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[Realms of Despair]

Adventurer's Guide to the Realms of Despair

---------------------------------------------------------------------------

* Second Edition
* Written by Brittany Seccunda-DethBlayde, Godmother to the Realms
*
* Converted to text file and reformatted
* by Milamber, Eternal Defender of Newbies, May 4, 1996
*
* Converted to HTML by Thoric.

Welcome to the Realms of Despair. To help your transition from the cold,
cruel world to our world, we offer this book to help guide you. Please
feel free to ask an immortal anything you can not find answer for here.
The subjects that are covered inside are:

1. General Helps 11. Containers
2. Rules 12. Combat
3. Communication 13. Death
4. Score 14. Questing
5. Configuration Menu 15. Spells/Skills
6. Stats 16. Shops
7. Movement 17. Magic Items
8. Doors 18. Grouping
9. Equipment 19. Mail/Note system
10. Modifiers 20. Miscellaneous

Regular equipment setup: Equipment setup during dual wield:
---------------------------------------------------------------------------

<used as light> <used as light>
<worn on finger> <worn on finger>
<worn on finger> <worn on finger>
<worn around neck> <worn around neck>
<worn around neck> <worn around neck>
<worn on body> <worn on body>
<worn on head> <worn on head>
<worn on legs> <worn on legs>
<worn on feet> <worn on feet>
<worn on hands> <worn on hands>
<worn on arms> <worn on arms>
<worn as shield> <worn about body>
<worn about body> <worn about waist>
<worn about waist> <worn around wrist>
<worn around wrist> <worn around wrist>
<worn around wrist> <wielded>
<wielded> <dual wielded>
<held> <worn on ears>
<worn on ears> <worn on eyes>
<worn on eyes>

1. General Helps

This section shall cover those questions that are most commonly asked.

Q: What is a newbie?

A: A newbie is hard to define, as there are many levels of "newness". Most
consider those under level 25 newbies, but many who concentrate on only
leveling and do not take time to explore and learn the Realms can still be a
newbie upon reaching Avatar.

Q: What is an Avatar?

A: An avatar is a player who has reached the maximium mortal level. Avatars
are currently level 50 players. They are not immortals.

Q: What is an immortal?

A: An immortal is a player who participates in the running of the Realms.
They build areas, make code, determine the rules and police the mortals.
Be respectful to immortals at all times. Type WHO 51 to get a list of all
immortals currently online and visible to mortals. Type WIZLIST to get a
complete list of all the immortals of the Realms.

Q: How does one become an immortal?

A: Immortals are by invite and promotion ONLY. You can not get past Avatar
unless you are chosen become an immortal. Details on what is expected of you
can be found in the Mortal Council section of this book or the Mortal Council
board in Darkhaven.

Q: Who is Someone?

A: There are several conditions that will make you see "Someone", the most
common are a wizinvis immortal, an invisible or hidden mortal or a hidden or
invisible mob. When everyone one is a Someone, you are either blind or in a
dark room without a light.

Q: What is "You hear some squeaking sounds..."?

A: This is signaling those in an area that the mobs are about to regenerate.
In addition to regen, it is often regeneration is refered to as reset or repop.
This means that all mobs that have been killed from the area will reappear.

Q: What does mob mean?

A: Mob is short for mobile and are what we call our monsters. Mobs are any
non-player character in the Realms.

Q: What is a CR?

A: CR is the abbreviation for corpse retrieval. When you die, your corpse
remains at the place where you died and it acts as a container for all your
belongings. A CR is the process of getting you and your corpse together.

Q: How long does a player corpse last before decaying?

A: A players corpse lasts about 15 minutes real time. Thanks to new code,
corpses now save past crash and reboot, and can still be found at place of
death upon relogging. Corpse save does not affect you when lose link, corpse
will decay even if you are linkdead.

Q: What is a crash?

A: A crash is when the game decides to reboot itself, without the benifit
of letting us know in advance.

Q: What is a reboot?

A: A reboot is a scheduled clean-up of the Realms. A reboot can only be done
by the 4 highest levels of immortals. A reboot disconnects all players and
immortals from the Realms. A reboot usually lasts from 1 to 4 minutes until
you can log back on.

Q: What is lag?

A: Lag is a delay between typing commands and the commands reaching the Realms
or a delay in receiving signals from the Realms. It usually does not last
very long, but can be quite irritating during its stay. To reduce your screen
scroll during real laggy periods, try turning off your channels, use your
brief mode and fight mobs with fewer attacks per round. Do not spam the
channels with complaints about the lag. This only frustrates others and
can actually increase the lag.

Q: What is spam?

A: Spam is the repeated use of a command, or series of commands, that cause
excessive screen scroll for other players. This means repeating yourself
over and over on any channel, putting a lot of things in a container at a
populated room, and a series of socials used in quick sucession.

Q: What does "wanders around in a dazed, zombie like state" mean?

A: That is a mob that is either a pet someone bought or a mob someone has
used the spell "charm person" on. It is not illegal, but often considered
rude, to kill someones pet. Attacking a charmed mob will cause the owner
to get an (ATTACKER) flag, so try to avoid killing other players charmed
mobs.

Q: What does an attacker flag do?

A: On the Realms, the atacker flag does not do anything. You may not attack
a player with an attacker flag unless both you and the target are deadly and
within 10 levels of one another.

Q: How do you know if a person is deadly?

A: You can see those belonging to the pkill sector by typing WHO DEADLY.

Q: What does the (Link Dead) flag mean?

A: Link dead means the character is there, but the person who controls the
character has dropped their link to the Realms. Caution: You can die while
linkdead.

Q: Can you die of hunger or thirst?

A: Yes, you can die of hunger and/or thirst. But it takes quite a while and
you lose only a few hitpoints per tick.

Q: Where can I buy food or water?

A: There are many ways to get food and water. You can eat body parts and
drink from fountains, this costs you no coins. There are stores that sell
food products and drink containers all over the Realms. There are also many
classes with the spells of create spring and create food, the food created is
called a magic mushroom. To eat food, type EAT <item>. To drink, type DRINK
<drink>.

Q: Can you die of old age?

A: There are currently no adverse affects to your character getting old. You
can not die of old age.

Q: How do I give gold coins to someone?

A: To give a player or mob money, type GIVE <number of coins> COINS <targe>.

Q: How do I get an item from the donation box?

A: To take an item from the donation box, type GET <item, one word> BOX.

Q: Why are my weapon skills not going up past 19%?

A: You must be at least level 5 before your weapon skills will raise above
the percent gained at practice. You must also wield a weapon fitting the
weapon type you want to raise. For example, wielding a dagger after level 5
should raise your "short sword" weapon skill.

Q: Why do I see auction, but I can not buy anything?

A: You must be level 3 before you can use the auction channel. Before level 3
you may want to turn off the channel, you can do that by typing chan -auction.

Q: Why does it say "You are not of the right caliber to follow." when I try?

A: When you see this message, it means you are more than 10 levels lower than
the person you are trying to follow.

Q: How do I get out of the VOID?

A: If you are in the void maze, you need to type EXIT and look for the
listing that does not say the void. Move one room and repeat, until you
find the non-void exit out. You may recall once you are free from the void.
If you are in the Void with puff, just leave north to the Darkhaven Healer.

Q: Where do I find equipment?

A: There is a set of equipment on various mobs throughout the realms. You
can also purchase equipment and weapons at shop for gold coins. After level
3, you may also purchase items over the auction channel. Be warned, you can
only use equipment your level or LOWER. You can only save equipment your level
or lower after you quit. It will disappear if you log off and it is a higher
level then you are.

Q: How do I use the help menu?

A: To get a basic listing of help subjects, type HELP. To get details on
a particular command type HELP <subject>. Please ask an immortal if you
are unable to find help on a subject.

2. Rules

Realms of Depair has a set of rules that must be followed to make the
game enjoyable for everyone. Ignorance is NOT an excuse for breaking a rule.
Keep current on new rules by reading HELP RULES, Darkhaven note boards, and
the news screen at login. The immortals help to enforce these rules. If you
see someone blatantly break any of these rules, please report it to an
immortal. DO NOT take the law into your own hands.

IMMORTALS - Immortals are the rule keepers and builders of the realms.
They volunteer their time and services here to make this world for you to
escape into. When any rank of Immortal speaks with you, answer their questions
quickly and honestly. Treat all immortals with respect even if you feel they
are in the wrong. The more calm you remain, the quicker and easier the problem
can be worked out. If you are unhappy with an imms decision, you may talk
to a higher level imm or write a note and post in on the complaint board in
Darkhaven. If you have any trouble with other players or your character,
contact any visible immortal online. To get a list of immortals online, type
who 51. If none are available, please leave a note about your problem or
question on the complaints board in Darkhaven.

STORES - You may not attack any Darkhaven, clan, or guild shopkeeper with any
spell or skill. This includes steal, charm, and sleep.

MURDER - You may not attack another player, with spell or skill, unless both
you and the target character are listed on "who deadly" and within 10 levels
of one another. Actually killing the player makes little difference. Once you
attack a player, you can be sent to hell, frozen, slain and/or purged. This is
a very serious offense.

STEAL - You may not steal from a player unless both you and the target are
listed on "who deadly" and within 10 levels of one another.

DISARM - You are not to pick up a weapon that is disarmed from another
player, unless the player disarmed and you are both listed under the "who
deadly" list. To take a disarmed weapon is considered stealing, and punishment
can be severe.

LOOT - Do not loot a player's corpse unless it is yours, you are a deadly and
the corpse belongs to another deadly character, or the non-deadly owner of the
corpse gives you permission to loot. Non-deadly clanners may not loot a
deadly players corpse.

HQ - You may not enter a deadly clans HQ unless you are also deadly.

STAKE - You may not stake claim on a mob by waiting in a room for it to repop.
The first person who attacks a mob gets to kill it.

KILL STEAL - It is illegal to attack a mob someone else is already fighting.
Once someone is engaged in battle, you may only join in if asked.

LOOTING - Do not loot a mobs corpse unless you killed it or are given express
permission to from the person who got the kill. Also, do not sacrifice a corpse
unless you get the kill, as many mobs are scavengers and many have an item that
belongs to the person killing it.

OBJECTS - If you see a container or piece of equipment laying on the ground,
and there is a player in the room with it, do not pick it up without first
asking if the item is owned my them. Taking the things without permission may
be looked at as stealing.

CHANNELS - You may not spam, use profanity, harass or make lewd or racial
comments on any channel, in says, or in tells. Do not use charmed mobs to
harrass other players. Do not carry on extended two person conversation
over public channels, take it to tells. Do not insult anyone publically.
Punishment for breaking these rules are a warning, loss of channels, hell,
freeze, and/or permanent loss of character.

CHARM - Do not bring aggressive mobs into or near Darkhaven. Do not bring
aggressive mobs into areas which are lower in level than the area from which
the mob belongs. Do not endanger other characters with your charmed mobs.

MULTI - You may only have one character link-live if it is listed under
who deadly; a link-dead character is not considered to be online. You may
have more than one character link-live as long as none are deadly.

SHARING - It is illegal to share a character if the character is pkill, or is
a position of guild leadership. Be warned that the Immortals will not help
recover characters who are stolen via sharing.

3. Communication

Communication is one of the most important factors in this game. To allow
for the best possible communication, the immortals have coded several channels
to allow your message to go to the intended audience. You also have the ability
to shut off channels you do not want to use. For a list of all the channels
available to you, type "channel". To turn on a channel, type "chan +<channel>"
and to turn off a channel, type "chan -<channel>". For instance, chan -chat
would turn off chat channel. You can also turn off all channels at once by
typing "chan -all" and turn on all channels by typing "chan +all".
The following is a list of channels, their purpose and how to use them.

SAY - This is a channel used to talk to a person with whom you are in the
same room. You type "say <message>" or '<message> to use.

TELL - This channel is used to talk to a single person, they do not have to be
in the same room with you. You type "tell [person] <message>". When a person
sends a tell to you, or a Someone tells to you, you may send a tell back to
them by using "reply <message>". Warning! reply sends a message to the last
person who sends you a tell. So, if a tells comes in while you are typing,
your reply will go to that person, so use reply sparingly.

YELL - This channel is seen by other people in your area, those people who
show up on "where" and have yell channel on will hear your yell. To use,
type "yell <message>".

SHOUT - This channel is seen by anyone on the mud who has the channel on.
You may use the channel by typing "shout <message>".

CHAT - This is the most commonly used channel. The purpose of this channel
is general chatter. This channel is heard by anyone who has the channel on.
To use, type "chat <message>" or .<message>.

MUSIC - This channel is used to recite lyrics from music you like to listen
to. This channel is heard by anyone who has the channel on. To use, type
"music <message>". Try not to spam the channel with macro'd lyrics. Keep the
language CLEAN. You may use ONLY symbols to replace profanity, not letters
and symbols mixed.

QUEST - This channel is used to have quests or "mud games". This channel is
heard by anyone who has the channel on. To use, type "quest <message>".

ASK - This channel is used to ask and answer questions. This channel is
heard by anyone who has the channel on. Type "ask <message>" to ask a question
and "answer <message>" to answer a question.

AUCTION - This channel is used to buy and sell items between players. For
details on use, type HELP AUCTION.

AVATAR - You get this channel at level 50. This channel is heard by all
persons of level 50 or higher if they have the channel on. To use, type
"imm <message>" or :<message>.

SOCIAL - Also available to you are socials and emote. To get a complete list of
social commands, type "social". An emote is a personalized social, starting
with your name. Social's and emote's are seen by all people in the room.
To use a social, type "social" or "social [person]". To use an emote, type
"emote <message>" or ,<message>.

GROUP - When you are grouped, you can talk to other members of the group
by typing "gt <message>" or ;<message>.

CLAN - Once you join a clan, you also have a private clan channel to talk
to your fellow clan members. Each clan has their own clantalk channel. To use,
type "clan <message>".

GUILD - Once you join a guild, you also have a private guild channel to talk
to your fellow guild members. Each guild has their own guildtalk channel. To
use, type "guild <message>".

ORDER - Once you join an order, you also have a private order channel to
talk to your order members. Each order has their own ordertalk channel.
To use, type "ordertalk <message>" or "ot <message>"

COUNCIL - There are a few council that now accept mortal members. To use
counciltalk type "cou <message>".

4. Score

To get a basic menu of your characters attributes, type "score". The following
will explain the meaning of each slot in your score card.
LEVEL: Your current level in the game
AGE: Your mud age, you age about one mud year every two hours of play.
STR: #(#) Strength with equipment (natural strength)
INT: #(#) Intelligence with equipment (natural intelligence)
WIS: #(#) Wisdom with equiment (natural wisdom)
DEX: #(#) Dexterity with equipment (natural dexterity)
CON: #(#) Constitution with equipment (natural constitution)
CHA: #(#) Charisma with equipment (natural charisma)
LCK: #(#) Luck with equipment (Natural luck)
HP: #(#) Current amount of hitpoints (Maximum hitpoints available)
XP: The total amount of experience points you have collected
GOLD: The total amount of gold coins you are carrying
LANGUAGES: All languages you have learned, the one you are speaking is in red
RACE: The race you chose at creation
CLASS: The class you chose at creation
HITROLL: The total amount of hitroll you have, the higher the better
DAMROLL: The total amount of damroll you have, the higher the better
ARMOR: This is your armor class, the lower the number, the better
ALIGN: This is your alignment, 1000 to 350 is good, 349 to -349 is neutral
and -350 to -1000 is evil
POS'N: Is your current position. For instance, standing or sleeping.
PRACTS: The number of practice sessions you have available.
WIMPY: The number of hitpoints you have set to flee at.
MANA: #(#) The current amount of mana (The maximum mana available)
BP: #(#) The current amount of blood points (The maximum blood points)
MOVE: #(#) The current movement points (The maximum movement available)
HOURS: The actual amount of hours your character has existed, online time
LOG IN: The date and time you logged on
SAVED: The last time you saved <It is VERY important to save often>
TIME: The current date and time at the mud site (Toronto Canada).
ITEMS: #(#) The total number of items you are carrying in inventory
(The maximum number of items you can carry in inventory)
AUTOEXIT: If checked, you are using autoexit configuration
AUTOLOOT: If checked, you are using autoloot configuration
AUTOSAC: If checked, you are sacrificing automatically upon kill
MKILL: This is the number of actual mob kills you have
MDEATH: This is the number of deaths to mobs you have
---------------------------------------------------------------------------

AFFECT DATA: This is a list of all spells currently affecting you, at higher
levels it shows spell affect and duration as well as spell name.

5. Configuration Menu

Configurations offers you a way to set some automatic functions. The following
is a list of current configuration options and what they are used for.
To turn on an option, type "config +keyword" and to turn off an option, type
config -keyword.

NICE - This option prevents you from using the murder command.
FLEE - This option makes you flee as soon as any mob or person hits you.
AUTOEXIT - This option allows you to see obvious exit in the room you are in.
AUTOLOOT - This option allows you to get all from a corpse when you get the
kill. But you only autoloot if you get in the killing blow.
AUTOSAC - This option sacrifices a corpse automatically when you get a kill.
Warning! It will sacrifice a corpse even if it contains items.
AUTOGOLD - This option automatically removes coins from a mobs corpse and
splits it with group members when grouped.
BLANK - This option gives you a blank line after your prompt.
BRIEF - This option allows you to go walk into a room and not see the room
description. You still see mobs, items, and room name.
COMBINE - This option combines items so that you will see: Long Sword (10)
rather than see the long sword listed 10 times.
PROMPT - The prompt is a line that tells your characters current health.
ANSI - Allows you to have ansi color.
RIP - This option allows you to receive rip terminal graphics.
SHOVEDRAG - This option allows you to be shoved or dragged by another player.

6. Stats

Each character has seven stats that help determine various things about the
way a character fights in battle, grows at leveling, and heals. These stats
are Strength, Intellegence, Wisdom, Dexterity, Constitution, Charisma, and
Luck.
Each class has a prime stat, that can be raised through spell and equipment,
to 25. All other stats may be raised to 20 only, no spell or equipment will
increase a non-prime stat past 20. The following is a list of each class and
their prime.

WARRIOR - Prime stat of strength.
RANGER - Prime stat of strength.
MAGE - Prime stat of intelligence.
VAMPIRE - Prime stat of dexterity.
THIEF - Prime stat of dexterity.
DRUID - Prime stat of wisdom.
CLERIC - Prime stat of wisdom.

The following is an example of spells that raise your stats.

KINDRED - Spell increases your str by up to +3.
DRAGON WIT - Spell increases your int by up to +3.
SAGACITY - Spell increases your wis by up to +3.
SLINK - Spell increases your dex by up to +3.
TROLLISH VIGOR - Spell increases your con by up to +3, decreased cha by -1.
ELVEN BEAUTY - Spell increases your cha by up to +3.

The following is a list of some of the affects each stat has on a player.
Keep in mind that the higher number you have each stat at, the better it can
do its job for you.

STR - Your Strength affects your dam roll, how hard you hit and how much
weight you can carry.
INT - Your intellegence affects mana gain at level, maintaining concentration
when casting spells, the rate in which you are able to practice and your
mana recovery rate. Also affects your practice gain at level, but less
than wis does.
WIS - Your wisdom affects your practice gain at level, also your mana recovery
and concentration while casting spells. Also affects your mana gain at
level, but less than int does.
DEX - Your dexterity affects your movement points, the ability to avoid stun,
disarm and gouge, increases your ability to quaff potions during a fight,
aids your movement recovery, and increases the number of items you can
carry in your inventory.
CON - Your constitution affect your hitpoint gain at level, your hitpoint
recovery rate and your endurance.
CHA - Your charisma affects your beauty, the more beautiful you are the
easier it is to charm a mob.
LCK - This stat is still being developed, but it will affect how lucky you
are with various aspects of the game.

7. Movement

Movement is very important because it covers going from one room to another
as well as one place in the realms to another. There are various things that
affect your movement. This will cover your movement choices and some of the
things that affect your movement. Movement is even the act of not moving, like
sleep.
The basic moves are directions, n, e, s, w, d, and u, as well as ne, nw, se,
and sw. Also a new exit type "Somewhere", where you type a word or "leave" word
to use.

STAND - This command allows you to stand up so you can move.
REST - This stops movement and allows you a slighty faster regeneration of hp,
mana and movement points than standing. You must stand to stop resting.
SIT - This stops movement and allows you a slighty faster regeneration of hp,
mana and movement points than resting. You must stand to stop sitting.
SLEEP - When sleeping you can not receive tells or see anything that is going
on in the room you are occupying. This is the best position for hp,
mana and movement point recovery. You must wake to stop sleeping.
WAKE - This commands will stop you from sleeping, sitting or resting. Once
you wake, you can move.
SCRY - This is a spell that allows you to look inside an adjoining room. With
spell allows you to see the room as if you were standing in it.
SCAN - This is a skill that allows you to look inside an adjoining room. This
does not give as much information as scry.
EXIT - This is not an actual movement, but very helpful for getting an idea
of what the rooms next to you are. Type "exits" to use.
WHERE - This command lets you see other people in your area or a mob. To use
type "where" or "where name".
FLOAT - A spell similar to fly. It is like a levitation spell.
CLIMB - Needed to use certain exit types. It is used automatically.
TRACK - Used to track mobiles or players within an area.

Often you will encounter doors, and want to pass without a key. Here are some
things that make that possible.

PICK LOCK - This is a skill that picks the lock.
BASHDOOR - This is a skill that knocks a door from its hinges, you can and
and will take damage from using this skill.
KNOCK - This is a spell that opens a lock.
PASS DOOR - This is a spell cast on a player, allowing them to pass through
a door.

The following are some of the things that affect your movement:

DEXTERITY - The higher your dexterity, the better your movement.
EQUIPMENT - There is equipment to both help and hinder movement.
FIGHTING - Each round you fight reduces your movement points.
WEIGHT - The more you carry, the more movement points it takes to move.
FLEE - Lack of movement points can adversly affect your ability to flee.
Do not start a rough fight if you are very low in moves.
FLY - This spell reduces the amount of movement points it takes to move.

There are several types of movement spells, also known as transportation
spells, that move you from one part of the realms to another. Below is an
example of some of them.

PLANT PASS - This is a spell used by druids to merge in with a nearby plant,
and flow though it, and come out through another plant.
ASTRAL WALK - This spell instantaneously moves the caster to the target.
MIST WALK - This spell allows a vampire to travel through the nighttime mist.
PORTAL - This spell creates a walkway from one place to another. This
walkway can be used by people, instead of just the castor. Be
very careful when entering a portal, they can be dangerous!
TELEPORT - This spell instantaneously moves the caster to a random location
in the Realms. This can be a very dangerous spell.
RECALL The spell, word of recall, returns you to your temple or HQ.

8. Doors

Doors are a special type of exit. There are several types of doors and
following are tips to find them and instructions to use them.
CLOSED - These are doors you can see when you look, and merely require you
to open them, this is done by typing "open door" or "open direction".
LOCKED - These doors require a key to open. You may also use a spell or skill.
To use a key, type "unlock door" or "unlock direction".
SECRET - These doors are not visible on look or scry, you must read room
descriptions for hints that they exist. Use the codeword in the
description and try to open it. Like "open rock" if the description
talks about a rock. Also, some require you to "leave rock" to use.
NOPASS - These are doors that require a key to open. These doors may at times
be unlocked with pick or opened with bashdoor.
NOPICK - These are doors that require a key to open. These doors are also
bashdoor proof. These doors may at times be passed with pass door.
FLY - These are exits that require you to be able to fly to pass.
CLIMB - This type of exit requires you use the climb skill to pass.

** All doors must be in normal exit directions, those are n, e, s, w, u, d,
ne, nw, se, sw OR be a "Somewhere" exit. Somewhere uses "door names". For
instance, a room talks about a rock. You try to open the rock and then see
a "Somewhere" listed in exits. Now you type "leave rock" or in some cases
just "rock" to leave in that direction. All doors may be in any combination
of the above door types. By bumping into walls, you can find doors. It is
a good idea to not be affected by the pass door spell when using "bump".

9. Equipment

A large part of your time will be dedicated to finding the perfect equipment.
There is equipment for every need, at low levels you usually want equipment
to boost your stats, to allow for the maximum growth at each level. As you
get higher level it gets more complicated and intense, you then have to think
more about armor class, hitpoints, mana, saves, hitroll and damroll modifiers
on the equipment. Also, a lot of the better equipment has anti-alignment and
anti-class flags. For anti-alignment flags, you may put them on when your
alignment correct for that piece of eq, then it may zap you and fall to the
ground once your alignment changes. Anti-class flags simply prevents you
from wearing a piece of equipment not meant for your class.
WARNING: If if you have equipment of a higher level than you, you can not
wear it and it WILL disappear at logoff or crash.
Following will show equipment slots, how to wear and remove equipment and about
equipment damage and repair.
SLOTS - There are two equipment setups, one for those who have dual wield
and one for those who do not. When you dual wield, you lose the
ability wear a shield and hold something in your hand during the
time you are wielding a second weapon. To see a what a complete
list of equipment position slots look like, type LOOK SETS.
INVENTORY - To see what you are carrying type "inventory" or "i". This shows
you all the items you have but are not currently wearing. Items
are counted from bottom up, you wear things from bottom first.
COMPARE - This command compares the armor class of two items. To use you wear
one of the items and type "compare [item]" for the item in your
inventory you want to compare to the one you are wearing.
WEAR - This is the command that allows you to take equipment from your
inventory and place it on your body. This can be done one piece at a
time by typing "wear [item]" or all your equipment at once by typing
"wear all". Wear all places only the first item type for each slot
on you.
WIELD - This is the command to wield a weapon. Unlike wear, you must remove
the weapon you are wielding before wielding another weapon. To use,
type "wield [weapon]".
REMOVE - This is the command to remove weapons and equipment from its wear
position to your inventory. To use, type "remove [item]".
HOLD - This command makes you hold an item from your inventory, this command
may only be used when not dual wielding and only for items that have
a hold flag. To use, type "hold [item]".
EXAM - This command is used to look closely at an item, to see if it has
any damage. The examine command is used by typing "exam [item]".
REPAIR - This command is used to fix broken, but not scrapped, equipment.
You may only repair at a blacksmiths and it is a good idea to do so
often. To use, remove item to inventory and type "repair [item]".

10. Modifiers

This discusses modifiers on weapons and equipment and to explain what a good
modifier is from one you want to avoid.
SAVES - These modifiers make you more or less susceptible to certain types of
attacks. The more negative the number, the better save you have against
the attack it saves on. The types of saves are poison, wands, spells,
paralysis, petrification, breath, and staves.
STATS - These modifiers add to or subtract from your natural statistics. The
available stats are str, wis, int, dex, con, cha and lck.
HP - These are modifiers that increase or decrease your hitpoints. The
more they add, the better the modifier.
MANA - These are modifiers that increase or decrease your mana. The more
they add, the better the modifier.
MOVE - These are modifiers that increase or decrease your movement points.
The higher the number, the better the modifier.
AC - This is your armor class, the idea is to lower your AC as much as you
can. The AC of a piece of equipment or weapon is listed in up to two
places. The first place looks like: Armor class is 20.
This is seen at the top of the other modifiers. The larger the number
here, the better AC it gives you. The other place looks like:
Affects armor class by -5. Here the more negative the number is,
the lower it makes your total AC.
AFFECTED_BY - These modifiers cast a spell on you when you wear them. You
remain affected by the spell while you wear the equipment.
If you are affected by the same spells before you wear the
equipment, or have 'dispel magic' cast on you after you are
wearing the equipment, you must remove and rewear the equipment
to get the affects of the spell again.
RESISTANT - This affect gives you an extra protection against the spell or
damage type. This does not prevent you taking damage from that
damage type or spell, but may reduce the affect it has on you.
IMMUNE - This affect is very rare because it prevents you from taking any
damage from a spell or damage type completely. There is very few
items loaded in the game with immunities. Notify an immortal if
you find "normal" equipment with immunities added.
SUSCEPTIBLE - This affect makes you more vulnerable to the spell or damage
type. This means that when a certain spell or weapon type is
used against you, you may take more damage then normal.
HIT - These modifiers raise or lower your hit roll, the higher the
number, the better the modifier.
DAM - These modifiers raise or lower your dam roll, the higher the
number, the better the modifier.
PROGS - There are now many items in the game that use programs. Some of those
affect who can wear the item depending on their class, alignment,
guild, clan, race, level, and even gender. Most of these programs
are discovered by trying on the equipment or by asking other players.
A program does not show up with the identify spell. Some of these
programs can be down-right mean, this includes slaying you upon wear,
casting curses on you, or even forcing you do drop the item and sac
it. So, as you find new things, ask around to others who have traveled
there before you for an insight into the equipment you will win in
your battles.

11. Containers

Containers are very useful here, because the number of individual items you
may carry in your inventory is limited. They also help separate and sort your
belongings to better find things when you need them. Containers come in all
levels, and like eq, you may not save a container that is above your level
after quit or reboot, in fact you will lose what ever you have inside the
container as well. The game will only allow a LIMITED number of each container
to be loaded in the game at any given time. When this number is exceeded, the
excess containers disappear. The best way to avoid your container disappearing
is to search for less popular containers. Another thing that causes containers
to disappear is breath spells cast on you. So be cautious of your containers
when you fight mobs with breath spells.

The following is information on how to use containers.

Exam - To look inside a container, you may "exam container" or "look in
container". This will list you the contents of that container.
Should you have two of the same type of container, you can look
in the second container by typing "exam 2.container". So, to look
in your number two bag, you would type "exam 2.bag". This method also
works for corpse containers, as in "exam corpse", "exam 2.corpse",
"exam 3.corpse", also "look in corpse", "look in 2.corpse" and so on.
Get - To get things out of a container, you use "get [item] container".
To get everything from a container at once, type "get all container".
To get all of one type of item from your container, type "get all.[item]
container". For example, you want all the rings out of your number two
bag, you would type "get all.ring 2.bag". These get commands works for
corpse containers as well.
Put - To put things in a container, you use "put [item] container". To put
everything from your inventory into a container, "put all.[item]
everything from your inventory into a container, "put all container".
To put all of one type of item into your container, use "put all.[item]
container". The put command does not work with corpse containers.
Look - It is a very good practice to "look" in the room before taking or
putting anything inside a container. A container laying on the ground
is _always_ 1.container. So, if there is a bag on the ground and you
type "put all bag" and leave the room, you are leaving all your things
behind in that bag on the ground.

Each container has a maximum capacity of items they can carry. As you
increase in levels, the variety of containers available to you increases
and you will be able to find containers that hold more then those at
lower levels.

12. Combat

Combat is the primary way to gain experience in this game. This section of
the guide will cover how to choose a fight, how to start a fight and how to
leave one should you find you are in over your head.
***** Preparing for a fight *****
AREAS - Type "areas" to get a listing of areas in your level range. There
are several areas for you to choose from at which ever level you are
at. People may help you with basic directions or you can go out and
explore.
WHO - You may group with people who are within eight levels higher or lower
than yourself. To find who to ask to group, type "who # #". For
example, if you are level 10, you could have a level range of 2 to
to 18. To see that group of players, type "who 2 18".
SPELLS - Before you start out for areas away from Darkhaven, you might want
to stop at the healers for some spells and to get fully healed. Some
of the higher level players may cast spells on you also, but be sure
to ask nicely and thank them for their help, as they are not in any
way required to help you.
SCROLLS - You may also want to prepare by stopping in the Darkhaven magic
shop <type "look map" for directions>, to purchase scrolls of
recall and magical tablets for identification. The recall scroll
will help you get back to Darkhaven if you get lost or into trouble.
The magic tablet will allow you to identify objects you find in your
travels.
POTIONS - There are several potions that you will find useful, both sold at
shops and found from killing mobiles. It is a good idea to keep
a few heal type potions and restore mana potions on you while
exploring.

***** Chosing a fight *****
AGGRO - While exploring, you may run into mobs that attack you for entering
their room. These are aggressive mobs and will attack whenever
they see someone enter their room. Some of these may not detect
invisible, so there are ways to get past them. If you die in a room
with an aggressive mob, it will attack you again when you go for your
corpse, so you might ask for help stating an aggro is guarding your
corpse.
CON - Consider is used to see how you compare against a mob you want to
fight. To use, type "con [mob]". The first line in the comparison is
your level in relation to the mobs level. The second line tells you
how high the mobs hitpoints are in relation to your hitpoints. So
watch out for mobs that are way tougher when you con them, could mean
an easy death for you.
LOOK - Looking at the room and the mob itself is very important for seeing
if the mob is tough. To see the mobs shields and the room description,
type "look". You want to have matching shields to reduce the damage
you take from the fight. For instance, if the mob has fireshield, you
will be damaged everytime you hit the mob unless you have fireshield
also. Also, type "look [mob]" to see what equipment and/or weapons
the mob is wearing. The better the equipment, the more chance that
the mob has spells and rougher attacks.

***** Starting the fight *****
KILL - The easiest way to start a fight is using kill. To do this just type
"kill [mob]". This can not be used against another player.
MURDER - This will also start a fight, but causes the mob to yell that you
are attacking it. This can be very irritating when used often, so
use murder very sparingly. This command may be used against another
player, but it is illegal unless both yourself and the player you
murder are members of different "deadly" clans.
SPELLS - You may start a fight with certain spells, like dispel magic, faerie
fire, curse, poison and weaken. Do NOT use any of these spells against
a player, as it will start a fight with them as well. You can also
start fights with regular attack spell, such as fireball, harm and
similar spells.
STEAL - Steal may be used against mobiles, with the exception of Darkhaven
shopkeepers and blacksmith. Steal will start a fight if you fail, so
be cautious what mobs you choose to steal from. It is illegal to use
steal against another player unless both you and the person you are
stealing from are both listed under "who deadly".

***** During the fight *****
During the fight is a perfect time to use your spells and skills, they
damage the mobs more then just your weapon alone. A lot of your skills are
automatic, and require you to do nothing for them to work. In addition to
your spells and/or skills, you may find some scrolls, wands and staves useful
during a fight.

** Some mobs will teleport during the fight and may summon you.

The [mob] slowly fades out of existence. <This is what teleporting looks like>
The [mob] utters the words, 'gjwwai'. <This is what summoning looks like>
The [mob] has summoned you! <This is you being summoned>

A good thing to do if you are summoned, is to type "where", this will tells
you of other players in your area, as the mobs can teleport and summon you
to just about anywhere in the realms.

***** Leaving a fight *****
FLEE - Flee is the command that will make you run from a fight. To use,
type FLEE. This will take you to a room ajoining the room your were
fighting in. This WILL make you lose experience, but is a better
option than dying. Sometimes a mob will summon you back after you
flee. You might want to go to a no-summon room until you are healed
enough to finish the fight.
WIMPY - This is the command that will flee you automatically when set. To
set your wimpy, type "wimpy" and it will set your wimpy to about
twenty percent of your maximum hitpoints. You may also set your
wimpy to a desired hitpoint by typing "wimpy #". You do lose exp.
when your wimpy makes you flee, so do not set it too high.
RECALL - You may recall to escape a fight. However, this costs you a very
large loss of experience. When you lose your link during a fight or
are attacked by an aggressive mob while you are linkdead, you will
automatically recall unless in a no-recall room. This is why you
may notice you are at your recall point missing experience when you
relink.
TELEPORT - You may use a teleport spell to leave a fight, but this can be
very dangerous as you can land must anywhere in the realms. So use
only as a last resort.

13. Death

..Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel
more free than you have ever felt before...

However, before your deity comes to collect your soul, you feel a strange
pulling sensation as strange and colorful mists swirl around you...

The healer says 'Welcome back to the land of the living'
Our condolences on your recent death. But your body is alive again and your
corpse containing all your equipment is waiting for you where you died. Now
you must collect your things from your corpse so you may continue adventuring!
Many times getting your corpse will be a fairly easy task, just return to
where you died and reclaim your things. At times, you may want to stop in
the Darkhaven shops to partially equip so you can fight your way to your
corpse. DO REMEMBER a light source, recall scrolls, and detect invis potions.
If you find that you are unable to find your corpse or are unable to get to it
alone, then you should ask for help. Chatting HELP! will get very little
results. Try to give a complete description of where you died and to what mob.
Also try to remember what shields the mob had and if it was aggressive or if
you attacked first. All this information will make finding your corpse easier
and help keep your helper(s) safe from dying.

AS A LAST RESORT! After trying to get mortal assistance, you may ask for an
immortal to retrieve your corpse.
This service is NOT available to pkillers. When asking for help from an imm
please remember that they are not required to help you, so be polite. When
an immortal gets your corpse, they will take one item of THEIR choice from
your corpse as "payment". This piece of equiment is often one of the best
pieces you have. The reason for this is to keep people from abusing the
immortals by asking for corpse retrievals without first trying to get the
corpse themself. The immortal CR should indeed be a rarely used safety net.

***** DEATH TRAPS *****
Exits: none.
Oopsie... you're dead!
The healer mutters a few incantations, waves his hands and points his finger.
The healer says 'Welcome back to the land of the living'

A death trap, also referred to as a DT, is an instant death caused by a
room instead of a mobile. A DT does not leave a corpse, you lose everything
except your gold. There are ways to avoid death traps, like using the spell
scry to see into the room before you enter it. Those without scry may still
"look [direction]" to get hints on what is in the next room or type "exits"
to get room names.

***** You're DYING! *****

Sometimes you can not get away from a fight soon enough to avoid being stuck
at or below zero hitpoints. If you are hungry and/or thirsty, you will lose
lose hitpoints instead of gaining them. These are the times you need to ask
for help. A good chat looks like:
CHAT: Help! I need an AID or heal at nanny in dwarven daycare please!

No one is required to help you, but many people love to help and the more
pleasant and clear your request for help is, the better chance you have of
a person coming to your assistance. Do not chat HELP! HELP! HELP!, for one,
it says nothing about WHAT type of help you need, also it is irritating!
If you want someones help, irritating them is not the way to get it.
<0hp 103m 86mv>
[ You try to look! ] You are too stunned to do that.
You chat I am stunned at [mob] in [name] area, I need an aid or heal please!!
<-2hp 103m 87mv>
You chat I still need aid or heal please at [mob] in [name] area. At -2hps!
<-5hp 103m 88mv>
[ You try to chat! ] You are hurt far too bad for that.

This wait may make you feel helpless and vulnerable, but the "worst" thing
that can happen to you is that you will die. DO NOT PANIC!!

CORPSE SAVE - Thanks to our wonderful coders, we now have corpse saving.
What this does is allows a corpse to save over reboot, crashes or quit.
Unfortunely, your corpse will still decay if you lose link after death.
What happens is after a reboot or crash, you can go get your corpse instead
of having to wait for a limited reimb from the immortals. Your corpse is
saved, with all your equipment, at the place you died. You have 15 minutes
of real time to retrieve it. This means if you were searching for your
corpse for 5 minutes before it crashed, you will have about 10 minutes
from the time you login after crash.

14. Quests

Quests are given by immortals periodically to add extra adventure or to test
the players mud knowledge. The prizes for winning a quest are rename scrolls
or quest points, also referred to as QP. Quests vary in style because each
immortal gives different types of quests. Make sure to follow the instructions
given by the immortal and try to hold your questions until they explain
everything. Your questions will probably be answered without you asking and
bothering the immortal running it will only slow them down. The following is
an idea of what you can do with quest points and renames.

***** Rename scrolls *****
These may only be used to rename equipment. One rename will do the short and
long description on one piece of equipment. The short is what you see when
you hold the item. The long is what you see when the item is on the ground.
All renames must be medieval and immortals of level 53 (saint) or above can
do them for you. You may also rename a piece of equipment for 5 QP. The only
renames that are free are your first engagement rings and wedding rings. If you
lose them for any reason, you will be required to use QP, a rename scroll
or complete a small quest for the immortal you ask the rename from.

***** 5 Quest Points *****
For a mere 5 QP, you can get the following:
A rename - The long and short of one item set to a medieval name.
5 hitpoints - Five hitpoints added to an item
5 mana - Five mana added to an item.
3 Armour class - Three armour class added to an item.
-1 save - A negative one save against spell, poison, breath, or stun.
2 practices - Two practices added to your pfile for spells or skills
1 weight - The weight of an item reduced to 1 kg.
Rekey - An items name will be rekeyed to match its rename, rename is
a separate charge or 5 QP. A Lesser or higher only may rekey.
1 STAT - add one str, int, wis, dex, con, cha or lck to an item.

******************************************************************************
15 QP will get you one hitroll added to a piece of equipment.
30 QP will get you one damroll added to a piece of equipment.
40 QP will get you one minor affect added to a piece of equipment.
60 QP will get you one major affect added to a piece of equipment.
*******************************************************************************
Things you can NOT do with quest points:
Add shockshield, iceshield, fireshield, protection, or sanctuary to an item.
Remove alignment flags or class flags.
Change characters name.

15. Spells/Skills

***** Spells and Skills *****

Slist - Slist is a list of all your spells and/or skills, the level that you
receive them, the current percent you have them practiced to and the
maximum you can practice them to. To use, type "slist".

Practice - To see a list of the spells you currently have and to what percent
you have them practiced to, type "prac".
You also use the "prac" command to practice your skills from 0%
to about 19%, the cost is one practice session per skill you
practice. You must go to a guild room to practice. Once there, you
type "prac [skill]", "prac [spell]", or "prac '[two word]'".

***** Spell list *****

The following are all the spells in the game, the syntax to cast them, what
they do and the amount of mana and/or blood points they cost to cast.
The spells are broken up into four sections, spells that are peaceful and can
be cast on others, spells that are peaceful but can only be cast on the
person casting it, spells that are harmful or attack, and utility spells.
All mana/blood costs as well as the effects are given for level 50. Most
will be significantly higher at lower levels as far as cost, and weaker as
far as effects.

***** Peaceful and castable on others *****

Spell Name | Spell Syntax | Spell Purpose | mana | Blood
Bless | c bless [name] | hitroll & save vs spell| 5 | n/a
Cure light | c 'cure l' [name] | raise hitpoints | 10 | n/a
Cure serious | c 'cure s' [name] | raise hitpoints | 15 | n/a
Cure critical | c 'cure c' [name] | raise hitpoints | 20 | n/a
Heal | c heal [name] | raise hitpoints | 50 | n/a
Fly | c fly [name] | fly | 10 | 1
Dragonwit | c dragonw [name] | intellegence | 25 | 2
Sagacity | c saga [name] | Wisdom | 25 | n/a
Elven beauty | c elven [name] | Charisma | 25 | n/a
Slink | c slink [name] | Dexterity | 25 | n/a
Trollish vigor | c troll [name] | Constitution | 25 | n/a
Kindred strength | c kind [name] | Strength | 20 | 2
Invis | c invis [name] | invisible | 5 | 1
Mass invis | c mass | invisible for group | 20 | n/a
Shield | c shield [name] | armour class | 12 | 1
Inner warmth | c inn [name] | resist cold | 55 | n/a
Armor | c arm [name] | armor class | 5 | n/a
Fireshield | c fireshield [name] | shield of fire | 85 | n/a
Iceshield | c iceshield [name] | shield of ice | 85 | n/a
Sanctuary | c sanc [name] | reduce damage taken | 75 | n/a
Refresh | c ref [name] | movement | 12 | 1
Valiance | c val [name] | save vs paralysis | 40 | n/a
Cure blindness | c 'cure b' [name] | remove blindness | 5 | n/a
Cure poison | c 'cure p' [name] | remove poison | 5 | n/a
Remove curse | c 'remove c' [name] | remove curse | 5 | n/a
Scry | c scry [name] | improve vision | 20 | 2
Remove invis | c 'remove in' [mob] | removes invis item/mob | 10 | n/a

***** Peaceful and not castable on others *****

Detect hidden | c 'detect h' | See hidden | 5 | 1
Detect trap | c 'detect t' | See traps | 15 | 1
Detect invis | c 'detect i' | See invis | 5 | 1
Detect evil | c 'detect e' | See evil | 5 | n/a
Detect magic | c 'detect m' | See magical | 5 | 1
Infravision | c infra | See in the dark | 5 | 1
Shadowform | c shadowf | resistant to non-magic | 110 | n/a
Eldritch sphere | c eldr | magic & nonmagic resist| 60 | n/a
Demonskin | c demons | resist slashing attack | 55 | n/a
Stone skin | c stone | armor class | 12 | 1
Blazeward | c blazew | resist fire & heat | 70 | n/a
Dragonskin | c dragons | resist stab attacks | 45 | n/a
Pass door | c pass | walk through doors | 50 | 6
Protection | c prot | less damage from evil | 5 | n/a
Shockshield | c shocks | a shield of shock | 95 | n/a
Antimagic shell | c anti | resist ALL magic | 40 | n/a
Ethereal shield | c 'ethereal s' | resist energy attack | 75 | n/a
Float | c float [target] | levitation spell | 8 | n/a
True sight | c 'true s' [target] | best sight spell | 70 | n/a

***** Utility Spells *****

Control weather | c contr better | makes weather better | 25 | 3
" " | c contr worse | makes weather worse | 25 | 3
Create fire | c 'create fire' | makes a campfire | 10 | n/a
Detect poison | c 'detect p' [item] | See poison on item | 5 | n/a
Plant pass | c plant [target] | transportation | 60 | n/a
Astral walk | c astral [target] | transportation | 60 | n/a
Mist walk | c mist [target] | transportation | n/a | 7
Portal | c portal [target] | transportation | 70 | n/a
Word of recall | c word | transportation | 5 | 1
Transport | c trans [item] [who]| transport object | 70 | 8
Recharge | c recharge [item] | recharge wands & staves| 100 | n/a
Farsight | c fars [target] | Magic vision | 20 | n/a
Create food | c 'create fo' | makes mushrooms | 5 | n/a
Create water | c 'create w' [item] | makes water | 5 | n/a
Create spring | c 'create s' | makes a water spring | 20 | n/a
Continual light | c cont | Makes a light ball | 7 | n/a
Remove trap | c 'remove t' [item] | remove trap | 35 | 4
Enchant weapon | c ench [weapon] | adds hit & dam | 100 | 12
Identify | c id [item] | gives items stats | 12 | 1
Faerie fog | c 'faerie fog' | area spell for vision | 5 | n/a
Know alignment | c know [target] | tells alignment | 9 | 1
Summon | c summon [target] | bring target to you | 50 | n/a
Teleport | c tele | transportation random | 30 | 4
Locate object | c loc [item] | locate spell | 40 | 5
Animate dead | c 'animate d' corpse| brings a corpse to life| 220 | n/a
Possess | c possess [mob] | makes you possess a mob| 120 | n/a
Knock | c knock [door] | opens a lock | 12 | n/a
Ventriloquate | c vent [name] | throw voice spell | 12 | n/a

***** Attack and damage spells *****

Spell Name | Spell Syntax | Spell Purpose | mana | Blood
Dispel magic | c 'dispel m' [mob] | removes spells from mob| 15 | 1
Sleep | c sleep [mob] | Puts a mob to sleep | 15 | 1
Charm person | c charm [mob] | Makes a mob your slave | 25 | 1
Blindness | c blind [mob] | makes mob blind | 5 | n/a
Weaken | c weak [mob] | lowers a mobs str | 20 | 2
Poison | c poison [mob] | lowers a mobs str | 10 | 1
Curse | c curse [mob] | -hitroll & lower saves | 20 | 2
Faerie fire | c 'faerie fi' [mob] | Raises mobs AC | 5 | n/a
Earthquake | c earth | room attack | 15 | 1
Fireball | c fireb [mob] | fireball attack | 15 | 1
Lightning bolt | c 'lightning bo' [m]| attack of lightning | 15 | 1
Chill touch | c chill [mob] | attack of cold | 25 | 1
Flamestrike | c flames [mob] | attack of flame | 20 | 2
Harm | c harm [mob] | an attack | 35 | 4
Shocking grasp | c shocki [mob] | attack of shock | 15 | 1
Energy drain | c energy [mob] | takes health from mob | 35 | 4
Magic missile | c magic [mob] | attack of missiles | 7 | 1
Acid blast | c acid [mob] | attack of acid | 25 | n/a
Call lightning | c 'call l' [mob] | attack of lightning | 15 | n/a
Cause light | c 'cause l' [mob] | attack spell | 15 | n/a
Cause serious | c 'cause s' [mob] | attack spell | 17 | n/a
Cause critical | c 'cause c' [mob] | attack spell | 20 | n/a
Colour spray | c colour [mob] | attack of spray | 25 | n/a
Dispel evil | c 'dispel e' [mob] | attacks evil mobs | 15 | n/a
Frost breath | c 'frost b' [mob] | attack of frost | 25 | n/a
Acid breath | c 'acid br' [mob] | attack of acid | 20 | n/a
Fire breath | c 'fire br' [mob] | attack of fire | 25 | n/a
Lightning breath | c 'lightning b' [mo]| attack of lightning | 15 | n/a
Gas breath | c 'gas b' [mob] | attack of gas | 25 | n/a
Winter mist | c winter [mob] | susceptible cold | 65 | n/a
Blazebane | c blazeb [mob] | susceptible heat & fire| 70 | n/a
Razorbait | c raz [mob] | susceptible to stabbing| 45 | n/a
Swordbait | c sword [mob] | susceptible to slashing| 55 | n/a
Ethereal funnel | c 'ethereal f' [mob]| susceptible energy | 75 | n/a
Burning hands | c burn [mob] | damage spell | 12 | n/a

***** Skills *****

Skill Name | Skill Syntax | Skill purpose | Cost
Aid | aid [person] | revive a stunned player | n/a
Disarm | disarm | knock weapon from mob | n/a
Enhanced damage | n/a automatic | increase weapon damage | n/a
Bashdoor | bashdoor [direction] | open locked doors | n/a
Second attack | n/a automatic | weapon can hit twice | n/a
Third attack | n/a automatic | weapon can hit 3 times | n/a
Fourth attack | n/a automatic | weapon can hit 4 times | n/a
Fifth attack | n/a automatic | weapon can hit 5 times | n/a
Hide | hide | makes you hidden | n/a
Parry | n/a automatic | parry weapon attacks | n/a
Poison weapon | [help poison weapon] | doubles weapon damage | n/a
Scribe | scribe [spell] | makes spell scrolls | 4 * mana
Brew | brew [spell] | makes spell potions | 3* mana
Sneak | sneak | Makes you walk silently | n/a
Stun | stun [target] | Stuns the opponent | lag
Track | track [target] | find mob in same area | n/a
Backstab | bs [target] | first attack stabbing hit| n/a
Climb | climb [direction] | for new exit type | n/a
Dodge | n/a automatic | Dodge weapon attacks | n/a
Gouge | gouge [mob] | blinds opponent | n/a
Kick | kick | kicks your opponent | n/a
Peek | n/a automatic | You see inventory on look| n/a
Search | search | find hidden items | n/a
Steal | steal [item] [mob] | steal item from inventory| n/a
Bash | bash [mob] | bash into mob | n/a
Detrap | detrap [item] | removes a trap | n/a
Dual wield | n/a automatic | wield two weapons | n/a
Feed | feed | suck blood during fight | n/a
Grip | n/a automatic | resistance to disarm | n/a
Mount | mount [mob] & dismount| ride mobs | n/a
Pick lock | pick [direction] | unlock locked doors | n/a
Scan | scan [direction] | looks in ajoining room | n/a
Punch | punch [mob] | a damage skill | n/a
Circle | circle | damage skill during fight| n/a
Rescue | rescue [name] | takes hits for a person | n/a

16. Shops

Shops can be quite important to the realms. They provide you a place to buy
supplies, magic items, armour, weapons, pets, and repair equipment. You can
also sell items at various shops for gold coins. This part of the guide will
tell you about using the shops here.

Sign - A few shops have a sign listing items available, you type "look sign"
to look at the sign.

List - Most shops you type "list" to see what you may purchase. Some lists
get very long, you can make it easier by typing "list sword" if you
want to see the swords they offer. Keep in mind that the 1.sword will
be at the bottom of the list, the one above it will be 2.sword, ect.
The numbers before the item name are the item level and item price.
You can not buy an item that is above your level, because items that
are above your level disappear when you leave the game.

Buy - Once you decide on the item you want to purchase, you type "buy [item]".
You do not have to give the shopkeeper any money, he will take the cost
of the item from you. He will put the item into your inventory.

Value - When you have something you want to sell, you can type "value [item]"
to see what it is worth before selling. You may find the item is of
more value to you personally than the gold you could sell it for.

Sell - If you have decided to sell an item, you do so by typing "sell [item]".
To make sure you are selling the correct item, make sure it is the
bottom item in your inventory, or the bottom item type in your
inventory. You do not want to sell the wrong item! You can do this
by dropping 3.ring from your inventory, then pick it up, this puts it
at the bottom of your inventory.

***** Blacksmiths *****
Appraise - To see how much an item will cost to repair, type "appraise [item]".
Some equipment is so easy to replace, it is not worth spending
your coins to repair it.

Repair - To repair an item that is damaged, type "repair [item]". The item
you are repairing MUST be in your inventory. Do not give the item
to the blacksmith, or he will gladly keep it and wear it instead
of fixing it for you. The blacksmith will take the item from your
inventory, repair it and return it to your inventory. He will take
the money for the repair directly for your pocket, so you do not
need to give him any gold coins. You may not repair an item while
you are wearing it.

17. Magic Items

***** Portable Magic *****

Potions - This is probably the most popular style of portable spells. Potions
usually have between one and three spells contained in each. To use
a potion, type "quaff potion". If the potion has a name, like blue,
it is better to use "quaff blue" as almost all potions use potion
as a keyword and you might quaff the wrong one. Potions act like a
drink, and will fill you up if you quaff too quickly.

Pills - This are simular to potions, as in they usually contain up to three
spells, but you use "eat pill" instead of quaff. Pills act like food
and will fill you up if eaten quickly.

Wands - To use a wand, you must hold it and type "zap [mob]". Many wands have
multiple charges, meaning you can use it until it runs out of charges.
Some wands have spells that hit every mob or person in the room, so
be careful of where you zap.

Staves - To use a staff, you must hold it and type "brandish". Many staves
have multiple charges, meaning you can use it until it runs out of
charges. Some staves affect every mob or person in the room, so be
careful where you brandish them.

Scrolls - To use a scroll, type "recite scroll [target]". Scrolls are very
useful because you can recite them without filling up, removing
your dual wield, or removing your held item. They can be used on
yourself, by typing "recite scroll". You want to try to use the
scrolls name, to prevent reciting the wrong scroll. Also beware
that some scrolls can cast area spells which affect all people or
mobs in the room.

18. Grouping

Grouping can be a very enjoyable experience. In addition to having someone
to talk to while exploring, also having someone to help you fight. Grouping
with people of different classes means you can somewhat balance out some of
the class differences. The following are the commands for starting a group,
talking to group members and disbanding the group.

Follow - The first part of grouping is to decide who will lead. The other
members of the group type "follow [leader]". This means that when
you are standing and the leader walks, you will follow. Some things
may prevent you from following, such as not being able to fly, not
being able to pass door or the room the leader went into is private.

When you want to stop following your leader, but want to remain in
the group, you may recall, sleep, rest, sit or walk away to another
room. If you want to stop following your leader and leave the group,
type "follow self". Never follow a person without permission! It is
considered very rude. If a person asks you to stop following them,
stop following them imediately. Continuing to follow someone after
being asked to stop is considered harrassment and will be treated
as such.

You may only follow a person who is either lower in level then you
or is no more then ten levels higher then you are.

Group - The group command is used to start the group, check group members
report and to disband the group. When someone follows you, you can
add them to your group by typing "group [follower]".
You may only group with people up to eight levels above you or eight
levels below you.

To see the members in your group, type "group". Any person in the
group may type "group" to see their own and their group members
hitpoints, mana or blood points, movement and total experience to
that point.

To remove someone from your group, simply type "group [follower]"
again. This does not stop the person from following you though.

Talk - You can talk to your group with grouptell. To use type "gt <message>"
or "; <message>". This channel is seen only by those in your group
and you are able to use grouptell in noteroom and other quiet rooms.

Quit - Sometimes you may lead a group when a member goes linkdead and you
want to stop them from following you. You can quit the game to break
your group, just type "quit". If you do not want them to leave the
group, but would rather not drag them around linkdead, you can move
to a room where they will be safe and recall. Make sure you do not
enter that room again or they will start following again.

19. Mail/note system

The Realms offers personal mail as well as public posting boards. The
help files for writing notes and mail is pretty informative, type "help mail"
and/or "help note" to see all commands. This is a brief explaination on
where to get blank notes and quill, how to prepare a note or mail and how
to post the note or mail.

Supplies - You can purchase the quill and blank note at the stationery shop
in Darkhaven. . To write a note or mail, you must
have a blank note held in your hand and a quill in your inventory.
Writing - Once you have your supplies, you are ready to write. Pre-plan your
note out first because you must use a new paper once you save the
note.
Post - The Realms offers several boards to post notes on, try to pick the
correct board for your note. In Darkhaven there is an information
bulletin board, a complaints board and a
character board. The character board should be used for mud families,
mud wedding information and other role playing type notes. Complaints
or suggestions should be posted on the complaints board. Only general
information should be posted on the main bulletin board. There are
clan boards for each clan, also clan leaders board. When you are at the
board you decide to post your note on, just type "note post".
To post your private mail, do to the post office in Darkhaven and
type "mail post".

The following is a good way to write a note:

Type note to [name] or all
Type note subject [what your note is about]
Type note write

Write your note, hitting enter at the end of each line.
If you make your lines more then eighty characters long, the editor will
trim the line and cut off any extra characters. It does not screen wrap.
Make any changes needed with the editor.

***** Editor Help *****

To see the editing commands, type "/?" on a blank line.
The global replace command "/r" does not always work, you are better using
the goto line command of "/g [line]" and completely writing over your error.
You may insert a line in anywhere in the note by typing "/i [line]". The line
will be inserted BEFORE the line you choose, so type "/i 9" if you want to add
a line after line 8 and before line 9.
You can delete a single line with the "/d [line]" command or clear the whole
page by typing "/c".
Close the note, only after you sure it is as you want, by typing "/s".

Remove - Once you post a note or mail, you or the person you addressed it
all, only you or a immortal may remove the note. Remove destroys the
note.

Take - Take removes a note or mail from being posted to your inventory. You
may only take a note that you write or that is addressed to you. You
may not take a note address to all.

20. Miscellaneous

***** Odds and Ends *****

Wizlist - This tells you the ranking order of the immortal staff, and the
names of the current immortals in the Realms. Type "wizlist" to use.

Weather - This command tells you the weather in the realms, but you must
be outside to use this command. Type "weather" to use.
This is important because certain spells require certain weather
to work.

Commands - Typing "commands" will give you a list of all commands you may
use in the game. Commands are like your action verbs, that allow
your motion and interaction with the other players and mobiles in
the game.

Report - The report command allows you to show your hitpoints, mana or blood
points, movement and total experience to the players in the room with
you. To use, type "report".

Time - This command tells you the "mud" date and time, the date and time of
the last reboots and the current time and date where the mud is
located.

Description - This allows you to describe yourself to people who look at you.
To use, type "description" and that puts you into an editor
similar to the note line editor. When you save, you can type
"look self" to see how it will look to others.

Password - Password are the key to your character, who ever holds the key
OWNS the character. Never share your password with anyone. To
change your password type "password [old] [new]". It is best to
use an alfa-numeric password to make it harder to break. For
example, 1A2bc3 as the combination of numbers, capital and small
letters are very hard to figure out.

Title - After level 5 you may set your title, this is what you see after
peoples names when you type "who". To use, type "title <message>".

Damage - To get a list of damage order you can do during a fight, type
"help damage".

Vis - At times you will need to stop hiding and/or being invisible, like to
buy something at a shop. To become visible, type "vis".
 
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