taken from all attacks. In addition, once per round, all the damage absorbed by the fortress of hate throughout the duration of the battle will be turned back upon your enemy, thus, damaging them. This returned damage is further processed through an alignment scaler which is included below. Because fortress is cumulative, it is to the benefit of the player engaged in combat to remain in combat as long as possible in order to damage the enemy or enemies to the players maximum potential. When a player using the fortress of hate spell is engaged in combat with multiple enemies, and an enemy perishes, the damage received from fighting that enemy will carry over to the next enemy that is being attacked. If for any reason the player or enemy with the fortress spell leaves combat, all damage accumulated will be reset to zero. Fortress of hate damage operates off a scaling alignment model. Evil aligned characters will only be damaged by 50% of the accumulated fortress damage returned against them. Neutral characters will suffer the return of 75% of the accumulated fortress damage against them. Finally, characters with a good alignment will incur the full force of the Fortress of Hate's stored damage. Note: Fortress has a maximum build accumulation of 8000 damage. This means that in the instance where a player has built up a maximum fortress damage, and the enemy they are fighting is affected by the sanctuary spell, that enemy will only receive 4000 damage each round from the fortress spell. Fortress of Hate is a shadow-based attack, and thus a target's resistance to shadow will directly reduce the damage they receive from a fortress attack. Furthermore, an anti-paladin may increase the damage they deal with fortress each round by increasing their shadow damage, or all damage. This addition is not cumulative. This spell can be removed with the 'unfort' command.

"FREE ACTION" Spells

Usage : cast 'free action' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 12th Cleric, 16th Ranger, 16th Bard, 9th Monk This spell will prevent the person from being affected by any spells of a paralysis nature cast upon them for the duration of the free action spell. In addition, it will increase a player's DEXTERITY by (level/10)+1 dex pts.

"FROST ARROW" Spells

Usage : cast 'frost arrow' [victim] Accumulative : Yes Duration : 2 Rounds of Combat Save : none Level/Class : 35th Ranger This spell creates a magical bow in the hands of the caster that fires an frost arrow at the victim. The caster must make a regular to hit roll against the victim to see if the bolt hits or misses. If the bolt hits an enemy, a lingering two round freezing effect will also be applied to the target. Frost Arrow causes the following immediate damage: For special_type weapon wielders, damage = max weapon damage * 2. For all others, damage = 30. ((damage + (((GET_LEVEL(ch))-6) * 2)) + Cold Damage); Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 3x damage on critical casts Frost Arrow causes the following lingering damage: Levels 35-39: 36 damage for one round, 18 damage for second round Levels 37+: 48 damage for one round, 24 damage for second round Note: The initial impact of Frost Arrow will damage a mana shield barrier, but the lingering damage effects will not.

FUMBLE Spells

Usage : cast 'fumble' [victim] Accumulative : No Duration : instantaneous Level/Class : 8th Magic User, 29th Bard If failing save throw versus spell, the victim will drop wielded weapons and/or held weapons. Some special weapons cannot be fumbled.

"GHOUL GAUNTLET" Spells

Usage : cast 'ghoul gauntlet' Accumulative : No Duration : 1 mud hour Save : special (see below) Level/Class : 21st Necromancer This spell gives the touch of the caster the same paralyzing effect that the touch of a ghoul has. The spell is only effective when the caster is in unarmed combat. Anything that the caster is able to hit must make a save versus paralyzation or become paralyzed. Victims of ghoul gauntlet must be of equal or lower level than the caster to be affected. Ghoul Gauntlet affects the same races as ghoul touch except that necromancers are immune to the effects of the spell.

"GHOUL TOUCH" Spells

Usage : cast 'ghoul touch' [victim] Accumulative : No Duration : (level/4) mud hours Save : save versus paralysis to negate Level/Class : 6th Necromancer This spell will paralyze the following races: Aerial, Animal, All PC Races, Demon, Drow, Orc, Half-Orc, Goblin, Humanoid, and Ogre.

"GLACIAL FIST" Spells

Usage : cast 'glacial fist' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 25th Antipaladin Glacial Fist conjures a mist of darkness around a victim. It is from this miasma that an innumerable number of hosts from the legion of the damned reach across both space and time to attack the victim. When a successful incantation is performed, onlookers will be unable to peer through the shadowy veil to witness the onslaught of icy hands pummeling whomever is unfortunate enough to be the recipient of this spell. Glacial Fist causes the following damage ((40 + Character Level * 3)) + Cold + Gas); Add an additional 1x up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"GREATER SCRY" "SCRY GREATER" Spells

Usage : cast 'scry greater' [ancient portal name] Accumulative : No Duration : instantaneous Level/Class : 12th Magic User This spell allows the caster to look into another room through the use of a portal. Everything that is visible to the caster in that room will be shown to the caster. The ancient portal name that must be used is the name returned by the "BIND PORTAL MAJOR" spell. This spell may only be used to look at rooms on the same plane of existence.

"GREATER SUMMON" Spells

Usage : cast 'greater summon' [victim] Accumulative : No Duration : instantaneous Level/Class : 21st Cleric Will summon a person of the name spoken, no matter the plane the person is. It is not possible to summon someone of more than one level above yourself. If you attempt to summon a monster, it will get a saving throw. Note: Any player initiating combat in any way will be subject to three rounds of summon prevention combat lag. This lag only occurs upon the initial attack, not subsequent skill or spell usage in combat.

"GROUP ARMOR" Spells

Usage : cast 'group armor' Accumulative : No Duration : 4 + (Caster level / 2) Level/Class : 9th Bard The Grup Armor spell will improve your group's armor points by (20 + (Caster level * 2)).

"GROUP MANA SHIELD" Spells

Usage : cast 'group mana shield' Accumulative : No Duration : 4 mud hours Level/Class : 32nd Magic User The Group Mana Shield spell will cast Mana Shield upon all members within the group of the caster. Group Mana Shield spell duration is as follows: (hour = MUD tick)

"GROUP RECALL" Spells

Usage : cast 'group recall' Accumulative : No Duration : instantaneous Level/Class : 27th Cleric This is a group version of the Word of Recall spell with a few restrictions. Unlike the Word of Recall spell, group recall will not work when cast upon a group who is in combat, regardless if the caster is in combat. Likewise, it will not affect any group members who are not standing. Note: Please, be mindful of the will of members in your group before using this spell on them. Be courteous and make sure your group you set aside some rules unique to the group you play with when using this spell on them.

"HAIL OF ARROWS" Spells

Usage : cast 'hail of arrows' Accumulative : No Duration : instantaneous Save : none Level/Class : 17th Ranger This spell creates a magical bow in the hands of the caster that fires an arrow into the air that breaks into a hail of arrows landing on everybody who is not in the group of the spell caster. The caster must make a regular to hit roll against everybody hit to see if one of the arrows hits or misses. Hail of Arrows causes the following damage For special_type weapon wielders, damage = max weapon damage * 2. For all others, damage = 20. ((20 + (4 * ((GET_LEVEL(ch)) - 17)))) Add an additional 0 up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

HARM Spells

Usage : cast 'harm' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 15th Cleric, 21st Anti-Paladin Harm causes the following damage ((rand_number(60, 120)) + Divine Damage) Add an additional 0x up to 2x damage on critical casts

HASTE Spells

Usage : cast 'haste' (self | other player) Accumulative : No Duration : level_of_caster/4 + CON_of_victim/2 Level/Class : 10th Magic User This spell speeds up the metabolic rate of the victim by 1.5x the normal rate. In game terms, this allows the player affected by the haste spell to possess a regeneration rate of 1.5x normal. The increased regeneration rate enjoyed by a player with haste does not universally cause an increase in Hitpoints, Mana, and Movement points, rather each class interacts differently with it. Furthermore, players that are under the effects of haste will see an increase in the rate in which other spells applied to them expire. A table is included below to better understand how haste works, and what it does specifically. Haste Table: Hitpoints: <1.5x>, Mana: <none>, Movement: <1.5x> Example of Usage: Player possesses 10 movement point regeneration. While sleeping that player will regenerate 15 movement points. While sleeping with haste, that player will regenerate 20 movement points. While standing and with haste, that same player will regenerate 15 movement points.

"HEAL LIGHT" Spells

Usage : cast 'heal light' [victim] Accumulative : No Duration : instantaneous Level/Class : 14th Cleric, 16th Druid Heal light will heal up to a maximum of (60 + Healing Bonus) hitpoints.

"HEAL SERIOUS" Spells

Usage : cast 'heal serious' [victim] Accumulative : No Duration : instantaneous Level/Class : 18th Cleric, 21st Druid Heal serious will heal up to a maximum of (120 + Healing Bonus) hitpoints.

"HEAL CRITIC" Spells

Usage : cast 'heal critic' [victim] Accumulative : No Duration : instantaneous Level/Class : 22nd Cleric, 27th Druid Heal critic will heal up to a maximum of (180 + Healing Bonus) hitpoints.

"HEAL GROUP" Spells

Usage : cast 'heal group' Accumulative : No Duration : instantaneous Level/Class : 30th Cleric Heal group will heal up to a maximum of (120 + Healing Bonus) hitpoints to everyone grouped with the spell caster. In addition to this, a healing over time effect accompanies each affected target of a heal group cast. This effect can be stacked up to a maximum of three times per caster, allowing for powerful group healing to be used in combat scenarios requiring a cleric or group of clerics to be present in a battle where enemies perform area of effect attacks. This spell can be used in any scenario, but players will quickly discover that the primary usefulness of this spell is in the realm of active combat scenarios.

"HEALING DREAM" Spells

Usage : cast 'healing dream' [target] Accumulative : No Duration : see below Level/Class : 15th Monk This spell may be cast upon oneself or a sleeping player. It brings a comforting dream to the target of the spell that causes him/her to regain x2.5 the base rate for sleeping. Once the target is under the spell, he/she is unable to wake up or be awakened even if attacked until fully healed. While under the spell, the target will also not suffer from hunger or thirst. This spell does not work on necromancers or mobiles.

"HELLFIRE" Spells

Usage : hellfire Cost : 50 mana to initiate, 50-75 mana per round of combat Duration : Until combat ceases Level/Class : 35th Warlock This spell channels the fires of hell upon the warlocks enemies. Hellfire functions differently from other warlock channeled spells, and it should be noted that a warlocks link will cost 50 mana to establish, unlike other warlock links which require nothing to establish. Hellfire requires that the mobile that the warlock is directly hitting to have 30% hitpoints or less before the fires of hell will be unleashed upon them. In addition to this, there is a variable cost based upon a high or low roll. Hellfire is the apex of warlock channeling spells, but it will cost the channeler dearly in terms of mana usage. Hellfire causes the following damage: (((Character Level / 2) + 50) + Fire Damage) : 50mana/round : 75% chance (((Character Level / 2) + ??) + Fire Damage)) : 75mana/round : 25% chance (Note) A channeling link may be established at any time within combat. The mana cost outside of the initial link establishment is only incurred if the enemy falls below 30% health.

"HEROES FEAST" Spells

Usage : cast 'heroes feast' Accumulative : No Duration : instantaneous Level/Class : 20th Cleric This spell conjures up a magical feast for the group of the spell caster. The members of the group will be affected as if Vitality had been cast on them.

"HOLD ANIMAL" Spells

Usage : cast 'hold animal' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 4th Druid, 5th Ranger This spell will paralyze the following races: Animal, and Vermin. Note: Necromancers, players or mobs with a Sav_Para of 0, and players or mobs with Free-Action cannot be held.

"HOLD BEAST" Spells

Usage : cast 'hold beast' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 8th Druid, 13th Ranger This spell will paralyze the following races: Aerial, Aquatic, Arachnid, Beast, Dinosaur, Dragon, and Reptile. Note: Necromancers, players or mobs with a Sav_Para of 0, and players or mobs with Free-Action cannot be held.

"HOLD MONSTER" Spells

Usage : cast 'hold monster' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 13th Magic User This spell will paralyze the following races: Elemental, Giant, Goblin, Hobgoblin, Insect, Kobold, Mindflayer, Ogre, Orc, Skeleton, Shapechanger, and Vampire. Note: Necromancers, players or mobs with a Sav_Para of 0, and players or mobs with Free-Action cannot be held.

"HOLD PERSON" Spells

Usage : cast 'hold person' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 7th Magic User This spell will paralyze the following races: Drow, Dwarf, Dragonborn, Elf, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Humanoid, Lizardkind, Minotaur, Pixie, Planewalker, Tiefling, Triton, Troll, Uldra, Vampire, and Wemic. Note: Necromancers, players or mobs with a Sav_Para of 0, and players or mobs with Free-Action cannot be held.

"HOLD PLANT" Spells

Usage : cast 'hold plant' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 12th Druid This spell will paralyze the following races: Plant, and Fungus. Note: Necromancers, players or mobs with a Sav_Para of 0, and players or mobs with Free-Action cannot be held.

"HOLD UNDEAD" Spells

Usage : cast 'hold undead' [victim] Accumulative : No Duration : varies according to the level of the caster Level/Class : 4th Necromancer This spell will paralyze the following: The Undead, Skeleton, and Vampire. Note: Necromancers, players or mobs with a Sav_Para of 0, and players or mobs with Free-Action cannot be held.

"HOLY LANCE" Spells

Usage : cast 'holy lance' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 37th Paladin Holy Lance is a single target spell that enables the paladin to conjure a Holy Lance that is then hurled at an enemy. This spell is not able to damage enemies that are good aligned, but it proves to be a devastating blow to all others. This spell will affect an evil or neutral victim. (200 + Divine Damage) Add an additional 50 up to 1x damage on normal casts Add an additional 1x up to (1x + 50) damage on critical casts Add an additional 0 up to 1x damage against evil enemies

"HOLY WORD" Spells

Usage : cast 'holy word' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 33rd Cleric, 35th Paladin This spell is an area effect spell for smite evil.

"HORNETS DART" Spells

Usage : cast 'hornets dart' [victim] Accumulative : No Duration : instantaneous Save : special (see below) Level/Class : 20th Ranger This spell creates a magical bow in the hands of the caster that fires an elongated dart at the victim. The caster must make a regular to hit roll against the victim to see if the bolt hits or misses. If the bolt hits, the victim needs to make a saving throw versus Paralyzation/Poison or be affected by poison for 10 rounds. The poison damage and duration is cumulative with each hornets dart attack. In addition to being poisoned, the target will receive this damage ((20 + (3*((GET_LEVEL(ch)) - 19))) + Pois Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 0 up to 3x damage on critical casts

"ICE LANCE" Spells

Usage : cast 'ice lance' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 15th Magic User, 15th Necromancer Ice Lance causes a bolt of ice to fly from the caster to impale the victim. Ice Lance causes the following damage ((50 + (((GET_LEVEL(ch)) - 15) * 3)) + Cold Damage); Add an additional 1x up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"ICE STORM" Spells

Usage : cast 'ice storm' Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 24th Magic User, 24th Necromancer Ice Storm causes a storm of hail and sleet to engulf every mobile in the room. Ice Storm causes the following damage (((((GET_LEVEL(ch))-24) * 7) + 36) + Cold Damage) Add an additional 0 up to 1x damage on all casts

IDENTIFY Spells

Usage: : cast 'identify' [object] Accumulative : No Duration : instantaneous Level/Class : 10th Bard This spell allows the caster to identify the properties of the intended object, mobile, or player. Some objects and mobiles are unidentifiable and thus, will return no information. Objects, mobiles and players which are identified will return basic information about them. See also: "Legend Lore"

INNERVATE Spells

Usage : cast 'innervate' [victim] Accumulative : No Duration : (see table below) Level/Class : 26th Druid Innervate conjures forth mana restoration vines which when present will apply the haste spell regeneration bonus to mana pools. Innervate spell duration is as follows: (hour = MUD tick) ======================= | Level | Duration | |=====================| | 1 - 10 | 3 hours | | 11 - 20 | 4 hours | | 21 - 30 | 5 hours | | 31 - 40 | 6 hours | =======================

"GREATER COLD RESISTANCE" Spells

Usage : cast 'greater cold resistance' [victim] Accumulative : No Duration : caster level in mud hours Level/Class : 36th level Necromancer Greater cold resistance puts a protective barrier around the victim that makes him/her take significantly less damage from frost-based attacks.

"GREATER ELECTRICITY RESISTANCE" Spells

Usage : cast 'greater electricity resistance' [victim] Accumulative : No Duration : caster level in mud hours Level/Class : 30th level Necromancer Greater electricity resistance puts a protective barrier around the victim that makes him/her take significantly less damage from electrical based attacks.

"GREATER FIRE RESISTANCE" Spells

Usage : cast 'greater fire resistance' [victim] Accumulative : No Duration : caster level in mud hours Level/Class : 30th level Warlock Greater fire resistance puts a protective barrier around the victim that makes him/her take significantly less damage from fire-based attacks.

"IMPROVED INVISIBILITY" Spells

Usage : cast 'improved invis' [victim] Accumulative : No Duration : 4 hours +1 hour per level of caster Level/Class : 11th Magic User, 9th Bard This is a Magic User spell, which is similar in nature to the 'invis' spell, with one difference: you will not become visible after attacking someone when this spell is cast upon you.

INFRAVISION Spells

Usage : cast 'infravision' [victim] Accumulative : No Duration : 16 + level*2 hours (max of 48hrs) Level/Class : 5th Magic User The Infravision spell will allow you to see in the dark. If using infravision only to see, and mobiles do not have infravision themselves, then they will not be able to see you. Infra will also allow you to see dark exits.

INTIMIDATE Spells

Usage : cast 'intimidate' [victim] Accumulative : No Duration : length of combat Level/Class : 8th Samurai This Ki power allows the Samurai to intimidate the opponent that he/she is currently attacking. An opponent will remain intimidated until he/she flees. An intimidated opponent has -1 dam per 8 levels of the Samurai. This spell is a combat spell only, and an opponent must possess an INT greater than 5.

INVISIBILITY Spells

Usage : cast 'invisibility' [victim | object] Accumulative : No Duration : 24 hours, permanent on objects Class/Level : 4th Magic User, 2nd Bard Allows the target to become invisible. Attacking while invisible will immediately break the spell.

"INVISIBILITY TO ENEMIES" Spells

Usage : cast 'invis to enemies' Accumulative : No Duration : 4 + (level/2) hours Level/Class : 11th Monk This spell is similar to IMPROVED INVISIBILITY. The Monk is visible to all characters, but if an aggressive mobile tries to attack the Monk, that mobile needs to have detect invis first. If successfully attacked, the Monk gains -40 to his/her AC. This spell can only be cast on Monks.

KNOCK Spells

Usage : cast 'knock' [container | direction] Accumulative : No Duration : instantaneous Level/Class : 4th Magic User, 4th Bard The knock spell will unlock locked doors/containers. The spell works similar to the thief ability to pick locks. Some locks may not yield to the knock spell and will require a key. Example: cast 'knock' bookshelf cast 'knock' east Note: For doors, a specific direction must be typed in full.

"LEGEND LORE" Spells

Usage: : cast 'legend lore' [object] Accumulative : No Duration : instantaneous Level/Class : 25th Bard Legend Lore allows a player to identify the properties of an intended object, mobile, or player. Additional information acquired through the Legend Lore spell may or may not be considered valuable to a player, but when faced with instances where the target is unidentifiable, Legend Lore is the only means by which it may be identified. If a player desires to learn all there is to know about such targets, he or she will need to cast the spell multiple times. When cast upon an unidentifiable item, Legend Lore will return a random set of information about said item. When cast upon a player or mobile, the spell will always return at least one result, but may potentially return a maximum of three per cast. The results discovered through this spell are in addition to the standard information provided by the Identify spell, but they also include other aspects of a player or mobile which Identify will not detect. These properties include ability scores, gains per tick, damage, resistances, and much more. See also: Identify

"LESSER SCRY" "SCRY LESSER" Spells

Usage : cast 'scry lesser' [ancient portal name] Accumulative : No Duration : instantaneous Level/Class : 7th Magic User This spell allows the caster to look into another room through the use of a portal. Everything that is visible to the caster in that room will be shown to the caster. The ancient portal name that must be used is the name returned by the "BIND PORTAL MINOR" spell. This spell may only be used to look at rooms in the same zone and same plane of existence as the caster.

"LESSER SUMMON" Spells

Usage : cast 'lesser summon' [victim] Accumulative : No Duration : instantaneous Level/Class : 8th Cleric Will summon a person of the name spoken if he/she is on the same plane of existence as you. It is not possible to summon someone of more than one level above yourself. If you attempt to summon a monster, it will get a saving throw. Note: Any player initiating combat in any way will be subject to three rounds of summon prevention combat lag. This lag only occurs upon the initial attack, not subsequent skill or spell usage in combat.

"LIFE LEECH" Spells

Usage : cast 'life leech' Accumulative : No Duration : instantaneous Save : none Level/Class : 23rd Warlock Life Leech is the area of effect version of Life Steal. All undead, constructs, elementals, fungus and plants are immune to life draining effects. Life Steal causes the following damage to each victim: (((Level / 4) * random number 1-3) + (random number 10-45 + Life Damage))

"LEVITATE" Spells

Usage : cast 'levitate' <victim> Accumulative : No Duration : (see table below) Level/Class : 28th Magic User This spell allows the recipient to become immune to earthquake effects, and it halves the movement point requirements when moving in the world environment. It cannot be used in conjunction with airwalk. Levitation spell duration is as follows: (hour = MUD tick) ======================= | Level | Duration | |=====================| | 1 - 10 | 3 hours | | 11 - 20 | 4 hours | | 21 - 30 | 5 hours | | 31 - 40 | 6 hours | =======================

"LIFE STEAL" Spells

Usage : cast 'life steal' [victim] Accumulative : No Duration : instantaneous Save : none Level/Class : 10th Warlock, 16th Necromancer Life Steal is a single target spell which can be utilized to drain hitpoints from an enemy. This spell produces wildly random results as the model below indicates. All undead, constructs, elementals, fungus and plants are immune to life draining effects. Life Steal causes the following damage: (((Level / 4) * random number 1-3) + (random number 10-45 + Life Damage))

"LIGHTNING BOLT" Spells

Usage : cast 'lightning bolt' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 9th Magic User, 9th Necromancer This spell causes a bolt of lightning to shoot from the caster's hands to strike its target. Lightning Bolt causes the following damage ((12 + (((GET_LEVEL(ch)) - 9) * 4)) + Elec Damage) Add an additional 1x up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"LOCATE OBJECT" Spells

Usage : cast 'locate object' [object] Accumulative : No Duration : instantaneous Level/Class : 6th Magic User, 5th Bard This spell determines where an object is located. If the located object is equipped by a person then you will get an "used but uncertain" message. This spell locates objects using its based type (i.e., if the object to locate is a sword, axe, mace, wand, scroll, key, and so on). 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.

"LOCATE SHADOW PLANE" Spells

Usage : cast 'locate shadow plane' Accumulative : No Duration : Permanent Level/Class : 23rd Necromancer, 24th Warlock The plane of shadow is one of many planes surrounding the realm of the mortals. Wherever there are shadows (from -15 to 15 light intensity), portals to the plane of shadows can exist allowing the caster of the spell to enter and travel to distant places in no time at all. This spell is a bind portal spell to be used with "SHADOW WALK" and "SHADOW DOOR".

"MADNESS" Spells

Usage : madness Cost : 4 mana per round of combat Duration : Until combat ceases Level/Class : 14th Warlock The thoughts of a warlock are so devious and sinister, that when a warlock projects them upon the mind of an enemy, they can drive them to the point of madness. Madness causes the following damage: (((Character Level / 2) + 11) + Shdw Damage))

"MAGIC MISSILE" Spells

Usage : cast 'magic missile' [victim] Accumulative : No Duration : instantaneous Save : versus spell for half damage Level/Class : 1st Magic User This spell causes a missile of magical power to shoot from the hand of the caster to hit the target automatically. Magic Missile causes the following damage based on the scaled damage model: (4 + (GET_LEVEL(ch)-3))); Add an additional 0x up to 1x damage on non-critical casts Add an additional 2x up to 4x damage on critical casts

"MAGICAL VESTMENTS" Spells

Usage : cast 'magical vestments' Accumulative : No Duration : 4 + (Caster level / 2) Level/Class : 2nd Cleric, 5th Paladin This spell allows the cleric or paladin to use his/her vows as a protective barrier against aggressors. When cast, the spell causes armor points to be improved by (20 + ((Caster level + 3) * 4)).

MALIGN Spells

Usage : cast 'malign' [victim] Accumulative : No Duration : level Level/Class : 35th Anti-Paladin This spell randomly forms a powerful aura summoned forth from the nether realms to aid the target in battle. The types of auras provided through malign are: BLACK (powerful black) - Resistance to Shadow HAZY (thin hazy) - Resistance to Gas PALE (pale white) - Resistance to Poison GREEN (deep green) - Resistance to Acid

"MANA SHIELD" Spells

Usage : cast 'mana shield' [self] Accumulative : No Duration : 4 Level/Class : 15th Magic User The Mana Shield spell enables the caster to create a powerful energy barrier about his/her body. This barrier causes all incoming attacks to strike the barrier instead of the caster while it remains. If the mana shield is depleted through incoming combat damage, the cooldown is instantly reset. Magic Users should take care in observing their current available mana pool when casting this spell. This is because Mana Shield draws upon available mana to determine its strength. In addition to this, character intelligence also directly impacts the strength of a Mana Shield barrier.

"MIND IMPLOSION" Spells

Usage : mind implosion Cost : 11 mana per round of combat Duration : Until combat ceases Level/Class : 31st Warlock By channeling a link into the mind of his or her foe, a warlock is able to cause an enemies mind to implode. Learned through years of developing their power in the dark arts, this ability is the pinnacle of a warlocks training. Mind Implosion causes the following damage: (((Character Level / 2) + 50) + Shdw Damage)

"MOON MOTE" Spells

Usage : cast 'moon mote' [victim] Accumulative : No Duration : instant Save : versus spell for half damage Level/Class : 15th Druid Moon mote causes globes of light powered by the moon to be launched at the victim for damage. Since moon mote is powered by the moon, it may only be cast outside at night. The spell damage is scaled by a factor of 1/3 to 3 depending on the moon lighting. To check moon brightness, type 'time'. Moon Mote causes the following damage (40 + (((GET_LEVEL(ch)) - 15) * 9)) + Light Damage Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts (Multiplicative: From 0 to 1.5x based upon moon phases)

PACIFY Spells

Usage : cast 'pacify' [victim] Accumulative : No Duration : 1 hour Level/Class : 4th Monk, 6th Ranger This spell only works on mobiles. A mobile affected by pacify has its aggressiveness reduced by 25 percentage points.

"PASS WITHOUT TRACE" Spells

Usage : cast 'pass without trace' [portal name] Accumulative : No Duration : Permanent Level/Class : 25th Druid, 31st Ranger Pass without trace allows the caster to summon a befriended dryad in an outdoors area to lead him/her to another area in the outdoors on the same plane. The portal name is the keyword returned from the "BEFRIEND DRYAD" spell. There is always a small chance that this spell will fail and the caster teleported to a random room in the same zone or an adjacent zone.

PEACE Spells

Usage : cast 'peace' Accumulative : No Duration : special Level/Class : 38th Monk This spell causes everyone engaged in combat that is 2 levels or lower than the monk to cease combat. It also provides a 25% agro reduction to the mobile which lasts for the duration of the current tick.

"PHASE DOOR" Spells

Usage : cast 'phase door' [direction] Accumulative : No Duration : instantaneous Level/Class : 13th Magic User, 15th Bard, 14th Monk This spell will immediately slip the player through most closed and/or locked doors. Certain doors exist that are impossible for the phase door spell to overcome.

"PLANAR TRAVEL" Spells

Usage : cast 'planar travel' [portal name] Accumulative : No Duration : instantaneous Level/Class : 35th Magic User This spell allows the caster to open up a portal and travel to another location. Using the ancient name of a room returned by "BIND PORTAL MAJOR" spell the caster and anyone grouped with him can travel to any location in any plane. Note: You must be both grouped and the leader of the group to cast this spell. If you attempt to enter the portal location of a portal bound to a minor portal name, your portal will fail to transport you to the correct location. SEE ALSO: PORTAL, BIND PORTAL MAJOR

POISON Spells

Usage : cast 'poison' [victim | food | drink] Accumulative : no Duration : caster level in mud hours, or permanent on food and drink Save : save vs poison to be unaffected Level/Class : 5th Druid, 7th Anti-paladin, 7th Necromancer This spell is used to poison food, drink (containers), or mobiles. When cast on a food or drink, players eating the food will be poisoned. The amount of damage taken from poison is based upon the duration of the spell, and thus the damage a player takes from poison each tick will be reduced as the duration of the spell wears down. Poisoned players heal at a slower rate.

"POISON SOUL" Spells

Usage : poison soul Cost : 6 mana per round of combat Duration : Until combat ceases Level/Class : 20th Warlock A warlock trained in the dark arts possesses the ability to poison the soul of his or her own enemy. This poison flows easily through the link, and unlike the poison of a thief, its effects are immediate rather than lingering. Poison Soul causes the following damage: (((Character Level / 2) + 13) + Poison Damage)

"POISON SPRAY" Spells

Usage : cast 'poison spray' Cost : 40 mana Duration : Instant Level/Class : 34th Druid, 34th Mage User, 34th Necromancer You extend your hand toward your enemies and project a puff of poisonous gas from your palm. Poison Spray not only does poison damage to target(s), but has a chance to poison as well. In addition to being poisoned, the target will receive this damage ((20 + (3*((GET_LEVEL(ch)) - 19))) + Pois Damage) Add an additional 0 up to 1x damage on non-critical casts Add an additional 0 up to 3x damage on critical casts

"POWER STRIKE" Spells

Usage : cast 'power strike' [self] Accumulative : No Duration : one round of combat Level/Class : 20th Samurai This Ki power allows the Samurai to cause his/her maximum damage for 1 round of combat. In order to perform this attack the Samurai must temporarily let his/her guard down (100 AP penalty). Minimum mana usage is 60, and power strikes become less costly to use as the player levels. This is a spell which may only be used in combat.

"PRISMATIC SPRAY" Spells

Usage : cast 'prismatic spray' [victim] Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 33rd Magic User With this spell, the mage summons up a pattern of flying colors that harnesses energy and strikes the victim with deadly intent. Prismatic spray causes the following damage (90 + (25 * ((GET_LEVEL(ch)) - 33))) + Light Damage Add an additional 0x up to 1x damage on all casts

"PROTECTION FROM EVIL" PFE Spells

Usage : cast 'protection from evil' [victim | self] Accumulative : No Duration : 24 hours Level/Class : 13th Cleric, 21st Paladin This is a shield against evil spell that may be cast upon self or others.

"PROTECTION FROM GOOD" PFG Spells

Usage : cast 'protection from good' [victim | self] Accumulative : No Duration : 24 hours Level/Class : 13th Cleric, 23rd Anti-Paladin, 27th Warlock This is a shield against good spell that may be cast upon self or others.

RECHARGE Spells

Usage : cast 'recharge' <object> Accumulative: Yes Duration : Instantaneous Level : 31th Magic User, 32nd Necromancer Recharge restores 1d3 charges to staves and wands upon a successful cast. Should a caster restore more charges than the magically imbued object can hold, the object itself may explode. When a staff or wand exceeds its own magical potential in this process, an additional 1d2 check is made. If by unfortunate chance the roll lands on 1, it will explode causing an instant and assured death. If the roll is greater than 1, the caster will stabilize the object, rendering it near inert at a single remaining charge. Indeed, recharge is a valuable tool in the arsenal of Magic Users and Necromancers. It is also fraught with mortal danger to those whom fail to research the power of the objects they are attempting to restore to full power capacity. Note: There is always a slim chance for the item being recharged to be rendered inert. In such cases the caster will be unaffected, but the staff or wand will become permanently broken, unrepairable, and thus useless.

REGENERATION Spells

Usage : cast 'regeneration' [victim] Accumulative : No Duration : level of caster in hours Level/Class : 25th Cleric This spell grants identical benefits to the player as the Death's Door spell. In addition to this, regeneration also grants a bonus to a player's hitpoint regeneration each tick. This regeneration bonus is a flat increase that is added to the characters regeneration per tick after all other calculations have been made. To further clarify this point: If a character is affected by the haste spell and is asleep, and they are gaining 30 hit points per tick, the bonus to regeneration would be, 30 + the regeneration bonus. Scaling Model: Regeneration hitpoint gain = ((Character Level / 4) + 5) See also: "DEATHS DOOR"

"REMOVE CURSE" Spells

Usage : cast 'remove curse' [person | object] Accumulative : No Duration : instantaneous Level/Class : 10th Cleric, 7th Monk This spell will remove the cursed affection from a player who has been cursed by an enemy curse spell. It may also be used to target a worn item with the cursed flag, but only if the caster themselves casts it upon their item. It will not remove a deadly cursed item, nor will it remove the curse flag from an object. Once an object is cursed, it is always cursed.

"REMOVE PARALYSIS" Spells

Usage : cast 'remove paralysis' [victim] Accumulative : No Duration : instantaneous Level/Class : 8th Cleric, 8th Monk This spell will remove paralysis and stun effects from the specified victim. Remove paralysis is the only spell available to mortals which is able to remove the effects of a stun attack. NOTE: Hold spells are considered Paralysis spells.

"REMOVE POISON" Spells

Usage : cast 'remove poison' [victim | food | drink] Accumulative : No Duration : instantaneous Level/Class : 6th Cleric, 4th Druid, 11th Ranger, 7th Paladin, 6th Monk This spell will remove poison. The spell will only remove one type of poison per casting (for example, the poison caused by the poison spell and the poison caused by hornets dart are two different types of poisons).

"LESSER COLD RESISTANCE" Spells

Usage : cast 'lesser cold resistance' [victim] Accumulative : No Duration : caster level * 2 in mud hours Level/Class : 20th Necromancer Resistance to cold puts a protective barrier around the victim that makes him/her resistant to frost based attacks.

"LESSER ELECTRICITY RESISTANCE" Spells

Usage : cast 'lesser electricity resistance' [victim] Accumulative : No Duration : caster level * 2 in mud hours Level/Class : 14th Necromancer Resistance to electricity puts a protective barrier around the victim that makes him/her resistant to electrical based attacks.

"LESSER FIRE RESISTANCE" Spells

Usage : cast 'lesser fire resistance' [victim] Accumulative : No Duration : caster level * 2 in mud hours Level/Class : 16th Warlock Resistance to fire puts a protective barrier around the victim that makes him/her resistant to fire based attacks.

"REST IN PEACE" Spells

Usage : cast 'rest in peace' [self] Accumulative : No Duration : until caster types wake Level/Class : 18th Necromancer By means of this spell, the caster digs him/herself a shallow grave and then lies in it. While in the grave, the caster heals at an increased speed. The base regeneration rate for hitpoints are quadrupled, mana is doubled, and movement points are doubled. In addition, the character resting in peace will not be attacked, and those in the room will only see the gravesite of the caster. This spell fails to work if it is cast while upon water, swimming, or underwater. Furthermore, it will not work if you are in mid-air.

ROAR Spells

Usage : cast 'roar' [victim] Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 7th Bard This is a lower-level damage spell for bards. It is ineffective against sonic immune mobs. The bard lets out an ear-shattering roar which causes pain to the eardrums of the victim. Roar causes the following damage ((8 + (3 * ((GET_LEVEL(ch)) - 7))) + Sonic Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

SANCTUARY Spells

Usage : cast 'sanctuary' [victim] Accumulative : No Duration : (see table below) Level/Class : 15th Cleric, 20th Druid When protected by sanctuary you will receive half of the damage you would normally take per hit or spell upon you. So, if you were to take 30 points of damage in a hit, you would only take 15. This same rule applies for mobiles. Druids who practice this skill will no longer be able to Charm Mobiles, as it is a restoration character build spell. Sanctuary spell duration is as follows: (hour = MUD tick) ======================= | Level | Duration | |=====================| | 1 - 10 | 3 hours | | 11 - 20 | 4 hours | | 21 - 30 | 5 hours | | 31 - 40 | 6 hours | ======================= Note: This spell can be removed with the 'unsanc' command.

"SEARING ORB" Spells

Usage : cast 'searing orb' Accumulative : No Duration : instantaneous Save : versus spell for half damage (except Undead and Fungi) Level/Class : 33rd Druid With this spell the caster creates an orb of fire as hot and intense as the sun. When hurled at the enemy, the orb explodes, damaging everybody in the room not grouped with the caster. All creatures must make a saving throw or they risk losing physical attacks. This saving throw favors constitution for the victim, and intelligence for the caster. Searing Orb causes the following damage ((20 + (4 * ((GET_LEVEL(ch)) - 33))) + Light Damage); Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts Multiply damage by 2 against Undead and Fungus enemies

"SEARING THOUGHT" Spells

Usage : searing thought Cost : 9 mana per round of combat Duration : Until combat ceases Level/Class : 26th Warlock A warlock can burn the very mind of an enemy by channeling fire into the mind of an enemy. Searing Thought causes the following damage: ((Character Level / 2) + 30 + Fire Damage)

"SECOND SIGHT" Spells

Usage : cast 'second sight' [self] Accumulative : No Duration : 8 + level hours Level/Class : 10th Monk This spell enlarges your eyes so that you can see things that are farther away ('scan' distance becomes 6 instead of 3). It also grants you the ability to see in darkness like infravision. Second sight allows you to see dark exits.

"SENSE LIFE" Spells

Usage : cast 'sense life' [self] Accumulative : No Duration : 5 hours per level Level/Class : 4th Cleric, 4th Ranger, 5th Monk This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden.

"SHADOWBOLT" Spells

Usage : cast 'shadowbolt' [victim] Accumulative : No Duration : instantaneous Level/Class : 27th Warlock Shadowbolt merges the power of the sorcerer's firebolt spell with the warlock's knowledge of the shadow plane. Summoning forth a shadowbolt in combat necessitates a state of mental focus found only through demonic clarity, but the resulting effects of a successful shadowbolt strike upon an enemy are devastating. Few possess the understanding, let alone the magical enchantments needed to prevent a shadowbolt from harming them. Because of this, shadowbolts are especially deadly to most victims whom are unfortunate enough to be struck by them. Shadowbolt causes the following damage ((52 + (((GET_LEVEL(ch)) - 18) * 5)) + Shadow Damage) Add an additional 1x up to 2x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

"SHADOW ARMOR" Spells

Usage : cast 'shadow armor' Accumulative : No Duration : 24 hours Level/Class : 3rd Warlock, 5th Necromancer This spell causes the shadows in a room to form around the caster, creating shadowy armor. The spell will improve the armor class of the caster while the light intensity of a room allows shadows (-15 to 15 light intensity). The amount of armor points given to the caster is 10+(25-abs(room_light)), and the armor points will change as the light intensity changes.

"SHADOW DOOR" Spells

Usage : cast 'shadow door' [portal name] Accumulative : No Duration : Permanent Level/Class : 35th Necromancer, 38th Warlock Shadow door allows the caster to open a passage through the shadow plane to allow his/her group to quickly pass through the plane of mortals. In order for shadow door to work, both the start and destination must be touching the plane of shadows or the caster and members of the group will end up in random rooms (in an adjacent zone) that are touching the shadow plane. Shadow door can be used on other planes but it can't be used to cross planes. The portal name is the keyword returned from the "LOCATE SHADOW PLANE" spell. Note: You must be both grouped and the leader of the group to cast this spell.

"SHADOW FLARE" Spells

Usage : cast 'shadow flare' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 37th Antipaladin Shadow Flare is a forbidden incantation of the dark arts shrouded in mystery. Widely believed to have first been discovered in the first age, history records its prolific use by Azekoth and his unholy legion of antipaladins in the great war. So unprepared were the paladins of the ninth templar order that Azekoth and his followers were able to overrun the citadel of light with ease, thus ushering in the collapse of the second age. Shadow Flare summons forth thirteen orbs of darkness which pull and tear at their victim apart from the inside out. Those whom have encountered this vile spell and survived are few in number, but they have gone on to describe it in vivid detail. Caladus, the leader of the ninth templar order spoke in his dying breath: 'I am torn limb from limb by an all-consuming fire, in our doom we died in vain.' This spell will affect a good or neutral victim. (300 + Shadow Damage) Add an additional 50 up to 1x damage on normal casts Add an additional 1x up to (1x + 50) damage on critical casts Add an additional 0 up to 1x damage against good enemies

"SHADOW SHIELD" Spells

Usage : cast 'shadow shield' Accumulative : No Duration : 4 Ticks Level/Class : 33rd Warlock When protected by shadow shield, incoming damage is decreased by 75% at the cost of damage times 0.25 for every point of damage while the shield is held. When tapped, the shield will no longer reduce incoming damage and it will be as though the Warlock were not shielded.

"SHADOW WALK" Spells

Usage : cast 'shadow walk' [portal name] Accumulative : No Duration : Permanent Level/Class : 29th Necromancer, 30 Warlock Shadow walk allows the caster to open a passage through the shadow plane to quickly pass through the plane of mortals. In order for shadow walk to work, both the start and destination must be touching the plane of shadows or the caster will end up in a random room (in an adjacent zone) that is touching the shadow plane. Shadow walk can be used on other planes but it can't be used to cross planes. The portal name is the keyword returned from the "LOCATE SHADOW PLANE" spell. There is always a small chance that this spell will fail and the caster will be teleported to a random room in the same zone or an adjacent zone.

"SHIELD AGAINST GOOD" Spells

Usage : cast 'shield against good' [self] Accumulative : No Duration : 10 + caster's level / 4 Level/Class : 5th Cleric, 10th Warlock, 11th Anti-Paladin If affected by this spell, aggressive good mobiles can not attack you if they are of lower level than yourself. If their level is greater than or equal to your level then they can attack if they make a saving throw vs. paralysis. The spell may only be cast while not good and only on non-good characters. In addition, if the recipient of the spell becomes good while the spell is in effect then the recipient will take damage.However, the damage will never be enough to kill you.

"SHIELD AGAINST EVIL" Spells

Usage : cast 'shield against evil' [self] Accumulative : No Duration : 10 + caster's level / 4 Level/Class : 5th Cleric, 9th Paladin If affected by this spell, aggressive evil mobiles can not attack you if they are of lower level than yourself. If their level is greater than or equal to your level then they can attack if they make a saving throw vs. paralysis. The spell may only be cast while not evil and only on non-evil characters. In addition, if the recipient of the spell becomes evil while the spell is in effect then the recipient will take damage. However, the damage will never be enough to kill you.

"SHOCKING GRASP" Spells

Usage : cast 'shocking grasp' [victim] Accumulative : No Duration : instantaneous Save : none Level/Class : 7th Magic User, 7th Necromancer This spell is a touch combat spell. In order for the victim to take damage, the caster needs to make a hit roll versus armor class 100 minus the victim's dexterity bonus. Shocking Grasp causes the following damage ((8 + (((GET_LEVEL(ch)) - 7) * (1,2)))) + Elec Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 2x up to 3x damage on critical casts

SHRINK Spells

Usage : cast 'shrink' [victim] Accumulative : No Duration : 4 + level/2 hours Level/Class : 22nd Magic User This spell will shrink the victim by making him/her one size smaller. As a benefit, the recipient gets a 20-point bonus to their AP. This spell fails if the victim is already affected by the 'enlarge' spell.

SILENCE Spells

Usage : cast 'silence' [victim] Accumulative : No Duration : Varies according to the level of the caster Level/Class : 8th Cleric This spell makes it so the victim can't say, talk, ask, whisper, cast, recite, tell, or shout. It is very effective against spell casters.

"SKELETAL GUISE" Spells

Usage : cast 'skeletal guise' [victim] Accumulative : No Duration : (see table below) Level/Class : 27th Necromancer Skeletal guise causes the face and body of the victim to grow gaunt giving the person a visage like that of a skeleton. Skeletal guise provides the benefit of 25% resistance to pierce and slash weapon attacks. However, skeletal guise also causes the victim to lose 3 points of charisma while a character is under its effects. Skeletal Guise spell duration is as follows: (hour = MUD tick) ======================= | Level | Duration | |=====================| | 1 - 10 | 6 hours | | 11 - 20 | 9 hours | | 21 - 30 | 12 hours | | 31 - 40 | 15 hours | =======================

SLEEPWALK Spells

Usage : cast 'sleepwalk' [victim] Accumulative : Yes (duration) Duration : level of the caster Level/Class : 27th Monk This spell allows a player to see and walk while asleep.

"SMITE EVIL" Spells

Usage : cast 'smite evil' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 19th Cleric, 29th Paladin This spell is a stronger version of dispel evil, dealing 175 base damage. This spell will affect an evil or neutral victim. (175 + Divine Damage) Add an additional 1x up to 2x damage on critical casts Double damage against evil enemies If the caster is evil, the spell will cause double damage to the caster.

"SMITE GOOD" Spells

Usage : cast 'smite good' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 19th Cleric, 29th Anti-Paladin This spell is a stronger version of dispel good, dealing 175 base damage. This spell will affect a good or neutral victim. (175 + Shadow Damage) Add an additional 1x up to 2x damage on critical casts Double damage against good enemies If the caster is good, the spell will cause double damage to the caster.

"SOMNOLENT GAZE" Spells

Usage : cast 'somnolent gaze' [victim] Accumulative : No Duration : (level of caster/30)+1 mud hours Save : Negates (Save vs Spells with a +20 bonus) Level/Class : 17th Anti-Paladin When this spell is used, the caster stares deeply into the eyes of the victim to lightly hypnotize him/her. If the victim fails the saving throw, he or she grows to feel lethargic. If affected by Somnolent Gaze, the victim will have a significant AC penalty, a hitroll penalty of -4, and lose 1 attack (to a minimum of 1 attacks). In order for this spell to work, the caster must be able to gaze into the eyes of the victim. In addition, the victim will be immune if under the effects of a Haste spell.

"SONIC BLAST" Spells

Usage : cast 'sonic blast' Accumulative : No Duration : instantaneous Level/Class : 19th Bard This is a sonic-based attack spell for bards which is area affect. It is ineffective against sonic immune mobs. The bard sings out his/her highest note, shattering skulls and eardrums. Sonic Blast causes the following damage (((((GET_LEVEL(ch)) - 18) * 5) + 25) + Sonic Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

"SOVEREIGN HEAL" Spells

Usage : cast 'sovereign heal' [victim] Accumulative : No Duration : instantaneous Level/Class : 35th Cleric Sovereign Heal will cure blindness and heal up to a maximum of (240 + Healing Bonus) hitpoints.

SPOOK Spells

Usage : cast 'spook' [victim] Accumulative : No Duration : instant Save : negates Level/Class : 1st Necromancer, 4th Bard, 14th Warlock Spooking any non-undead creature will cause it to flee from the caster a total distance of one room if the creature fails it save versus spells.

"STRENGTH" Spells

Usage : cast 'strength' (self | victim) Accumulative : Strength yes, duration no Duration : Level hours Level/Class : 6th Magic User, 12th Bard The strength spell grants the recipient with a +1 bonus to their strength score per cast. The strength spell strictly follows racial maximums for NPC mobile recipients which is of particular importance to players whom use charmed mobiles as a primary damage source. Maximum strength for a PC recipient is determined by the maximum strength of each race and class combination from the time of character creation. The maximum strength allowed for PC's can be increased beyond the racial maximum if a player has undertaken the difficult and time-consuming process of raising their strength above the racial maximum through the reborn process. In such cases, the PC's maximum limit for the strength spell is equal to their current maximum. This may be especially useful in cases where a negative strength item or negative strength spell is impacting the player.

"STRENGTH BURST" Spells

Usage : cast 'strength burst' (self) Accumulative : No Duration : one round of combat Level/Class : 7th Samurai This Ki power allows the Samurai to increase his/her STRENGTH to the racial maximum for 1 round of combat. The minimum mana usage is 50. This spell works ONLY if the Samurai is in combat.

STUN Spells

Usage : stun Accumulative : No Duration : Instant (3-round battle lag) Level/Class : 15th Samurai This Ki power allows the Samurai to stun an opponent in combat. When used without specifying a target, it will automatically target the character's current opponent. A successful stun causes the victim to lose their attacks for the next round. The skill costs 20 movement points to attempt and imposes a 2-round battle lag on the user whether successful or not. Stun cannot be used against: - Flying opponents - Already stunned or incapacitated targets - Opponents immune to stunning The chance to stun is based on the Samurai's skill level and may be increased if the victim is intimidated. The user has a small chance to accidentally stun themselves on a failed attempt. This skill can only be used while engaged in combat.

SUCCOR Spells

Usage : cast 'succor' [victim] Accumulative : No Duration : instantaneous Level/Class : 20th Magic User This allows the caster to recall a player in the same room, who is NOT in combat, to the mages guild.

"SUMMON BEAST" Spells

Usage : cast 'summon beast' Accumulative : No Duration : varies according to the charisma of the caster Level/Class : 30th Ranger This spell summons forth a powerful beast from the wilderness that will come to the rangers aid in combat. While a ranger cannot control which type of beast will answer their summons, each beast that answers a rangers call comes with a unique set of attributes. Depending upon a players preference, style of play, or the enemy they are preparing to attack, one beast may be preferred over another. These attributes and abilities are included in the supplied table below. ========================================================= | Ranger Beast Summons | |=======================================================| | Mob Name | Atk | HP | +Dmg | RESIST | AC | |=======================================================| | White Wolf | 7/2 | 900+/- | 12 | Cold | 0 | | Blue Tortoise | 1/1 | 1400+/- | 12 | Fire | -150 | | Huge Wyvern | 2/1 | 1100+/- | 25 | Elec | -83 | ========================================================= For players who take the Loyalty Perk: Beasts that come to the aid of a ranger come with one additional property that makes them highly desired as loyal companions. Ranger beast summons protect the ranger from mobile attacks, allowing the ranger to attack the enemy from the rear. In game terms this means that enemy NPC's in which the ranger and his summoned beast attack will not switch their attack to the ranger during combat. This property only applies to ranger summons and it will not prevent a ranger from being attacked if they have charmed mobs in combat with them besides the available summons. In addition to this, a ranger pet will not prevent mobiles from switching attacks when a rescue, special proc, or any other such event occurs. Note: The summon beast spell does not work indoors, nor does it work within city gates.

"SUMMON PHANTASMAL" Spells

Usage : cast 'summon phantasmal' Room Lighting : -1 or lower Duration : until death of the phantasmal or the caster leaves the game Level/Class : 26th Necromancer This spell summons forth a phantasmal through the power of the negative plane. The power and level of the phantasmal summoned by the necromancer varies depending upon the level of the necromancer, improving every six levels. Phantasmal's are typified by the likes of thieves, robbers, and other nefarious rogue-like individuals. As such, phantasmals are known to be chaotic beings capable of turning upon those summoning them. Should a summon be successful, the phantasmal is bound to the summoner until it is killed, released using the 'uncharm' command, or the summoner is no longer present. Note: If a phantasmal loses charm, it will immediately return to the negative plane, taking with it whatsoever it carries in its possession at that time.

"SUMMON SKELETON" Spells

Usage : cast 'summon skeleton' Room Lighting : -1 or lower Duration : until death of the skeleton or the caster leaves the game Level/Class : 26th Necromancer This spell summons forth a skeleton through the power of the negative plane. The power and level of the skeleton summoned by the necromancer varies depending upon the level of the necromancer, improving every six levels. Skeletals answering the summons of necromancers are always typified by mage-like beings whom once dwelled in the land of the living. As such, these beings are well-reserved, ever thankful of the opportunity to once again roam the earth in search of power and glory, never turning upon their masters when they are summoned. Should a summon be successful, the skeletal is bound to the summoner until it is killed, released using the 'uncharm' command, or the summoner is no longer present. Note: If a skeletal loses charm, it will immediately return to the negative plane, taking with it whatsoever it carries in its possession at that time.

SUNBURST Spells

Usage : cast 'sunburst' Accumulative : No Duration : instantaneous Saving Throw : same as for Sunray Level/Class : 13th Druid This is an area effect version of Sunray. All creatures in the room that are not grouped with the caster will be effected. Sunburst also has an added benefit to the caster in dramatically lessening the effectiveness of an enemies armor class. Sunburst causes the following base damage ((40 + (((GET_LEVEL(ch)) - 15) * 5)) + Light Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

SUNRAY Spells

Usage : cast 'sunray' [victim] Accumulative : No Duration : instantaneous Saving Throw : see below Level/Class : 8th Druid This spell causes an intensified ray of sunlight to be shot at the victim. In addition, anyone struck by the spell needs to make a saving throw or be blinded. This spell is only successful during the day. Sunray also has an added benefit to the caster in dramatically lessening the effectiveness of an enemies armor class. Sunburst causes the following base damage ((40 + (((GET_LEVEL(ch)) - 15) * 9)) + Light Damage) Add an additional 0x up to 1x damage on non-critical casts Add an additional 1x up to 2x damage on critical casts

SUSTAIN Spells

Usage : cast 'sustain' [victim] Accumulative : No Duration : level of caster Level/Class : 18th Druid, 24th Ranger This spell allows a player to go without food and water for extended periods of time. Sustain may also be acquired through various items located throughout the game environment. In such cases as objects which the sustain flag, they may not be used in conjunction with the sustain spell. Inversely, the sustain spell may not be cast upon a player wearing sustain items. A player may wear any number of sustain items at any given time, but once you choose to wear a sustain item, your ability to be a recipient of the sustain spell while wearing the item is lost. Furthermore, you cannot wear a sustain item or be a recipient of the spell if your hunger or thirst are below the point of full which is 24.

SYNOSTODWEOMER Spells

Usage : cast 'synostodweomer' [victim] Accumulative : No Duration : instantaneous Level/Class : 15th Paladin, 17th Monk, 18th Ranger Use this spell with care due to its extreme power. This spell will transfer half of the caster's hitpoints to the intended person.

"TELEPORT MAJOR" Spells

Usage : cast 'teleport major' [optional victim] Accumulative : No Duration : instantaneous Level/Class : 20th Bard, 18th Monk This spell is a more powerful version of "teleport minor" because the optional victim is not restricted to the caster's zone. In all other respects, this spell is the same as "teleport minor". This spell allows you to teleport to any room in any zone, except those in another plane of existence. This spell may only be cast on another player character and NOT on a non-player character. There is always a small chance that this spell will fail and the caster will be teleported to a random room.

"TELEPORT MINOR" Spells

Usage : cast 'teleport minor' [optional victim] Accumulative : No Duration : instantaneous Level/Class : 10th Bard, 10th Monk This spell teleports you within a single zone. If no victim is specified or if the spell fails, then you are teleported randomly. However, if a victim is specified, then you will be teleported to that victim if they are in the same zone as you and NOT in a PRIVATE, GOD, or NOPORTAL room. If you are already in the same room as the victim, and the victim is another player, then this spell will teleport that player to a random location. This spell will not allow a player to teleport into another plane of existence. There is always a small chance that this spell will fail and the caster will be teleported to a random room.

"TELEVIEW MINOR" Spells

Usage : cast 'teleview minor' [victim] Accumulative : No Duration : instantaneous Level/Class : 6th Bard, 3rd Monk This spell allows you to look into another room that is within the same zone as you. When you cast this spell, you will see into that room they are in, viewing everything and everyone else in that room as well. This spell allows you to view any room in any zone, except those in another plane of existence.

"TELEVIEW MAJOR" Spells

Usage : cast 'teleview major' [victim] Accumulative : No Duration : instantaneous Level/Class : 16th Bard, 9th Monk This spell allows you to look into another room. When you cast this spell, specifying a mobile or player, you will see into the room they are in, viewing everything and everyone else in that room as well. This spell allows you to view any room in any zone, except those in another plane of existence.

"THAUMATURGY" Spells

Usage : cast 'thaumaturgy' [target] Accumulative : No Duration : 14 hours Level/Class : 36th Warlock Through the acquisition of forbidden knowledge, warlocks possess the power to supernaturally increase the capacity of a victims vitae. While considered partially chaotic due to the random nature of the capacity bestowed by the forbidden incantation, thaumaturgy grants a warlock or a benefactor of his or her incantations with a significantly increased pool of life. Although it is quite costly, the benefits of life far outweigh the drawbacks of death, thus, making this spell a blessing to all whom fall under its effects.

"TORMENT" Spells

Usage : torment Cost : 2 mana per round of combat Duration : Until combat ceases Level/Class : 7th Warlock Warlocks are capable of forming a telepathic link between his or herself and the mind of their enemies. When this spell is channeled, a warlock causes an excruciating amount of physical pain by projecting his thoughts into the mind of an enemy. Torment causes the following damage: (((Character Level / 2) + 7) + Life Damage)

"TRAIL OF THE WOODLANDS" Spells

Usage : cast 'trail of the woodlands' [portal name] Accumulative : No Duration : Permanent Level/Class : 31st Druid, 39th Ranger Trail of the Woodlands allows the caster to use the portals bound by the dryads to quickly travel with his/her group from one outdoors area to another. The portal name is the keyword returned from the "BEFRIEND DRYAD" spell. Note: You must be both grouped and the leader of the group to cast this spell.

"TRANSFUSE LIGHT" "TRANSFUSE SERIOUS" "TRANSFUSE CRITICAL" Spells

Usage : cast 'transfuse light' cast 'transfuse serious' cast 'transfuse critical' Target : [self only] Duration : instantaneous Level/Class : Light : 8th Warlock : Restores 85 mana : Cost = 45 hp Serious : 15th Warlock : Restores 105 mana : Cost = 65 hp Critic : 21st Warlock : Restores 125 mana : Cost = 85 hp These spells enable a warlock to mitigate the high mana costs required for channeling their destructive spells. You cannot cast this spell if your hitpoints are beneath the hitpoint cost associated with each spell respectively. Note: This spell costs 0 mana to cast.

"UNHOLY WORD" Spells

Usage : cast 'unholy word' [victim] Accumulative : No Duration : instantaneous Save : special Level/Class : 33rd Cleric This spell is an area effect spell for smite good.

"VAMPIRIC GAZE" Spells

Usage : cast 'vampiric gaze' [victim] Accumulative : No Duration : special (see help on charmies) Save : save versus spells to negate Level/Class : 10th Necromancer This spell is similar to the charm person spell. The caster of the spell stares into the eyes of his/her victim, trying to gain control of the victim. In order for the spell to work, the caster and victim both must not be blind. This charm spell will work on the following races: Drow, Dwarf, Dragonborn, Elf, Half-Elf, Half-Giant, Half-Orc, Halfling, Human, Humanoid, Lizardkind, Minotaur, Pixie, Planewalker, Tiefling, Triton, Troll, Uldra, Undead, Vampire, and Wemic. See also: CHARMIES

VENTRILOQUATE Spells

Usage : cast 'ventriloquate' <victim | object> <text> Accumulative: - Duration : Instantaneous Level : Mage level 1. Save : Versus spell victim only sees attempted cast. For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. Example: > cast 'vent' Mirlen I got 399,823 coins, don't even consider killing me!

"VIGORIZE LIGHT" Spells

Usage : cast 'vigorize light' <person> Accumulative : No Duration : instantaneous Level/Class : 2nd Cleric, 3rd Bard, 5th Druid Vigorize Light will restore 10-13 movement points to the character it is cast upon.

"VIGORIZE SERIOUS" Spells

Usage : cast 'vigorize serious' <person> Accumulative : No Duration : instantaneous Level/Class : 10th Cleric Vigorize Serious will restore 22-28 movement points to the character it is cast upon.

"VIGORIZE CRITICAL" Spells

Usage : cast 'vigorize critic' <person> Accumulative : No Duration : instantaneous Level/Class : 24th Cleric Vigorize Critical will restore 40-46 movement points to the character it is cast upon.

VITALITY Spells

Usage : cast 'vitality' [victim] Accumulative : No Duration : instantaneous Level/Class : 7th Cleric, 7th Druid This spell will cause a player to regain 14+(level/4) ticks of food and water.

"VITALIZE MANA" Spells

Usage : cast 'vitalize mana' Accumulative : No Duration : instantaneous Level/Class : 17th Magic User, Cleric, Druid, Necromancer, Warlock, and Bard This spell takes all but 10 of your movement points away and adds it to your mana to restore it.

"WAIL OF THE BANSHEE" Spells

Usage : cast 'wail of the banshee' Accumulative : No Duration : instantaneous Save : save for half damage Level/Class : 35th Bard This spell has devastating effects on all living creatures with ears. Wail of the Banshee operates in a unique way apart from any other spell in that it reduces an enemies hitpoints by percentages. When a bard bellows out the harrowing notes of the banshee's wail, an enemies health is reduced by 1 to 4 percent of their health, and these numbers increase by 1 percent for each level difference between the caster and the victim. If an enemy is at or above the caster's level, the damage is always between 1 and 4 percent of the enemies health. Wail of the Banshee causes the following damage Base damage is 1% to 4% of an enemies overall health, +1% for each level difference between the caster and the victim Add Sonic damage and All-Spell Damage on all casts Add an additional 100% of the base damage on critical casts Undead, plants and fungi are immune to the damage caused by this spell.

WATERBREATH Spells

Usage : cast 'waterbreath' [person] Accumulative : No Duration : level of the caster / 2 Level/Class : 19th Druid, 19th Monk, 25th Ranger Allows the affected character to enter underwater areas without losing hitpoints every three seconds.

WATERWALK Spells

Usage : cast 'waterwalk' [person] Accumulative : No Duration : level of the caster Level/Class : 6th Bard, 6th Druid, 6th Monk, 8th Magic User, 15th Ranger Allows the person to walk across rooms without the need of a boat in areas where boats are normally required.

WINDWALK Spells

Usage : cast 'windwalk' Accumulative : No Duration : level of the caster Level/Class : 23rd Monk This spell gives the Monk airwalk ability, and also makes him/her resistant to gas and electricity.

WITHER Spells

Usage : cast 'wither' [victim] Accumulative : No Duration : caster's level/10 mud hours Save : save vs petrification to be unaffected Level/Class : 25th Necromancer This spells allows the caster to cause the victim's primary attack arm to wither and shrivel up as if the victim was an old man/woman. A character affected by wither has one less attack (the minimum number of attacks a character can have is 1).

"WORD OF RECALL" Spells

Usage : cast 'word of recall' Accumulative : No Duration : instantaneous Level/Class : 12th Cleric The caster will be transferred back to his sanctuary (presently the Temple of Midgaard).