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ABJURER
Char Class: Abjurer (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Abjuration as levels advance. At 10th level, receives double duration on your Abjuration magic, and half duration from malicious Abjuration magic. Limits : Unable to cast Enchantment/charm spells. Receives penalty damage from Enchantment/charm as levels advance. Receives double duration from malicious Enchantment/charm magic, half duration on other Enchantment/charm effects. Desc. : Abjurers are specialist mages who concentrate their studies towards the mastery of protective magic. So adept have they become that they automatically gain every known abjuration spell when they gain levels, including spells which only the abjurer may master.
Although the Abjurer will not have the benefit of Enchantment spells, they are still formidible foes. Their protective magic lasts much longer than that of other mages, and they still have access to many of the most dangerous spells.
ABOVE
Command : ABOVE Usage : ABOVE Example : above Short(s): Travel above deck from the room or location.
ACTIVATE
Command : ACTIVATE Usage : ACTIVATE ([COMMANDS]) [ITEM] Example : activate phazer Example : activate console Example : activate stun phazer This multi-purpose command is used to turn-on electrical devices, and, in some circumstances, cause the device to perform its function. (by including optional parameters), and operate computer consoles.
AFFECT
Command : AFFECTS Usage : AFFECTS Example : affects Short(s): AFF List your present disposition, as well as any spells or other affects that your character is currently under the influence of.
AFFECTS
AFFECT
AFK
Command : AFK Usage : AFK ([OPTIONAL MESSAGE]) Example : afk Example : afk I am eating. Short(s): Notifies the system that you are away from your keyboard. Entering AFK again, or just entering a new command will reset this status. You may enter an optional message to give to those who attempt to TELL you something.
AFT
Command : AFT Usage : AFT Example : aft Short(s): Travel towards the rear of a ship.
AFT_PORTSIDE
Command : AFT PORTSIDE Usage : AFT PORTSIDE Example : aft portside Short(s): Travel towards the rear left of a ship.
AFT_STARBOARD
Command : AFT STARBOARD Usage : AFT STARBOARD Example : aft starboard Short(s): Travel towards the rear right of a ship.
ALIAS
Command : ALIAS Usage : ALIAS Example : alias Short(s): This command will allow a player to manage a list of alias command strings. Any command string a player enters which begins with one of the listed alias names will be replaced with the given alias value. This allows players to create shorter keywords for activating commands which might normally require longer strings.
ALIGNMENT
Your alignment represents your moral fiber, with Good representing selfless benevolence, Evil representing selfish maliciousness, and Neutral representing the balance of the two.
In combat, the amount of experience you receive from the vanquishing of a foe depends partially on your alignment versus that of the creature you have killed. In general, if you are Good and you kill a Good creature, or Evil and kill an Evil creature, or Neutral and kill a Neutral creature, you receive least experience. The amount of experience can vary depending upon how close to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to receiving the least amount of experience for violating this rule, you will find your characters alignment slowly changing with each repeat offense.
For some classes, alignment can have other affects. Paladins must always be good, and will find that their spellcasting ability disappears with their goodness. Clerics may be good or evil, but their spell choices can profoundly impact their alignment. A Good Cleric or Paladin who casts malicious spells will soon find themselves becoming evil. Evil Clerics can suffer the same fate for using benevolent spells.
ALTERER
Char Class: Alterer (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Alteration as levels advance. At 10th level, receives double duration on your Alteration magic, and half duration from malicious Alteration magic. Limits : Unable to cast Invocation/evocation spells. Receives penalty damage from Invocation/evocation as levels advance. Receives double duration from malicious Invocation/evocation magic, half duration on other Invocation/evocation effects. Desc. : Alterers are specialist mages who concentrate their studies in the mastery of altering the world around them. Their all-purpose skills serve them wonderfully in combat, in the maintenance of their own health and equipment, and in becomming successful adventurers. So skilled are they in the alteration of the universe that they gain all known alteration spells, including some which only the alterer may gain.
The Alterer suffers from a lack of access to the Evocation school of magic, the long duration and heavy impact of their spells plus the general usefulness of their school makes them a good choice for all mages. Since they have their own kind of destructive magic, they will find they don't miss evocations at all.
ANSI
Command : ANSI Usage : ANSI Example : ansi Short(s): Turns on color output. NOANSI or NOCOLOR turns it off. See also COLORSET.
APOTHOCARY
A common mispelling for APOTHECARY.
APPRENTICE
Char Class: Apprentice (Commoner) Max-Stats : Others (18) Qualifiers: Wisdom 5+, Intelligence 5+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level Practices : 5 +(Wisdom/6)+5 per level Trains : 6 +1 per level Hit Points: 20 +(Con/9)+(1d4) per lvl Mana : 100 +(Int/10)+(1d2) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 10 level(s) Weapons : Must use dagger-like or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Gains lots of xp for training to a new class. Limits : Desc. : An Apprentice may not go past level 1, and qualifies only for the games most common non-combat skills. You are free to move around in the game like anyone else, in order to learn some of the ropes before choosing a more permanent career. When you have decided which of the main classes to go to, you may use the TRAIN command with an appropriate teacher to become the class of your choosing. If you can't find an appropriate teacher, remember that a player of the proper class may be able to help you. Be sure to save yourself a training point for this purpose!
ARCANIST
Char Class: Arcanist (Thief) Max-Stats : Intelligence (22), Dexterity (22), Others (18) Qualifiers: Dexterity 9+, Intelligence 9+ Races : All Prime Stat: Dexterity Attack Pts: +(Dex/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/5)+(1d3) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 5 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear leather, cloth, or vegetation based armor. Bonuses : Magic resistance, 1%/level. Huge discounts when buying potions after 5th level. Ability to memorize spells learned through SpellCraft. Can see wand charges at level 30. Limits : Desc. : Also known as the Arcane Rogue, the Arcanist is the thief who has become fascinated with all things arcane, but has little or no innate magical power. He is an accumulator of wands and scrolls; making good use of his limited knowledge to create, improve, and most especially use these items to his devious ends. Arcanists are also just knowledgable enough to learn spells simply by observing their usage, although, lacking any innate power, he forgets them as soon as they are used.
ARCHON
An Archon is a being of ultimate power. Do not mess with them.
AREAS
Command : AREAS Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE]) Example : areas Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2) Example : areas $med_alignment >= 7500 Example : areas $med_alignment >= 7500 sort=med_level Short(s): This command will list all the areas in the known world of the game.
You can also filter the list by entering a expression that tests various statistics about the area in order to help find the one you want. You can use any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=, and can combine expressions using "and" or "or". Use parenthesis to affect the order of evaulation. Most importantly, you can test any of the following variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL, $MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS, $TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS You can sort the list by the same variables that can be filtered, which will cause the display to show the value of that stat alongside the area name.
You may also enter HELP [AREA NAME] to get more help on the areas you see listed with this command.
AREA_COINS
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
AREA_CURRENCY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
AREA_MONEY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
ARMORED_DEFENCE
The level of protection your character has from being hit by ordinary weapons.
ARRESTED
When happens to you when an officer accuses you of a crime, and is able to subdue you. See also HANDCUFF.
ARTISAN
Char Class: Artisan (Commoner) Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution (22), Charisma (22), Wisdom (22), Others (18) Qualifiers: Strength 9+, Dexterity 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/10)+(1d2) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use dagger-like or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Gains experience when using common skills. Limits : Desc. : An Artisan is a professional tradesman who specializes in the common skills that make civilization work. Although his fighting weakness makes him a poor choice for exploring those monster filled dungeons, the Artisan is still able to advance by using his skills and gaining experience while he does! Artisans, like Apprentices, may still choose to go into a more adventurous profession, but like Apprentices, they are unable to go back.
ASK
Command : ASK Usage : ASK ([MOB NAME]) [MESSAGE] Example : ask Where am I? Short(s): Causes your character to speak to one or more characters or mobs in the same room as yourself. You may specify the mob to speak to, or just speak in general.
ASSASSIN
Char Class: Assassin (Thief) Max-Stats : Dexterity (22), Wisdom (22), Others (18) Qualifiers: Dexterity 5+, Wisdom 5+ Races : All Prime Stat: Dexterity Attack Pts: +(Dex/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/6)+(1d3) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 5 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear leather, cloth, or vegetation based armor. Bonuses : Strong resistance to all poisons at 21st level. Limits : Desc. : Assassins reflect the darkest and most wicked side of the rogue. The dealing of death becomes a goal in itself, the epitomy of evil. The assassin becomes so centered on this art that he begins to slow his pace, learning and contemplating each "mark" as the best method of killing them becomes clear. They also learn skills in keeping track of and tracking down their marks, as well as other means of making life for the targeted miserable, and short. The assassin can use any weapons, unlike the standard thief, though his armor is still restricted.
ASSIST
Command : ASSIST Usage : ASSIST [REQUEST] Example : assist I'm stuck here and I can't get out! Short(s): Use this command to make requests of the Archons.
ATLAS
Try the AREAS command.
ATTACK_POINTS
The combat prowess of a player. Try the SCORE command.
AUCTION
Command : AUCTION Usage : AUCTION UP [ITEM] ([OPENING BID]) Usage : AUCTION BID [AMOUNT] Usage : AUCTION LIST Usage : AUCTION INFO Usage : AUCTION CLOSE Usage : AUCTION CHANNEL [MSG]) Example : auction up ring Example : auction up ring 100 Example : auction bid 150 Example : auction channel the ring is really great! Example : auction close Example : auction list Example : auction info Short(s): This versatile command is used by players wishing to auction items at real time over the AUCTION channel, as well as by those wishing to bid on items up for auction. To start an auction, the player enters AUCTION UP plus the name of the item, and an optional starting bid. If there is no other auction going on at the time, the auction will begin. Auctions last for a silent 5 minutes, plus 1 minute for each going once/twice/sold. If no bids have been received after the first 3 minutes, the item will proceed directly to the going once/twice/sold period. The person putting on the auction may, at any time, close the auction without penalty by entering "auction close", or communicate on the auction channel (to give a better item description perhaps) using "auction channel [message]".
To place a bid on an auction that is ongoing, a player need only enter "auction bid [amount]". Where amount is the maximum amount the player will pay for the item. A proxy bidding system is in place for all auctions. The current bid on the item will always be less than or equal to the bid of the high bidder, and at least 1 gold more than the bid of the previous high bidder. This means that, if the current bid on an item is 5, and a player bids 10, the new bid will become 6 (one more than the previous high bid). If another player then bids 20, the new bid will become 11.
Players can also get information on a live auction while it is going on by entering AUCTION INFO or AUCTION LIST.
When an auction ends, the system will attempt to automatically complete the transaction for both the bidder and the auctioneer. The proper money will be transferred (in converted notes) from the high bidder to the auctioneer. The item up for auction will be automatically transferred from the auctioneer to the high bidder. The auction house may take a cut both when then auction is placed up, and on the final price.
See also help on AUCTIONS
AUCTIONS
Auctions are a system whereby players can buy and sell items from each other using an open bidding system. In this system, a bidder places a bid which represents the most they will pay for the item. However, a bidder must only end up paying an amount equal to the most anyone ELSE would also pay, so long as it is less than their own maximum bid.
This game supports two kinds of auctions. One is a multi-game-day auction, which requires that you find an auctioneer mob and use commmands like BUY, SELL, VIEW, and BID. The game also supports a live auction system, which is managed using the AUCTION command. Only one such live auction is allowed at any one time. See help on the above commands for more information.
AUTOAFFECTS
Command : AUTOAFFECTS Usage : AUTOAFFECTS Example : autoaffects Short(s): aaf List the skills or other auto-invoked affects that your character is currently under the influence of.
AUTOASSIST
Command : AUTOASSIST Usage : AUTOASSIST Example : autoassist Short(s): Toggles whether or not you automatically assist fellow group members who have entered combat.
AUTODRAW
Command : AUTODRAW Usage : AUTODRAW Example : autodraw Short(s): Toggles whether or not you automatically draw a weapon from a sheath before combat and automatically sheath your weapons when no longer in combat.
AUTOEXITS
Command : AUTOEXITS Usage : AUTOEXITS Example : autoexits Short(s): Toggles whether or not the exits to any room are automatically displayed whenever you look.
AUTOFORWARD
Command : AUTOFORWARD Usage : AUTOFORWARD Example : autoforward Short(s): Toggles whether or not email sent to your players email address (playername@mudhost) will be forwarded to the email address you have on file with your player. See help on the EMAIL command also.
AUTOGOLD
Command : AUTOGOLD Usage : AUTOGOLD Example : autogold Short(s): Toggles whether or not you automatically collect any gold from the corpses of vanquished foes.
AUTOGUARD
Command : AUTOGUARD Usage : AUTOGUARD Example : autoguard Short(s): By default, all players and mobs will literally follow from room to room whoever is the leader of their group. By toggling on AUTOGUARD, a player or mob will stay put, even when the leader leaves the room.
AUTOIMPROVEMENT
Command : AUTOIMPROVEMENT Usage : AUTOIMPROVEMENT Example : autoimprovement Short(s): Toggles whether or not you are automatically notified whenever your proficiency goes up in one of your skills/spells/prayers/chants/songs/etc..
AUTOINVOKE
Command : AUTOINVOKE Usage : AUTOINVOKE Example : autoinvoke Short(s): This command allows the player to manage their auto-invoking skills. These are skills, like Dodge or Healing Aura, which, once learned or gained, are automatically activated for the player for an indefinite duration. This command will allow the player to deactivate or reinvoke these skills.
AUTOLOOT
Command : AUTOLOOT Usage : AUTOLOOT Example : autoloot Short(s): Toggles whether or not you automatically collect any items from the corpses of vanquished foes.
AUTOMAP
Command : AUTOMAP Usage : AUTOMAP Example : automap Short(s): If this mud supports the feature, then this command toggles whether or not you automatically see a mini-map of your immediate surroundings when you enter a new room.
AUTOMELEE
Command : AUTOMELEE Usage : AUTOMELEE Example : automelee Short(s): Toggles whether or not you automatically advance towards an opponent who is out of range of your weapon. When turned off it will allow a mage to stand back and use ranged spells without entering melee combat, or allow a player with a ranged weapon (such as a bow) to use an attack to retreat to a ranged position from a melee position. This is turned on by default, and should be toggled with care.
AUTONOTIFY
Command : AUTONOTIFY Usage : AUTONOTIFY Example : autonotify Short(s): Toggles whether or not you are automatically notified whenever one of the users on your FRIENDS list logs on. See the FRIENDS command for more information on this.
AUTORUN
Command : AUTORUN Usage : AUTORUN Example : autorun Short(s): Toggles whether or not you automatically run when using the standard movement commands. Running consumes movement points far more quickly than standard movement does.
AUTOSAC
Sacrifice is a Clerical prayer, along with its evil counterpart Desecrate, and the neutral version Bury.
AUTOWEATHER
Command : AUTOWEATHER Usage : AUTOWEATHER Example : autoweather Short(s): Toggles whether or not you automatically see weather information along with the room descriptions.
BABY
Babies are what come from the physical union of a male and a female. See help on remorting. Carry them around and keep them safe. Put them in a bathtub when they soil themselves, or just take them into a river and swim around.
BANK
The Bank is where money can be deposited and withdrawn using the DEPOSIT and WITHDRAW commands. Use LIST to see interest and balance information.
BARBARIAN
Char Class: Barbarian (Fighter) Max-Stats : Strength (22), Constitution (22), Others (18) Qualifiers: Strength 9+, Constitution 9+ Races : All Prime Stat: Strength Attack Pts: +(Str/18) per level Practices : 3 +(Wisdom/6)-1 per level Trains : 4 +1 per level Hit Points: 20 +(Con/2)+(2d7) per lvl Mana : 100 +(Int/8)+(1d2) per lvl Movement : 100 +13X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : May use any weapons. Armor : Must wear non-metal armor. Bonuses : Damage reduction 1pt/5 levels. A 1%/level resistance to Enchantments. Receives bonus conquest experience. Limits : Desc. : Barbarians are the wild warriors of the frontier. Their ability to deal large amounts of damage in combat, as well as inspire combative behaviors in others makes them especially ferocious. They are fond of mastering numerous weapons, and building up their bodies, though they distrust metal armors, and may not wear them without difficulties.
How to play: Barbarian combat skills make them desirable as group members. While their non-metal armor restriction can sometimes hurt their nomination as tanks, their ability to deal and absorb large amounts of damage can more than make up for anything lacked. Because of this, the Barbarian flourishes as well alone as in groups.
The Barbarian is every bit as strong a fighter as a pure Fighter, and has that extra combative edge that many players look for in a Class. Players who dislike subtelty and enjoy straight up hack-and-slash playing will enjoy the Barbarian's simple destructive style.
BARD
Char Class: Bard (Bard) Max-Stats : Charisma (25), Others (18) Qualifiers: Charisma 9+ Races : Human, Humanoid, Elf, Dwarf, Halfling, or Elf-kin Prime Stat: Charisma Attack Pts: +(Cha/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(2d6) per lvl Mana : 100 +(Int/6)+(1d2) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 10 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear non-metal armor. Bonuses : Receives group bonus combat experience when in an intelligent group, and more for a group with players. Receives exploration and pub-finding experience based on danger level. Limits : Desc. : Bards are traveling singers, whose "songs" can possess powerful magic. They are highly desired group members for the inspiration they bring to their team members, and the great stings they provide to their enemies. They possess the same weapon and armor restrictions as thieves, but also qualify for many thief skills.
Bard is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include the Charlatan, Dancer, Minstrel, and the Jester.
How to play: The great strength of the bard is in his wide assortment of skills, and in his powerful songs. The bard may try his hand as the lonesome traveler, but will find his skills still put him behind his peers. It is in the company of other, more powerful classes, that the bard will flourish. And because of the unique nature of his magic, and how his skills will always affect groups, that groups will always want to have a bard along.
Bards are as weak as thieves in combat, and lack their general sneakiness, so in the company of others must the bard find his path to greatness, filling any skill gaps in almost any group with the appropriate magic or ability.
BATH
What you need to do if you start stinking. If you can't find a bathtub, just hop in a river or shallow water. Enter the social BATHE and the grime will begin to disappear. Even treading water will make you cleaner.
BEACON
A beacon is where you recall to. See help on the RECALL skill.
BEASTMASTER
Char Class: Beastmaster (Druid) Max-Stats : Dexterity (22), Constitution (22), Others (18) Qualifiers: Dexterity 9+, Constitution 9+ Races : Human, Humanoid, Elf, Dwarf, or Giant-kin Prime Stat: Constitution Attack Pts: +(Con/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/2)+(2d7) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 15 level(s) Weapons : Must use wooden, plant-based, or leather weapons. Armor : Must wear non-metal armor. Bonuses : When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Limits : Must remain Neutral to avoid skill and chant failure chances. Desc. : Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular jungle, being both the guardian and master steward of the animal kingdom. Unlike the other druids then, the beastmaster takes great pride in his animal changing abilities, and receives many more animal forms as he progresses in level. The beastmaster is also more accutely aware of the dangers of the wild, and is thus a much more physical and able fighter than other druids tend to me.
How to play: The Beastmaster is the perfect loner druid class, though he is never truly alone with all the animals he can summon to his side. He also has numerous ways of enhancing his own innate fighting ability through magical chants, making him formidable even when adventuring without animal companions.
BELOW
Command : BELOW Usage : BELOW Example : below Short(s): Travel below deck from the room or location.
BID
Command : BID Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME]) Example : bid 100 sword Example : bid 100 sword mrauctioneer Example : bid "100 golden notes" "sword of the ancients" mrauctioneer Short(s): When an auctioneer is present in the same room or area as your character, this command will allow you to place a bid on an item from that auctioneer. Placing a bid automatically removes coin from your person.
If your maximum bid is beat by another bidder (you are outbid), then you will automatically receive a refund. You must then return to the auctioneer to place another bid.
If you win the auction, you will be notified after the auction ends. You must then return to the auctioneer and use the BUY command to claim your merchandise. You will not be charged for claiming an item you won in auction. If the item sold for less then your maximum bid, the auctioneer will give you a refund of the difference when you claim the item.
See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.
BLESSINGS
Blessings are what a deity bestows upon you for performing the required ritual. Clerics receive all the blessings of their gods, while mere worshippers receive a random one.
BOARD
Command : BOARD Usage : BOARD [RIDEABLE ITEM] Example : board canoe Short(s): ride Your character attempts to board a boat, or other rideable creature, carriage, horse, or item. Once boarded, the item can be navigated around by use of the normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.
BOATS
Boats are craft which may be ridden over water. See the MOUNT command.
BORROW
Command : BORROW Usage : BORROW [AMOUNT] ([BANKER NAME]) Example : borrow 1000 Example : borrow "10 gold coins" "Joe Banker" Example : borrow "500 archon notes" banker Short(s): When a banker is present in the same room or area as your character, this command will allow you to borrow money from that banker. You must first have deposited enough items with the banker to provide sufficient collateral against your loan amount. Money is thenceforth automatically withdrawn from your bank account every month to service the loan. Failure to have enough money in your account to provide for the loan may result in your items being put up for sale by the banker. You should use the LIST command to review your account balance from time to time.
BRIEF
Command : BREIF Usage : BRIEF Example : brief Short(s): Toggles whether the room descriptions are shown as you move around. See also the COMPRESS command.
BUG
Command : BUG Usage : BUG [BUG REPORT] Example : bug every time i cast a spell, i get logged off! Short(s): Please use this command to submit bugs against the CoffeeMud codebase.
BUNDLE
Several of the common skills let you bundle raw resources like wood or ore.
BURGLAR
Char Class: Burglar (Thief) Max-Stats : Dexterity (22), Charisma (22), Others (18) Qualifiers: Dexterity 9+, Charisma 9+ Races : All Prime Stat: Dexterity Attack Pts: +(Dex/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/6)+(1d3) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 5 level(s) Weapons : Must use sword, daggers, flailed, blunt, or natural weapons. Armor : Must wear leather, cloth, or vegetation based armor. Bonuses : Bonus experience for using certain skills. Limits : Desc. : The burglar is the thief who has made the accumulation of wealth and power his center of being, to the detriment of all else. The taking of the property of others by stealth, wits, or even charm makes him the bane of the rich and lawful alike. This most purist of thieves also has superior skill at being undetected in the performance of these dastardly deeds, though he stands at a slight disadvantage to better trained thieves if caught.
BUY
Command : BUY Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME]) Example : buy sword Example : buy sword weaponsmith Example : buy sword weaponsmith for bob Short(s): When a shopkeeper is present in the same room or area as your character, this command will allow you to purchase an item from that shopkeeper, or close an auction you started.
The price for the item, as well as the availability of certain items can be determined by using the 'LIST' command. If more than one shopkeeper is in the room, you may have to specify the shopkeeper name in the parameters. You may also purchase items for someone else by adding the "for" syntax to the end of the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.
CAST
Skill : CAST Usage : CAST [SPELL NAME] [TARGET NAME] Example : cast sleep orc Short(s) : CA Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical abilities using the cast command. Some spells require that you direct the spell at a target, while others only apply to the caster. For help on a particular spell, enter help and then the name of the spell.
CHANNEL
Command : [CHANNEL] Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE] Example : [channel] hello everyone! Example : [channel] ,smile bob Example : [channel] ,does a high five! Example : [channel] last 30 Short(s): This command is for global communication with all users online. The parameter is a simple message to send to everyone online. You can use a comma and a social name to use a social over the channel. You can use a comma and an emote string to emote over the channel. The "LAST" command can be used to view previous messages you may have missed. Use the NO[CHANNEL] command to silence this channel and turn if off for you. When turned off [CHANNEL] can turn it on again.[EXTRA] See also: CHANNELS, SOCIALS
CHANNELS
Command : CHANNELS Usage : CHANNELS Example : channels Short(s): List all the available channels, along with their status. Do HELP GOSSIP for more information on how to use Channels.
CHANTS
Command : CHANTS Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL]) Example : chants Example : chants plant control Example : chants ? Example : chants barkskin Short(s): Lists any druidic chants that you know, along with your proficiency in them. Can also be qualified to list your chants by domain, or use ? to list domains. You can get your level and proficiency for a particular chant by listing it by name. A level parameter may be given to show chants only up to that level.
CHANWHO
Command : CHANWHO Usage : CHANWHO [CHANNEL NAME] Example : chanwho gossip Example : chanwho gossip@anotherMud Short(s): Lists all users listening on a particular channel. The channel name may be followed by an @ sign and the name of an I3 mud as well.
CHARIOT
A transport, usually ridden in battle, and pulled by one or more horses.
CHARISMA
Grace, charm, followers, and the ability to get better prices from merchants is reflected in Charisma.
CHARLATAN
Char Class: Charlatan (Bard) Max-Stats : Charisma (22), Wisdom (22), Others (18) Qualifiers: Charisma 9+, Wisdom 9+ Races : Human, Humanoid, or Halfelf Prime Stat: Charisma Attack Pts: +(Cha/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(2d6) per lvl Mana : 100 +(Int/3)+(1d6) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 10 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear non-metal armor. Bonuses : Receives 2% resistance per level to mind affects, 4% resistance per level to divination spells. Non-class skills become cheaper at 30th level. Gains a random non-class skill or spell every other level! Receives exploration and pub-finding experience based on danger level. Limits : Desc. : The Charlatan is the master of deception and disguise. Grouped with the Bards because of his natural acting ability, as well as his highly social nature, the Charlatan can be quite antisocial if he chooses, and extremely annoying to other players almost without trying.
How to play: The Charlatan is also a natural spy in muds with numerous players, and has an extremely wide assortment of skills. More than any other class, the Charlatan can taste the powers of all other classes, sometimes with real skill, and sometimes only in seeming. For this reason, the Charlatan is ideal for those who want a taste of all classes, or at least to seem like he is. He is a natural group member, being able to fit almost any role by using his varied skills, or by tricking his group members into thinking he belongs in the role they require.
CITIZENSHIP
Various cities throughout the world may offer the ability to become a citizen of those great cities by talking to the mayor. As a citizen, you may RECALL to that cities recall location, allowing easy access to get back home. Other benefits may be presented in various cities, as well. Some cities have certain racial, religious, or alignment prejudices, so choose your home city wisely.
CLANACCEPT
Command : CLANACCEPT Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME] Example : clanaccept bob Short(s): Accept an applicant for membership to your clan.
CLANAPPLY
Command : CLANAPPLY Usage : CLANAPPLY [CLAN NAME] Example : clanapply my clan Short(s): Apply to a clan for membership.
CLANASSIGN
Command : CLANASSIGN Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME] Example : classassign bob treasurer Short(s): Promote or Demote a member to the listed position. Positions include: boss, applicant, treasurer, lieutentant, member, leader, and others depending upon the type of clan you have.
CLANCREATE
Command : CLANCREATE Usage : CLANCREATE Example : clancreate Short(s): Attempts to found a new clan, which players may then apply to.
CLANDECLARE
Command : CLANDECLARE Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [WAR/HOSTILE/FRIENDLY/ALLY] Example : clandeclare otherclan ally Example : clandeclare "my clan" myenemy war Short(s): Allows the boss to declare a new relationship with another clan. Members of clans in a state of war with each other will automatically be able to playerkill each other in accordance with the muds general playerkilling guidelines. Members of clans in alliance with a clan at war are able to assist in the killing.
CLANDETAILS
Command : CLANDETAILS Usage : CLANDETAILS [CLAN NAME] Example : clandetails my clan Short(s): CLAN [CLAN NAME] Gets some details on the clan.
CLANDONATESET
Command : CLANDONATESET Usage : CLANDONATESET ([CLAN NAME]) Example : clandonateset Short(s): Sets the current room to the clans Donation room for the purposes of the Clan Donate spell.
CLANEXILE
Command : CLANEXILE Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME] Example : clanexile bob Short(s): Exile an applicant for membership to your clan.
CLANEXP
See the CLANTAX command for information on clan experience taxing.
CLANEXPERIENCE
See the CLANTAX command for information on clan experience taxing.
CLANHOMESET
Command : CLANHOMESET Usage : CLANHOMESET ([CLAN NAME]) Example : clanhomeset Short(s): Sets the current room to the clans Home room for the purposes of the Clan Home spell.
CLANLIST
Command : CLANLIST Usage : CLANLIST Example : clanlist Short(s): Gets a list of available clans.
CLANMORGUESET
Command : CLANMORGUESET Usage : CLANMORGUESET ([CLAN NAME]) Example : clanmorgueset Short(s): Sets the current room to the clans Morgue room, where the corpses of dead clan members are magically transported.
CLANPREMISE
Command : CLANPREMISE Usage : CLANPREMISE ([CLAN NAME]) Example : clanpremise Short(s): Allows the boss to describe the premise of his or her Clan.
CLANQUAL
Command : CLANQUAL Usage : CLANQUAL ([CLAN NAME]) Example : clanqual Short(s): Enter the encoded qualifications for applying to your clan. The following codes are allowed: <ZAP=disallow>
CLANREJECT
Command : CLANREJECT Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME] Example : clanreject bob Short(s): Reject an applicant for membership to your clan.
CLANRESIGN
Command : CLANRESIGN Usage : CLANRESIGN ([CLAN NAME]) Example : clanresign Short(s): Resign as a member of a clan.
CLANS
Clans are a group of players banded together for some common purpose, or due to common lineage or fellowship. Clans are created using the CLANCREATE command, and listed using CLANLIST. Members apply to clans using CLANAPPLY, and are either accepted by the clan using CLANACCEPT or rejected using CLANREJECT, after listing the applicants names using CLANDETAILS. Bosses can set up autorejecting qualifications to the clan using CLANQUAL. Once accepted, members can be removed using CLANEXILE or promoted to other offices using CLANASSIGN. Members can leave on their own using CLANNRESIGN. Offices like Treasurers can deal with special Clan bankers and postmen on their Clans behalf. Members can cast "Clan Donate" to their clans after the boss has used CLANDONATESET to set a donation room for their clan. Members can share their experience points with the clan if the bosses have set up an experience tax rate using CLANTAX. Members also have access to the spell "Clan Home" which they can use to recall to the room set by the boss using CLANHOMESET. Clan activity is very important. If the minimum number of members is not maintained, then pending or inactive clans may be deleted by the system. Once there are several active clans, the bosses may use CLANDECLARE to declare relations between their clan and others. The bosses may also want to use CLANPREMISE to describe their clan.
There are four different types of clans: GANG, GUILD, UNION, and FELLOWSHIP. See the HELP entry for each of these clan types for more information.
CLANTAX
Command : CLANTAX Usage : CLANTAX ([CLAN NAME]) ([NUMBER]) Example : clantax Short(s): Allows the boss to set the percentage of member experience which is taken by the clan. This experience can then be spent by those with Clan Crafting and Clan Enchanting spells. Experience is also taken at this rate from areas controlled by the clan via Clan Flags.
CLANVOTE
Command : CLANVOTE Usage : CLANVOTE ([CLAN NAME]) ([NUMBER] Example : clanvote Short(s): Allows a voting member of a clan to cast a vote on a pending matter.
CLANWHO
Command : CLANWHO Usage : CLANWHO ([CLANNAME]) Example : clanwho Example : clanwho myclan Short(s): clwh Shows who is online from your clan or one of your clans by name.
CLAN_EQUIPMENT
Clan Equipment is regular equipment that is enchanted with the power of a clan using up clan experience. Weapons do additional damage when striking. Armor add resistances to the wearer. Staves and wands gain magical powers to do damage to targets. Shields will do magical damage against melee attackers. Be aware though - attempts at use by the wrong hands will disperse the magic. These affects can only be applied by the appointed clan enchanter with the right skills.
CLAN_EXP
See the CLANTAX command for information on clan experience taxing.
CLAN_EXPERIENCE
See the CLANTAX command for information on clan experience taxing.
CLASS
Try HELP FIGHTER, THIEF, BARD, CLERIC, MAGE, APPRENTICE, or DRUID. For help on multi-classing, try HELP MULTICLASS.
CLERIC
Char Class: Cleric (Cleric) Max-Stats : Wisdom (25), Others (18) Qualifiers: Wisdom 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Evil must use polearm, sword, axe, edged, or daggers. Neutral must use blunt, ranged, thrown, staff, natural, or sword. Good must use blunt, flailed, natural, staff, or hammer. Armor : May wear any armor. Bonuses : Limits : Using prayers outside your alignment introduces failure chance. Desc. : Clerics are the great vassals of the Gods. Through them the wonders of both good and evil are possible. Clerics possess great magical abilities in their numerous "prayers". While their weapon choices are limited to their alignment, they may wear any type of armor.
The Cleric is the general of priests, appeasing all the gods equally, or choosing to focus on one at his whim. However, should the cleric wish to show true devotion, he can gain levels in specialist classes which may or may not be available to him, depending on his disposition. These classes include: Templar, Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.
How to play: The first, last, and greatest strength of the good Cleric is in his ability to heal, just as the ability to harm aids the evil Cleric. A Cleric is unique in his ability to flourish either alone or in groups, being moderately skilled in combat, and having the healing ability to last a long time in a tough fight. Clerics are highly desired for groups, however, as the lead fighter in the group will want the Cleric's healing touch in battle.
The only weakness of the Cleric is offensively, which the evil Cleric will make up for with harmful magic, and the good Cleric will compensate for with healing spells to last out the battle. With a balanced approach, the Cleric can gain experience with the efficiency of a fighter.
CLIMATE
A climate is the weather tendencies of a given area. Climates may be warm or cold, wet or dry, or any combination of these.
CLOSE
Command : CLOSE Usage : CLOSE [ITEM/DIRECTION NAME] Example : close chest Example : close east Example : close door Short(s): Tries to close an item, door, or any other entity specified.
CODE
Java
COFFEE
Coffee is a black, bitter liquid usually served hot. It is made by taking the dried, crushed beans from the coffee plant and soaking them in water until saturation is reached. Java is a common slang word for coffee.
COINS
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
COLORSET
Command : COLORSET Usage : COLORSET (DEFAULT) Example : colorset Short(s): Change some of the system colors to match your preferences.
COMBAT_PROWESS
The amount of skill your character has in hitting enemies with ordinary weapons.
COMMANDS
Command : COMMANDS Usage : COMMANDS Example : commands Short(s): Gives a list of all valid commands, excepting SOCIALS.
Players can also enter COMMANDS CLEAR to empty this users command queue.
COMMON_SKILLS
Common Skills are the gathering skills, such as Foraging and Mining, and the Crafting skills, such as Carpentry and Blacksmithing.
COMMUNICATION
How do you talk to people? Gosh! The channels are a good place to start, like GOSSIP, or you can use the TELL command, or SAY if they are in the same room. You can mail someone a letter at the post office, or use the MAIL command.
COMPARE
Command : COMPARE Usage : COMPARE [ITEM NAME] ([ITEM NAME]) Example : compare sword mace Example : compare shirt Short(s): Compares the basic deadliness of two weapons, or the basic protectiveness of two similar pieces of armor. If only one item is specified, it will attempt to compare it to a worn item, or a similar one in inventory.
COMPRESS
Command : COMPRESS Usage : COMPRESS Example : compress Short(s): Toggles whether compressed room and equipment descriptions are shown. See also the BRIEF command.
CONFIG
Command : CONFIG Usage : CONFIG Example : config Short(s): AUTO Display all of a players configuration flags. The flags may be changed by entering the command words shown (autogold, etc..)
CONJURER
Char Class: Conjurer (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Conjuration as levels advance. At 10th level, receives double duration on your Conjuration magic, and half duration from malicious Conjuration magic. Limits : Unable to cast Transmutation spells. Receives penalty damage from Transmutation as levels advance. Receives double duration from malicious Transmutation magic, half duration on other Transmutation effects. Desc. : Conjurers are specialist mages who concentrate their studies in the mastery of movement. They are adept at transporting themselves and other creatures, as well as items and entire armies with their powerful spells. So adept are they at conjuration that they gain all known conjuration spells, including some which only the conjurers may understand.
The Conjurer may lack Transmutation abilities, but he does not miss that strange magic. After all, it's always better to be yourself, wherever you might find yourself.
CONQUEST
One or more areas in the realm may be designated as conquerable by clans.
To conquer an area, or even to discover if an area CAN be conquered, the clan must use the Clan Crafting skill to construct a clan Flag. The Flag must then be dropped into any room in the area. Doing so will tell you if the area is conquerable, who controls it if anyone, how many CONTROL POINTS are required to control the area, and how many control points any warring clans may presently have in the area. An area not currently controlled by any clan may freely be conquered. An area already controlled by a clan may only be conquered by a rival clan if that clan has properly declared War.
The clan Flag is the most important item in Conquest. The Flag must be on the ground in order for any clan to score control points in an area, or to even maintain control once the area has been conquered. If there is not at least one Flag on the ground, a conquered area will revert to neutral status. Luckily, any resident citizens in the same room as a conquerer's flag will tend to guard the flag from thieves. Also, Flags can only be removed by a member of the clan whose flag it is, or by a rival clan after they have completely conquered and control the area.
Once a flag has been laid down, the clan whose flag it is may LOOK at the flag at any time to see the status of their conquest; i.e. the number of control points they have scored, and how many they must score to complete the conquest. A control point is scored whenever a resident intelligent mob of that area is killed, forced (via charm or other methods) to follow a member of the conquering clan, or (in the case of a Theocracy) converted to the faith. Control points awarded are equal to the level of the intelligent mob killed, charmed, or converted. Control points will also fade over time, to reflect a restoration of order in the area.
If an area is already under the control of a clan, the resident mobs will resist invasion by rivals. Once an area is conquered, however, all resident mobs will instantly repudiate any previous controlling clan, drop any clan items they may be carrying, and swear allegiance to the conquering clan. At this point, any clan members who are designated as having conquerers privileges may ORDER any non-animal member of the area to do anything they like. Control points become irrelevant to the conquerers once conquest is complete. A number of days following the conquest of an area, the area will be in dispute as order is restored. During this period, no items left by vanquished clans can be retreived. Once control is completely established, however, the controlling clan may clear out the previous clans items for experience.
Clan members are unable to gain any experience points inside their own conquered areas. However, anyone else gaining experience in a clan controlled area automatically pays the clans tax on their experience gain. This makes controlling a large number of areas very lucrative for clans.
A conquered area benefits greatly from items created using Clan Crafting. These items can be crafted by a designated Enchanter, given sufficient materials and clan experience. Aside from the direct benefit of putting the residents of a conquered area to work, clan crafted items in the hands of a conquered areas residents also makes those residents happy. Keeping such items in the hands of a sufficient number of especially higher level mobs will stave off spontaneous revolts, which become possible from time to time in a conquered area. During war, clan items can be captured for additional clan experience by rival clans who have properly declared war. The types and functions of clan items include:
Book of the Laws - These must be constructed inside the area for which the book is intended. It will allow a properly privileged clan member to read and modify numerous aspects of law and order in the area, including the location of jails, the types of laws, and the duration of punishments. A Law Book must be read by clan member authorized to change law before the Guardbanner and Gavel below will begin working.
Guardbanner - These can be given to mobs in a conquered area to designate them as deputys of the area, who are authorized to enforce laws and arrest lawbreakers.
Judges Gavel - This can be given to a mob in a conquered area to designate him as the judge of the area, authorizing him to deal out punishments like parole, jail time, or death.
Donation List - This item should be placed inside the official Donation Room for a clan. If this is done, the list will automatically grow to include every single addition and removal.
Pamphlet - These can be given to mobs conquered by RIVAL clans to make them disloyal to the conquering clan. Pamphlets will have a tendency to spread over time. Pamphlet holders will also drop any rival clan items they have, which hurts control.
Shop Apron - These can be given to mobs conquered by your clan, or to mobs permanently stationed at your clan home. They turn the mob into a shopkeeper, who will sell things in their shop inventory, and buy things as their coinage allows. They can be GIVEN things to sell by clan members in proper authority over them. They will not deal with clans with whom your clan is hostile or at war.
Membership Card - These can be given to mobs conquered by your clan to make them utterly loyal to your clan. Mobs with membership cards will never accept Pamphlets, and will take them away if they are offered any.
Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be given to mobs to make them work for the clan, performing the Common skill associated with the item. If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items. Firebuilders are especially good at this task, as they will carry wood they find to smiths and light the fires that the smiths need to shape the metals.
Crafting items - Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item. These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random. For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries. Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.
Executioners Scales - This item makes the mob a tenacious attacker of evil creatures and thieves.
Assassins Eye - This item makes the mob a tenacious attacker of good creatures and paladins.
Scavengers Sticker - This item makes the mob a scavenger, picking anything up they find on the ground.
Tax Collectors Clipboard - This item makes the mob a collector of tax money from anyone who is not also a member of their clan.
See also Clan Crafting.
CONSIDER
Command : CONSIDER Usage : CONSIDER [MOB NAME]/[ITEM NAME] Example : consider dragon Example : consider sword Short(s): Sizes up a monster or character against your own, so that you can determine first whether the creature measures up in experience worth, and then whether a fight with such a creature is wise, or just a waste of time. This command will also tell you if you have any skills that might be helpful to the item or character. See also HELP GCONSIDER.
CONSTITUTION
Health, stamina, and the ability to live through harder fights is reflected in Constitution.
CORPSE
A corpse is what you leave behind when you die. It is a dead body. If you LOOK at a corpse, you might see that it has equipment on it. You can GET that equipment and use it yourself, sometimes.
COURT
Court is held whenever an officer brings an accused criminal before a judge. The judge then pronounces a sentence.
CRAWL
Command : CRAWL Usage : CRAWL [DIRECTION] Example : crawl e Short(s): Causes your character to drop down and crawl in the given direction.
CREDITS
Command : CREDITS Usage : CREDITS Example : credits Short(s): See a little message from the folks who wrote CoffeeMud.
CRIME
A crime is an action which is considered illegal in the area. Every crime must have a witness, either in the same room in which the crime was committed or in an adjacent room. Conviction for a crime requires that the witness still be living at the time of the pronouncement of sentence by the judge.
CURRENCIES
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
CURRENCY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
CURSED
You've been affected by an evil cleric curse. Well, find another cleric to bless you then, or who has Remove Curse.
DAMAGE
The amount of damage your character does in combat depends mostly upon your class and level, though it will also depend a great deal upon your character's Strength.
DANCER
Char Class: Dancer (Bard) Max-Stats : Strength (22), Charisma (22), Others (18) Qualifiers: Charisma 9+, Strength 9+ Races : Human, Humanoid, Elf, or Halfling Prime Stat: Charisma Attack Pts: +(Cha/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(2d6) per lvl Mana : 100 +(Int/6)+(1d2) per lvl Movement : 100 +18X(Str/18) per lvl Damage Pts: +1 damage per 10 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Receives defensive bonus for high dexterity. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. Limits : Desc. : The Dancer is the graceful master of dance, who entertains and leads others in the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a highly desired group member for his "group affecting" skills, which include the magical dances in which he specializes.
How to play: Due to his weak fighting skill, the Dancer will likely look to groups for his primary advancement, much like the other bards. Dancers also gain a select set of powerful fighter skills to prove the worth of their diligence in maintaining his body. This makes them valuable group members, even without their powerfully enhancing dances.
DEACTIVATE
Command : DEACTIVATE Usage : DEACTIVATE ([PARAMS]) [ITEM] Example : deactivate phazer Example : deactivate console Example : deactivate stun phazer This multi-purpose command is used to turn-off electrical devices, and cause it to stop doing whatever it is it was doing. For wall panels, this may mean disconnecting the panel from the circuitry, effecting all other components in the panel.
DEITIES
Command : DEITIES Usage : DEITIES Example : deities Short(s): GODS, DEITY This command will list all the known deities in your realm, along with some information about them, the requirements to worship them, the requirements to become a cleric of them, the blessings they bestow, and the rituals required to receive those blessings.
For more information on deities and the worship of them, see the help entries for RELIGION, BLESSINGS, SERVICES, and RITUALS.
DELVER
Char Class: Delver (Druid) Max-Stats : Strength (22), Constitution (22), Others (18) Qualifiers: Strength 9+, Constitution 9+ Races : Human, Humanoid, Dwarf, Gnome, Goblinoids, Troll-kin, Halfelf, or Halfling Prime Stat: Constitution Attack Pts: +(Con/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/2)+(2d6) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use stone, crystal, metal, or glass weapons. Armor : Must wear stone, crystal, or metal armor. Bonuses : Can create a druidic connection with an area. Benefits from freeing animals from cities. Limits : Must remain Neutral to avoid skill and chant failure chances. Desc. : The Delver is a stolid druid of caves and the underdark, being the guardian of the rocks and stone and the cold caverns of the deep. The Delver is unconcerned with plants or the sky or the doings of the weather, or any of the creatures that live upon it, relying rather on the solid earth to draw his power from. For this reason, the Delver is particularly at home among the rocks, and is able to call upon them to aid him at need.
How to play: The Delver requires little in the way of precasting or planning, so long as he stays in cave or rocky environments. He is able to instantly call upon the rocks and stones to help him in combat, and is friend to golems and stone creatures. For this reason, the Delver is better able to fit into groups who wish to adventure in the mountains and the underground, and can be a valuable leader when its time to enter the deep dark.
DEMOTE
Use HELP CLAN to get information on demoting clan members.
DEPOSIT
Command : DEPOSIT Usage : DEPOSIT [ITEM NAME] ([CLERK NAME]) Example : deposit 1000 Example : deposit jewel Example : deposit letter Short(s): When a banker or postal clerk is present in the same room as your character, this command will allow you to deposit an item into your account with that banker, or to deposit a letter or item to ship with the postal clerk. See also LIST, BUY, SELL, WITHDRAW, VIEW, BID.
DESCRIPTION
Command : DESCRIPTION Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ... Example : description A handsome adventurer with lots of buckles. Short(s): Changes your description to the text specified. The description is the text seen when someone LOOKs at you.
DESTROY
Command : DESTROY Usage : DESTROY [ITEM NAME] ... Example : destroy cup Example : destroy letter Short(s): Take an item out of your carried inventory and destroy it. This mundane destruction only works on things very easily destroyed, such as glass, liquids, or paper. Other kinds of things must be destroyed using fire or magic.
DEXTERITY
Agility, critical damage, and the ability to dodge blows is reflected in Dexterity. If you were looking for help on the Song of Dexterity, try HELP SONG DEXTERITY.
DIETIES
DEITIES
DIG
Usage : DIG Example : dig Example : dig This command lets the player dig a hole in the ground. The hole is best dug proper tools, but smaller ones can still be dug with hands and elbows. The more often this command is used, the larger the hole will be. Items can be placed in the hole by the player who uses the hole, and filled back in by anyone using the CLOSE or FILL commands. If a hole is not filled in when the players leave, it will be filled in if empty, and hidden from view otherwise. A hole with items can be uncovered by anyone by using the DIG command in the same room. Items placed in holes will persist, but foods and liquids will rot faster.
DISEASED
If you can't a disease, find a cleric who can cure it. If your food is bad or diseased, then throw it away for goodness sake!
DISEMBARK
Command : DISEMBARK Usage : DISEMBARK Example : disembark Short(s): DISEM, DIS If your character is presently riding in a boat, this command will cause you to get out of the boat.
DISMOUNT
Command : DISMOUNT Usage : DISMOUNT Example : dismount Short(s): DISM, DIS If your character is presently riding a horse, this command will cause you to dismount from the horse. See also MOUNT, LEAVE, BOARD.
DISPEL
See HELP on REVOKE or SPELL DISPEL MAGIC
DISPELL
See HELP on REVOKE or SPELL DISPEL MAGIC
DISPLAY
What you are looking at right now.
DIVINER
Char Class: Diviner (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Divination as levels advance. At 10th level, receives double duration on your Divination magic, and half duration from malicious Divination magic. Limits : Unable to cast Illusion spells. Receives penalty damage from Illusion as levels advance. Receives double duration from malicious Illusion magic, half duration on other Illusion effects. Desc. : Diviners are specialist mages who have mastered the arts of unconvering secrets, and obtaining knowledge. The entire world is an open book for them, just waiting for the pages to be turned. So adept do these mages become at divination that they gain all known divination spells, including some which are even secrets to the other mages!
The Diviner's love of knowledge means he loses the knack of casting spells of illusion. However, they make up for this by being the most popular of advisors and group members when strange and amazing treasures are uncovered, or some secret needs to be told.
DOOMSAYER
Char Class: Doomsayer (Cleric) Max-Stats : Strength (22), Wisdom (22), Others (18) Qualifiers: Strength 9+, Wisdom 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use polearms, axes, swords, daggers, or edged weapons. Armor : May wear any armor. Bonuses : Receives 1 pt damage reduction/level from fire attacks. Limits : Always fumbles good prayers, and fumbles all prayers when alignment is above 500. Qualifies and receives evil prayers. Using non-aligned prayers introduces failure chance. Vulnerable to cold attacks. Desc. : Doomsayers are very special servants of the gods, whose proclaimations of fire and brimstone give them resistance to fire attacks, as well as special powers controlling it. The Doomsayer is an evil aligned class, meaning that he will always fumble on good prayers, and does not qualify for good prayers. However, the Doomsayer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers that only the doomsayer can claim.
How to play: The Doomsayer is easily the most wicked, cruel, and hated of all the Clerics. He is also the most social of the evil clerics, being a clear rival to the Healer. He is best played as a loner in cities, bringing the wrath of his God wherever he goes.
DOWN
Command : DOWN Usage : DOWN Example : down Short(s): D Try to travel downward, whether it be down a ladder, downstairs, or down to the ground when flying.
DRAW
Command : DRAW Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME]) Example : draw Example : draw sword Example : draw sword sheath Example : draw sheath Short(s): Takes one or more weapons from the sheaths you are wearing and either wields or holds the item as appropriate. In combat, a sword does you no good in its sheath, so this is a good command. See SHEATH.
DRESS
Command : DRESS Usage : DRESS [MOB NAME] [ITEM NAME] Example : dress joe tunic Short(s): Allows the player to put a piece of armor, clothing, barding, or whatever on the target mob. The target mob must be a follower of the player for this to work.
DRINK
Command : DRINK Usage : DRINK ([ITEM NAME]) Example : drink cup Short(s): Take a drink from some drinkable source, such as a wineskin, cup, or bottle. Specifying a drink source is not necessary if you are in a freshwater location, such as a river. Drinking is necessary to remove the "You are thirsty" messages. Thirst can also hurt combat capabilities, and can eventually kill you.
DROP
Command : DROP Usage : DROP ([NUMBER]) [ITEM NAME] ... Example : drop cup Example : drop 3 berries Short(s): Take an item out of your carried inventory and place it somewhere in the room or area where your character is located.
DROW
Race Name : Drow (Elf) Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs magic+30, max intelligence adj.+1, max dexterity adj.+3, max constitution adj.-4, max charisma adj.-3 Abilities : Darkvision, infravision, Darkness(25%), Faerie Fire(25%) Languages : Drowish(75%), Undercommon(25%) Life Exp. : 430 Years Desc. : Drow are the dark cousins to elves. Their existence living underground had radiated their bodies with dark magic and give them advantages in the cold, dark world. However, they hurt plenty when exposed to light. They have the ability to see in the dark, and can prove to be fiercesome fighters. All Drow start off with the ability to cast darkness and faerie fire.
DRUID
Char Class: Druid (Druid) Max-Stats : Constitution (25), Others (18) Qualifiers: Constitution 9+ Races : Human, Humanoid, Elf, Vegetation, Dwarf, Giant-kin, Goblinoid, or Halfelf Prime Stat: Constitution Attack Pts: +(Con/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/2)+(2d7) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use wooden, plant-based, or leather weapons. Armor : Must wear non-metal armor. Bonuses : When leading animals into battle, will not divide experience among animal followers. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Benefits from balancing the weather. Limits : Must remain Neutral to avoid skill and chant failure chances. Desc. : Druids are mystical guardians of the natural world, and the wielders of natures grandest powers. They may not wear metal, and can only use a small set of natural weapons, but their notorious health and magical chants more than make up for this. Like the natural world, Druids are restricted to a neutral alignment.
Druid is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Delver, Beastmaster, Gaian, and SkyWatcher.
How to play: The druid is the most complex class to play. Most of his magic requires the assistance of numerous spells to bear fruit, but the benefits make the complexity well worth it. The druid is also best fit for travelling with animal armies of his own creation. In groups, the druid can assist with some extra fire power at high levels. For the most part though, it is alone that the druid will flourish, forming his own animal groups to make up for his weakness in combat.
Although weak in melee combat, due to equipment and skill limitations, the druid is capable of marshaling all the powers of animals and plants to aid in the vanquishing of foes for experience. At higher levels, as the powers of weather come into play, the Druid will find their magical prowess unequaled by any other class.
DUEL
Command : DUEL Usage : DUEL [MOB NAME] Example : duel karlthedragon Short(s): Causes your character to either challenge the target player to a duel, or to accept a challenge from another player to duel. A duel is a fight between two players that is without consequences. Neither player can die while dueling, nor suffer permanent loss or harm. Players fight until one flees for longer than 30 seconds, or one of them is "killed", at which point the duel ends and both players are restored to the pre-duel state of health.
DUERGAR
Race Name : Duergar (Dwarf) Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15, save vs water-10, save vs mind+5, save vs poison+10, save vs disease-10, max constitution adj.+1, max charisma adj.-4 Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%) Languages : Dwarven(100%), Undercommon(25%) Life Exp. : 290 Years Desc. : Duergar are shorter than humans, but much stockier, and sport long black beards and bald heads.They receive one bonus Constitution point, but lose four Charisma points. They also have Darkvision, or the ability to see other creatures in the dark, and have a talent for Invisibility and Growth. Duergar, like their cousins the Dwarfs, are natural Miners, though their class choices will be even more limited.
DWARF
Race Name : Dwarf (Dwarf) Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution adj.+1, max charisma adj.-1 Abilities : Infravision, Mining(50%) Languages : Dwarven(100%) Life Exp. : 290 Years Desc. : Dwarves are shorter than humans, but much stockier, and enjoy sporting beards (including the women). They receive one bonus Constitution point, but lose one Charisma point. They also have Infravision, or the ability to see other creatures in the dark. Dwarves are natural Miners, though their class choices will be limited.
EAST
Command : EAST Usage : EAST Example : east Short(s): E Travel eastward from the present room or location.
EAT
Command : EAT Usage : EAT [ITEM NAME] ... Example : eat pie Short(s): Take a bite from some edible source, such as a ration, pie, or other food source. Eating is necessary to remove the "You are hungry" messages. Hunger can also hurt combat capabilities, and can eventually kill you.
ELF
Race Name : Elf (Elf) Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity adj.+1, max constitution adj.-1 Abilities : Infravision, Foraging(50%) Languages : Elvish(75%) Life Exp. : 430 Years Desc. : Elves are slightly shorter and more slender than humans, but are quick and agile. They receive one bonus Dexterity point, but lose one Constitution point. Elves have Infravision, are skilled at Foraging. Though their class choices are more limited than humans, they have the broadest choices of all demi-humans.
EMAIL
Command : EMAIL Usage : EMAIL (BOX)/([PLAYER NAME]) Example : email Example : email box Example : email Joe Short(s): Entering this command without any parameters will guide the player through the process of re-entering the email address on file for the player. If the AUTOFORWARD config flag is on, emails sent to the player address will be forwarded to this email address.
Entering this command with the parameter of BOX will allow the player to read any email on file, for cases when the player has their AUTOFORWARD config flag off.
Entering this command with the name of a player will allow an email to be sent which, depending upon that players settings, will either be forwarded to their real email address, or only available within the mud.
EMOTE
Command : EMOTE Usage : EMOTE [ACTION DESCRIPTION] ... Example : emote whistles at the big Dragon. Short(s): Causes a message to be displayed which will describe your character as performing the action described by the given emote message. For instance, the above example, if done by an adventurer named "Bob" would tell everyone else in the room that "Bob whistles at the big Dragon."
EMPLOYMENT
See the HIRE command.
EMPTY
Command : EMPTY Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE) Example : empty sack here Example : empty sack chest Short(s): Attempts to empty the contents of a container, either into your inventory, onto the floor, or into another container.
ENCHANTER
Char Class: Enchanter (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Enchantment/charm as levels advance. At 10th level, receives double duration on your Enchantment/charm magic, and half duration from malicious Enchantment/charm magic. Limits : Unable to cast Abjuration spells. Receives penalty damage from Abjuration as levels advance. Receives double duration from malicious Abjuration magic, half duration on other Abjuration effects. Desc. : Enchanters are specialist mages who can always seem to bring out the best magical aspects of whoever or whatever they turn their attention to. And when angered, the Enchanter can also twist their enemies to their will. So adept are they at this art of change that they gain all known enchantment spells, even those which only the enchanter may learn.
Enchanters love change so much that they neglect the protective magic of abjuration, and find themselves unable to use that magic. However, the Enchanter does not fear the snake's poison, or the dragon's breath, especially when he can snap his fingers and make them both his pets!
ENCUMBRANCE
Your ratio of equipment weight being carried over the maximum amount of weight you may carry. The amount of stuff you can carry depends on your weight and Strength.
ENTER
Command : ENTER Usage : ENTER [EXIT OR ROOM NAME] Usage : ENTER [EXIT OR ROOM NAME] Example : enter door Example : enter portal Moves the player or creature through some exit or portal as specified by the EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.
EQUIPMENT
Command : EQUIPMENT Usage : EQUIPMENT (LONG) Example : equipment Example : equipment long Short(s): eq List the items you are wearing, wielding, holding, or are allowing to float nearby. Use the LONG modifier to also see wearing positions you may not have occupied.
EVOKER
Char Class: Evoker (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Invocation/evocation as levels advance. At 10th level, receives double duration on your Invocation/evocation magic, and half duration from malicious Invocation/evocation magic. Limits : Unable to cast Alteration spells. Receives penalty damage from Alteration as levels advance. Receives double duration from malicious Alteration magic, half duration on other Alteration effects. Desc. : Evokers are specialist mages who can bring from nothing the powers of light and darkness, heat and cold, lightning and ferocious wind. So adept are these mages are the creation of these magical elements that they automatically gain all evocation/invocation spells, even those known only to evokers.
Evokers are so impatient to create from nothing that they have neglected the study of the alteration of already existing things, and will find themselves unable to use alteration magic. However, the Evoker is the horror of all specialist mages, death in both fingers, and is envied by all for his power.
EXAMINE
Command : EXAMINE Usage : EXAMINE [ITEM NAME] Example : examine shelf Example : examine door Example : look Short(s): EXAM, EXA, LONGLOOK, LL Take a must closer look at the item, mob, or other entity specified. If no entity is specified, this command will take a careful look around the room or area your character is presently in. This command takes longer to execute, but can sometimes deliver more information than a standard LOOK, depending upon the players intelligence.
EXCHANGE
Players can exchange items using the GIVE command, the Marketeering skill, Auctioneers, and by DROPing stuff.
EXCLAMATION_POINT
Command : ! Usage : ! Example : ! Short(s): Repeats the last command you entered.
EXIT
Command : EXIT Usage : EXIT Example : exit Short(s): If your character is presently riding or sleeping in or on something, this command will get you out.
EXITS
Command : EXITS Usage : EXITS Example : exits Short(s): ex List the exits available to your character from the current room or area.
EXPERIENCE
Command : EXPERIENCE Usage : EXPERIENCE Example : experience Short(s): exper, xp, exp List the amount of experience earned, and the number of hours played.
EXPERIENCE_POINTS
Gaining experience points is the way in which your character gains in levels. Experience points are gained in many different ways, with the most popular being the defeat of monsters of or near your level.
EXPERTISES
Command : EXPERTISES Usage : EXPERTISES Example : expertises Short(s): This command will list all of your expertises. Expertises are lessons which are TRAINed for, and can be listed with the QUALIFY command when they become available. They usually enhance existing skills, spells, songs, prayers, or chants.
FACTIONS
Command : FACTIONS Usage : FACTIONS Example : factions Short(s): fac This command shows all Factions you have standing with. It shows what level of standing you have and how close you are to gaining or losing that level of standing. See also help on REPUTATION.
FATIGUE
From time to time, your character may get fatigued. If this happens, then you get some sleep to alleviate the fatigue. Failing to do so will affect your characters attack and defensive capabilities.
FEED
Command : FEED Usage : FEED [MOB NAME] [ITEM NAME] Example : feed joe "pot pie" Example : feed joe waterskin Short(s): Allows the player to feed a the target mob a piece of food or drink from the players inventory. The target mob must be a follower of the player for this to be successful.
FIGHTER
Char Class: Fighter (Fighter) Max-Stats : Strength (25), Others (18) Qualifiers: Strength 9+ Races : All Prime Stat: Strength Attack Pts: +(Str/18) per level Practices : 3 +(Wisdom/6)-1 per level Trains : 4 +1 per level Hit Points: 20 +(Con/2)+(2d7) per lvl Mana : 100 +(Int/8)+(1d2) per lvl Movement : 100 +12X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : May use any weapons. Armor : May wear any armor. Bonuses : Receives bonus conquest experience. Limits : Desc. : Fighters are brutish weapon masters, skilled in the art of killing. They may specialize in any weapon type, and learn numerous new fighting techniques as they advance in level. Fighters receive more hit points and attack bonuses per level than any other class, and are invaluable in a close melee.
Fighter is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Monk, Ranger, Paladin, and Barbarian.
How to play: The fighters strength is in his domination of pure combat. When playing alone, a fighter is fully capable of gaining the necessary experience. However, the fighter may choose to lead a group to gain an even greater advantage. As the tank (primary melee combatant) in a group, the fighter will give the group the benefit of his superior armor and fighting skill, while benefitting from the healing spells of a cleric, or the magical aids of a mage.
The fighters greatest weakness is his inability to move secretly, or get into or out of tricky spots. For this reason, the fighter outside of a group should steer towards simple combat areas, and be content only with the treasures obtains from his kills.
FILL
Command : FILL Usage : FILL [CONTAINER NAME] ([DRINK SOURCE]) Example : fill bottle spring Short(s): Attempts to refill a liquid container, such as a bottle or a cup, from the given source. In many cases, containers can be refilled from other containers. If no source is specified, and the player is at a source of fresh water, then the fill will occur from the freshwater source.
FIRE
Something that is really hot. See FIREBUILDING, or SPELL FIREBALL, or CHANT CONTROL FIRE.
FLEE
Command : FLEE Usage : FLEE ([DIRECTION]) Example : flee Short(s): While in combat, your character may need to quickly disengage and flee the room. A direction may be specified, but if one is not specified, a direction will be chosen for you. Fleeing from combat can cause you to lose experience points in many cases, so use this command sparingly. If all of your opponents are asleep, paralyzed, or bound, however, no loss is recorded for using this command.
FOLLOW
Command : FOLLOW Usage : FOLLOW [MOB NAME] Example : follow gunther Short(s): FOL In order to form adventuring groups, one or more characters may choose to follow a leader character. The leader then becomes the group leader, and is able to lead his or her followers around the map without their intervention. Followers may also come to the defence of a leader who is attacked, or who attacks another MOB. Lastly, leaders have the privilege of the ORDER command, to keep the followers in line. The number of followers one may have depends upon their Charisma score.
Use FOLLOW SELF to stop following someone else. To force a follower to stop following you, use NOFOLLOW <MOBNAME>
See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.
FOREWARD
Command : FOREWARD Usage : FOREWARD Example : foreward Short(s): Travel towards the front of a ship.
FOREWARD_PORTSIDE
Command : FOREWARD PORTSIDE Usage : FOREWARD PORTSIDE Example : foreward portside Short(s): Travel towards the front left of a ship.
FOREWARD_STARBOARD
Command : FOREWARD STARBOARD Usage : FOREWARD STARBOARD Example : foreward starboard Short(s): Travel towards the front right of a ship.
FORMATION
Command : FORMATION Usage : FORMATION ([MOB NAME] [ROW NUMBER]) Example : formation Example : formation joe 2 Short(s): When a player has followers, this command can be used to show where in the group order the player is located. The "front line" is considered row 0. The lead player must always be on a row ahead or on the same row as his followers. When formations are used in conjunction with AUTOMELEE, it can effectively aid archers and mages with ranged spells in battle. The range of the group members in formation, with respect to enemies, is always relative to the initial range of the lead player in combat. That is to say, if a group member is set to be at row #1, and the leader uses a bow to start off at range 3, then that group member will be at row #4 instead (1 off from the leaders position). Any member of a group can enter the FORMATION command without parameters to view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and GTELL.
FRIENDS
Command : FRIENDS Usage : FRIENDS (ADD/REMOVE [PLAYER NAME]) Example : friends Example : friends list Example : friends add bob Example : friends remove bob Short(s): This command allows the player to add or remove names from his or her friends list. The friends list consists of some number of other players by name. Names on this list are subject to the AUTONOTIFY command, and are also filterable with the WHO command.
GAIAN
Char Class: Gaian (Druid) Max-Stats : Constitution (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Constitution 9+ Races : Human, Elf, Vegetation, Humanoid, Halfling, or Dwarf Prime Stat: Constitution Attack Pts: +(Con/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/2)+(2d7) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use wooden, plant-based, or leather weapons. Armor : Must wear non-metal armor. Bonuses : Attains Greenskin (sunlight based bonuses/penalties) at level 5. At level 30, becomes totally undetectable in wilderness settings while hidden. Can create a druidic connection with an area. Benefits from animal/plant/stone followers leveling. Benefits from freeing animals from cities. Limits : Must remain Neutral to avoid skill and chant failure chances. Desc. : The Gaian is the druid of the green earth, watching over the plants, trees and all growing things. The gaian has a very special relationship with the plants and trees, having special abilities to make almost any location he steps into a sanctuary for his leafed friends. So in tune with green things is the gaian that sunlight can actually give his green tinted skin additional powers, though the darkness will slightly weaken his chanting stamina. The gaian can also call on the plants and trees around him to aid in him combat, to hide him from foes, or even to provide him with the things one would normally have to seek civilization for.
How to play: The Gaian, so long as he stays around green plants, is a formidable foe to all enemies of nature. The gaian can call all aspects of the plants to his aid, and can always find sanctuary in the green plants during times of trouble. The gaian is weak in native combat abilities, like the other druids, but can make up for it with creative pre-casting, and good use of the power of nature during combat.
GAIN
Command : GAIN Usage : GAIN [SPELL NAME] Example : gain blunt specialization Short(s): Gain is a command, supported in most DikuMUD derivatives, which allows you to gain new abilities from certain kinds of mobs capable of teaching them. In CoffeeMud, *anyone* can TEACH an ability to another, provided the student is qualified to learn. However, since there are a few MOBs in CoffeeMud with the MOBTrainer behavior, it should be noted that, so long as the request is phrased as a SAY command, this command will still work.
GAOLER
Char Class: Gaoler (Commoner) Max-Stats : Strength (24), Dexterity (24), Others (18) Qualifiers: Strength 5+, Dexterity 5+ Races : All Prime Stat: Strength Attack Pts: +(Str/18)-1 per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/10)+(1d2) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 5 level(s) Weapons : Must use flailed weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Gains experience when using certain skills. Screams of flayed, amputated, tattooed, body pierced, or chirguried victims grants xp/hr. Limits : Desc. : The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He specializes in those implements and activities which reflect the worst and most sadistic side of human nature. Although not much use as an adventurer, a player with a Gaoler background can be a valuable member of a clan, or a man-for-hire.
GCONSIDER
Command : GCONSIDER Usage : GCONSIDER [MOB NAME] Example : gconsider dragon Short(s): Sizes up a monster or character against your group, so that you can determine whether a fight with such a creature is wise, or just a waste of time. Unlike consider, this command will take into account the damage which your entire group will do against the creature, while limiting the creatures return attacks only against the leader of your group.
GET
Command : GET Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME]) Example : get all dagger backpack Example : get all body Example : get pie Example : get all Example : get pie.2 Example : get all.pie container.3 Example : get 5 pie Example : get 5 from bundle Example : get 10 from package Short(s): Places an item that is presently not in your carried inventory into your inventory. If the item is inside a specified container, it will be retreived from the container. If it is in the room or area you are occupying, it will be retreived from there.
GIVE
Command : GIVE Usage : GIVE (ALL) [ITEM NAME] [MOB NAME] Example : give all dagger Gunther Example : give all Gunther Example : give pie Gunther Short(s): Takes an item from your carried inventory and transfers it to the inventory of another MOB.
GNOME
Race Name : Gnome (Gnome) Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence adj.+1, max wisdom adj.-1, save vs overlooking+10 Abilities : Infravision, Gem Digging(50%) Languages : Gnomish(100%) Life Exp. : 260 Years Desc. : Gnomes are curious and quick-witted folk, resembling small dwarves. They receive one bonus Intelligence point, but lose one Wisdom point due to their carelessness. They also have Infravision, are skilled at Gem Digging, though their class choices will be limited.
GO
Command : GO Usage : GO ([NUMBER]) [DIRECTION] (etc..) Example : go east Example : go east north Example : go 4 north 2 east Short(s): Allows your player to automatically travel in the given path. Multiple directions may be specified.
GOBLIN
Race Name : Goblin (Goblinoid) Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1, max strength adj.-1, max intelligence adj.+1, max dexterity adj.+2, max charisma adj.-1, max wisdom adj.-1 Abilities : Infravision, Mining(75%) Languages : Goblinese(100%), Orcish(50%) Life Exp. : 63 Years Desc. : Goblins are small twisted creatures, quick on their feet, and natural tinkerers with all manner of wicked traps and devices Their class choices are limited, but they excel at thieving, and make great miners and delvers.
GROUP
Command : GROUP Usage : GROUP Example : group Short(s): Lists the members of any group to which you may belong. See the FOLLOW, NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups. See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.
GROUPING
A group is formed when a player uses the FOLLOW command to follow another player.
GTELL
Command : GTELL Usage : GTELL Example : gtell So when do we kill this thing? Example : gtell last 10 Short(s): Sends a private message to the members of your characters group. If the first parameter is "last" and a number X follows, this command will show you the last X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.
HALFELF
Race Name : Half Elf (Elf) Stat Mods.: Justice save+5, save vs magic+5 Abilities : Infravision, Fishing(50%) Languages : Elvish(50%) Life Exp. : 137 Years Desc. : Half Elves are a mixture of humans and elves, possing human drive and elven grace. They have Infravision, are skilled Fishermen, and have almost as many class choices as normal Humans.
HALFLING
Race Name : Halfling (Halfling) Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.-1, max dexterity adj.+1, save vs detection+10 Abilities : Infravision, Cooking(75%) Languages : Elvish(25%) Life Exp. : 120 Years Desc. : Halflings are a very short fur-footed folk. They receive one bonus Dexterity point, but lose one point of Strength. They have Infravision, make excellent Cooks, though their class choices will be limited.
HAND_TO_HAND_COMBAT
Something Monks do better than you do. Remove your weapon and try it!
HEALER
Char Class: Healer (Cleric) Max-Stats : Charisma (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Charisma 9+ Races : Humanoid, Dwarf, Elf, Halfelf, Elf-kin, or Fairy-kin Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use hammers, staves, flailed, natural, or blunt weapons. Armor : May wear any armor. Bonuses : All healing prayers give bonus healing. Attains healing aura after 30th level. Limits : Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. Desc. : Healers project the most benevolent aspects of their gods by bringing life and good health to those around them. The Healer is so adept at these arts that his or her healing prayers are more powerful than those cast by any other cleric. The Healer is a good aligned class, meaning that he will always fumble on evil prayers, and does not qualify for evil prayers. The Healer also gets a few special prayers known only to the Healer, including the great Aura of Healing at 30th level.
How to play: More than any other cleric, the Healer is a most desirable group member. There is no ailment, no weakness, no problem almost that the Healer can not cure through the power of his god. In the heat of battle, or in the periods in between, the Healer is a valued friend to those who take the brunt of battle. The Healer can also try it alone if he likes, if he is willing to use patience and plenty of cure spells to outlast his opponents.
HEATED
Means something is hot -- maybe not too hot to touch, but there's only one way to know for sure.
HELP
Command : HELP Usage : HELP [COMMAND NAME] Example : help commands Short(s): Shows you a description of the commands and terminology used in the CoffeeMud system. Each command is broken into five parts. Command : Shows you the proper command name. Usage : Shows you the formal usage information. Words in Usage : parenthesis () are not required. Words in brackets Usage : [] should not be typed as is, but describe the kind of Usage : thing to type in. Example : Gives a command example of how the command is typed in. Short(s): If a command has a shorter version, they will be listed here.
HELPLIST
Command : HELPLIST Usage : HELPLIST [STRING PATTERN] Example : help pray Short(s): Shows you a list of all help entries matching the given string pattern.
HIDDEN
How well your character is hidden from sight. This score appears when hiding, or when under the affect of a spell which conceals you from sight. It is based on your Dexterity, proficiency in your hiding skill/spell, and your height.
HIRE
Command : HIRE Usage : HIRE ([MOB NAME])_ Example : hire larry Short(s): A placeholder for the ability to ask a mob whether or not they are for hire.
HITCH
See the MOUNT command for how to hitch a wagon to a horse.
HIT_POINTS
The amount of damage your character may absorb before he dies. This number will go up as your character advances in level. Resting will replenish lost hit points.
HOLD
Command : HOLD Usage : HOLD (ALL) [ITEM NAME] Example : hold lantern Short(s): Places an item that is presently in your carried inventory into one of your free hands for holding. Some items only work when they are being held.
HOMES
Players may purchase and develop property of their own to serve as their online home away from home.
The first step in this process is for the player to find a property that is for sale. Such properties will typically include a message such as "This lot is for sale.". After finding such a property, the player should enter LOOK ID to discover the properties unique lot number identifier. Write this down!
The next step is to find the local Property dealer for that area. He shouldn't be too far away! Some property dealers deal in player property, and some only deal with Clans. Make sure you find the right one to buy your lot from. When the property dealer is found, you can use your lot number to purchase the correct lot from the dealer.
Once the property is purchased, you will need to develop it. Skills such as Masonry, Construction, and Locksmithing are used to develop the properties you purchase. If you don't have these skills, or don't want them, you might be able to find mobs nearby which you may HIRE to perform these tasks.
HUMAN
Race Name : Human (Human) Stat Mods.: Justice save+10, trains+2 Abilities : Wood Chopping(50%) Languages : Life Exp. : 78 Years Desc. : Just like you and me! Humans are versatile and successful adventurers. They receive 2 bonus training points at first level, make powerful lumberjacks. Humans also have the broadest class choices.
HUNGER
From time to time, your character may get hungry. If this happens, then you should find something to eat to satiate that hunger. Failing to do so will affect your characters attack and defensive capabilities, and may eventually lead to death. If you were looking for help on the Spell Hunger, try HELP SPELL HUNGER.
I3
This refers to the InterMud3 system, which may or may not be available on your system. Enter I3 by itself for a list of available commands. For more help, enter HELP I3 LIST, HELP I3 LOCATE, HELP I3 WHOIS, or HELP I3 INFO.
I3_INFO
Command : I3 INFO Usage : I3 INFO [MUD NAME] Example : i3 info coffeemud Short(s): Give some special information about the InterMud3 mud listed.
I3_LIST
Command : I3 LIST Usage : I3 LIST Example : i3 list Short(s): Lists all the muds available on the InterMud3 channels.
I3_LOCATE
Command : I3 LOCATE Usage : I3 LOCATE [NAME] Example : i3 locate bob Short(s): Sends a player locate message to the InterMud3 router, which will hopefully respond some day with the name of a mud where a player of the given name is located.
I3_WHOIS
Command : WHOIS Usage : WHOIS [NAME]@[MUD NAME] Usage : WHOIS @[MUD NAME] Example : whois bob@coffeemud Example : whois @coffeemud Short(s): If the InterMud network is enabled on your mud, this command can be used to retreive a list of players at the given mud, and to retrieve more information about a particular player on a mud. Use I3 LIST to see a list of all InterMud3 muds, or IMC2 LIST to see a list of IMC2 muds.
IDEA
Command : IDEA Usage : IDEA [REPORT] Example : idea I want a spell that kills everything everywhere. Short(s): Please use this command to submit ideas for the MUD.
IDLE
The amount of time since someone has entered a command into CoffeeMud. See also AFK.
IGNORE
Command : IGNORE Usage : IGNORE (ADD/REMOVE [PLAYER NAME]) Example : ignore Example : ignore list Example : ignore add bob Example : ignore remove bob Short(s): This command allows the player to add or remove names from his or her ignored players list. The ignored list consists of some number of other players by name. A player will never receive channel messages from players on this list, nor will they receive any TELL messages from players on this list.
ILLUSIONIST
Char Class: Illusionist (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Illusion as levels advance. At 10th level, receives double duration on your Illusion magic, and half duration from malicious Illusion magic. Limits : Unable to cast Divination spells. Receives penalty damage from Divination as levels advance. Receives double duration from malicious Divination magic, half duration on other Divination effects. Desc. : Illusionists are specialist mages who have mastered the art of deception and illusion. They can make anyone believe anything, and can fool the senses into believing whatever they wish. Illusionists are sly and playful, and so adept at their art that they gain all known illusion spells, even those known only to illusionists.
So lost in their dreamworld is the Illusionist, that he forgets what is true, and finds himself unable to remember his divination spells. However, the Illusionist is the greatest and most fun of the social mages, with a nice mix of defensive magic that can save him in times of need.
IMC2
This refers to the InterMud Chat 2 system, which may or may not be available on your system. Enter IMC2 by itself for a list of available commands. For more help, enter HELP IMC2 LIST or HELP IMC2 INFO.
IMC2_CHANNELS
Command : IMC2 CHANNELS Usage : IMC2 CHANNELS Example : imc2 channels Short(s): List all the channels potentially available to this mud.
IMC2_INFO
Command : IMC2 INFO Usage : IMC2 INFO [MUD NAME] Example : imc2 info coffeemud Short(s): Give some special information about the IMC2 mud listed.
IMC2_LIST
Command : IMC2 LIST Usage : IMC2 LIST Example : imc2 list Short(s): Lists all the muds available on the IMC2 channels.
IMC2_LOCATE
Command : IMC2 LOCATE Usage : IMC2 LOCATE [PLAYER NAME] Example : imc2 locate bob Short(s): Find the muds where Player Name is.
IMMORTALS
See WIZLIST.
INFORMATION
You need to be more specific. Try HELP or HELP HELPLIST.
INTELLIGENCE
Memory and concentration, mana, critical spell/skill damage, and the ability to gain greater proficiency in skills and spells through practice are reflected in Intelligence.
INTERMUD
See the I3 and IMC2 commands. Intermud is one of the communication protocols that allows many different muds to share channels and send instant messages to each other.
INVENTORY
Command : INVENTORY Usage : INVENTORY ([MASK]) Example : inventory Example : inventory sword Short(s): inv Lists all the items in your carried inventory. This does not include any items that may be worn. Use the EQUIPMENT command to view what is being worn. You may include a mask to view a subset of your inventory.
JAIL
Where you are taken when a judge pronounces a jail sentence as penance for a crime committed. See also COURT and JUSTICE.
JESTER
Char Class: Jester (Bard) Max-Stats : Dexterity (22), Charisma (22), Others (18) Qualifiers: Charisma 9+, Dexterity 9+ Races : Human, Gnome, Halfling, or Halfelf Prime Stat: Charisma Attack Pts: +(Cha/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(2d6) per lvl Mana : 100 +(Int/6)+(1d3) per lvl Movement : 100 +16X(Str/18) per lvl Damage Pts: +1 damage per 10 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear non-metal armor. Bonuses : Receives 2%/level bonus to saves versus poison. Receives extra natural damaging skill. Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. Limits : Desc. : The Jester is the joking, annoying, and sneaky fellow that few Bards like to claim. Like the Charlatan, they remain associated with Bards due to their highly social nature and their charismatic attitudes. The Jester is also amazingly dextrous and slippery, due to the slapstick style of maneuvers he practices and specializes in.
How to play: As the levels progress, however, few could argue the seriousness of the Jesters power, should his goofy smile, for some reason, be turned around. The Jester is still, clearly, a group player. He needs the strong tanking of fighters, and other support classes to flourish, though he can still hold his own if he manages not to take life too seriously.
JOBS
See the HIRE command.
JOURNALS
A journal is a log that you can use to communicate with other people, as long as each person has a copy of the journal or has access to the journal in a room. Use the WRITE command on the journal to make an entry. Private entries can only be seen by the author and the recipient.
JUSTICE
Justice is that which man contemplates, and the virtuous seek.
KILL
Command : KILL Usage : KILL [MOB NAME] Example : kill dragon Short(s): Causes your character to attack the mob given with the command. If you are wielding a weapon, it will be used in the attack. If you have any followers, they will also join in on the attack. The mob being attacked will also likely defend itself against you, and try to attack you.
KNOCK
Command : KNOCK Usage : KNOCK [DIRECTION/EXIT NAME] Example : knock east Example : knock door Short(s): Causes your character to knock on a door. A knock can be heard in the area opposite the door, and many rooms into a large indoor area.
LADDER
Ladders are things you can use to help with climbing. See also ROPE.
LAMP
An item used to generate light in places or times of darkness. To light a lamp, either use the FIRE BUILDING skill, or just hold the lamp to automatically light it. Lamps must periodically be refilled with lamp oil using the FILL command.
LANGUAGES
Command : LANGUAGES Usage : LANGUAGES Example : LANGUAGES Short(s): LANGS Lists any languages that you know, along with your proficiency in them. To use a language type SPEAK [LANGUAGE NAME].
LANTERN
A light giving object which must be FILLed with oil and then held (HOLD).
LEARN
Command : LEARN Usage : LEARN [ATTRIBUTE/CLASS/EXPERTISE/SKILL] ([TEACHER MOB NAME]) Example : learn stealthy ii Example : learn magic missile Horice Example : learn strength from Horice Short(s): If your character has the necessary training points and/or practice points, this command will allow you to request training in the specified skill, spell, chant, prayer, attribute, or expertise. In addition to specifying the ability to learn, you may also specify a MOB who is present in the room who can teach you in that skill. See also help on TRAIN, GAIN, and TEACH.
LEAVE
Command : LEAVE Usage : LEAVE Example : leave Short(s): If your character is presently riding or sleeping in or on something, this command will get you out.
LEGAL
See COURT, JAIL, JUSTICE, ARRESTED, PAROLE
LEVEL
Leveling is automatic in CoffeeMud. Just gain the experience, and you will gain a level.
LEVELS
Levels are things you gain when you get enough experience to gain them. When you gain a level, you'll get more hit points, mana, movement, attack ability, and access to more skills, spells, prayers, chants, or songs.
LEVEL_CHANGER
If you see this, it means the item or creature changes power depending on who is holding it, or who is in its presence.
LIEGE
A liege is a person whom you serve and have sworn fealty to. The liege will gain a small amount of experience from all of your actions. A good liege will compensate you for this experience with money, experience or training. For more information, see help on SERVE and VASSALS.
LIGHT
See help on either FIRE BUILDING or SPELL LIGHT
LINEWRAP
Command : LINEWRAP Usage : LINEWRAP [COL NUMBER]/DISABLE Example : linewrap 100 Example : linewrap disable Short(s): This command will allow the player to disable the default CoffeeMud linewrapping system, or to set it to a higher or lower number to accommodate their terminal.
LIST
Command : LIST Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME]) Example : list Example : list weaponsmith Example : list shopkeeper for shield Short(s): The normal player version of this command will display the items which a particular shopkeeper MOB may be selling, along with the prices being offered to your characters. If more than one shopkeeper is in the room, you may have to specify the shopkeeper name in the parameters. You may add the key word FOR and an item name to the end to filter the results. See also BUY, SELL, DEPOSIT, WITHDRAW, VIEW, BID.
LOAD
Command : LOAD Usage : LOAD [AMMUNITION NAME] [WEAPON NAME] Example : load arrows bow Example : load bolts.2 crossbow Short(s): Prepares a ranged weapon for use by loading it with its required ammunition. This command will attempt to load the weapon up to its capacity.
LOCAL_COINS
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
LOCAL_CURRENCY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
LOCAL_MONEY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
LOCK
Command : LOCK Usage : LOCK [ITEM NAME] Example : lock door Short(s): Attempts to lock, by ordinary means, the item, door, or any other entity specified.
LOGOFF
Command : LOGOFF Usage : LOGOFF Example : LOGOFF Short(s): Exit from the mud, back to login/char selection.
LOOK
Command : LOOK Usage : LOOK [ITEM NAME] Example : look shelf Example : look door Example : look Short(s): Take a look at the item, mob, or other entity specified. If no entity is specified, this command will take a look around the room or area your character is presently in. See also EXAMINE.
MAGE
Char Class: Mage (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Limits : Desc. : Mages are masters of magic, and wielders of the great elemental powers. While weak in hit points and in fighting skill, their spells are the most widely prized and powerful of all the classes. They may not wear any metal or leather armors, or use most weapons. However, the sting of their magic missiles and the armor of magic they wear makes up for any loss.
Mage is the basis for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.
How to play: Mages are among the most versatile of classes, being able to make spell choices which carve out the path the Mage would like to take. For the loner Mage, the emphasis on offensive magic will make him a powerful opponent in battle. In groups, the mage may focus on protective magic to make him a more desirable companion. And even the playful mage may focus on the role-playing magic to make his mudding as fun as possible!
The mage is almost useless in weapon combat. The mage must be smart and creative to use his spells to give him the edge. But the versatility of the mage gives him the ability to do just that, using magic and guile to trick monsters to their death, granting experience for the mage.
MAGIC_MISSLE
A common mispelling of MAGIC MISSILE.
MANA
The amount of energy your character has to use on skills, prayers, spells, songs, or chants. This number will go up as your character advances in level. Resting will replenish lost mana.
If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG MANA.
ME
A name I call myself.
MINSTREL
Char Class: Minstrel (Bard) Max-Stats : Intelligence (22), Charisma (22), Others (18) Qualifiers: Charisma 9+, Intelligence 9+ Races : All Prime Stat: Charisma Attack Pts: +(Cha/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(2d6) per lvl Mana : 100 +(Int/6)+(1d2) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 10 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear non-metal armor. Bonuses : Receives group bonus combat experience when in an intelligent group, and more for a group of players. Receives exploration and pub-finding experience based on danger level. Limits : Desc. : The Minstrel is the master of instruments and musical tools. So capable is a minstrel in this art that he or she is able to draw forth magical and wonderous powers from the instruments played. The Minstrel is able to craft and draw unique powers from any of dozens of different musical instruments, with the only drawback being how the chosen instrument impacts fighting or speaking ability while it is being played.
How to play: The Minstrel is as social of a bard as the others, but due to his many hours of lonely practice, the Minstrel also has an almost arcane like ability to use instrumental magic for more solitary or unique benefits than the simple Bard or Dancer. In the end, the Minstrel may become an orchestra of power unto himself, capable of bringing tremendous benefit and joy to his group, or terrible retribution to his foes. Therefore, if a player is looking for a bard to play when groups are not available, this is the one to pick.
MISSIONARY
Char Class: Missionary (Cleric) Max-Stats : Dexterity (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Dexterity 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use swords, staves, natural, ranged, or blunt weapons Armor : May wear any armor. Bonuses : Never fumbles neutral prayers, and receives 1pt/level luck bonus to all saving throws per level. Receives 1pt/level electricity damage reduction. Limits : Using non-neutral prayers introduces failure chance. Vulnerable to acid attacks. Desc. : Missionaries are the crusading adventurers for the gods, exploring and spreading the good word of their deity far and wide. So energetic and mobile are the Missionaries that they seem like the wind, and in fact gain many powers of wind and electricity. The Missionary is a neutral aligned class.
How to play: Although Missionaries can flourish with other missionaries, they do their best work alone, bringing the word of their god, as well as his wrath when necessary, to the unwashed masses. Missionaries will sometimes be asked to join groups so as to deliver some of that "olde-tyme neutral punch", and can even be useful to them if he strikes a careful balance with the good and evil prayers he qualifies for.
MONEY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
MONIES
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
MONK
Char Class: Monk (Fighter) Max-Stats : Strength (22), Dexterity (22), Others (18) Qualifiers: Strength 9+, Dexterity 9+ Races : Human, Humanoid, Elf, or Goblinoid Prime Stat: Strength Attack Pts: +(Str/18)+1 per level Practices : 3 +(Wisdom/6)-1 per level Trains : 4 +1 per level Hit Points: 20 +(Con/3)+(2d7) per lvl Mana : 100 +(Int/8)+(1d2) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 20 level(s) Weapons : May use any weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Receives defensive bonus for high dexterity. Receives unarmed attack bonus. Receives bonus attack when unarmed. Has Slow Fall ability. Receives trap avoidance. Receives bonus conquest experience. Limits : Desc. : Monks are the agile and graceful masters of their own bodies. Combining quick reflexes with intense study of the martial arts makes them a powerful and intimidating opponent. Although Monks may use weapons, most of their power and unique ability comes when they are completely unarmed. And since they depend so heavily on their agility, they will find themselves wearing only light cloth armors.
How to play: Either alone or in groups, the Monk is a dizzying class to play. Capable of more pure attacks than any other class, and loaded down with dozens of Monk-specific physical feats makes the Monk almost mage-like in complexity. In fact, the player who loathes worrying about staying up-to-date on equipment, but who enjoys the pure fight may be especially attracted to Monk.
Like all fighters, the Monk will gain experience principally through the vanquishing of foes. Although the armor restriction can seem daunting, the Monks extra dexterity bonus to armor, and the wide variety of attacks and defences makes them every bit as powerful (if not much more) than the other fighter classes.
MORGUE
The place where ones body is when one dies.
MOTD
Command : MOTD Usage : MOTD (ON/OFF/AGAIN) Example : motd Short(s): Allows the player to review the news and daily messages. Using ON and OFF, you can also set whether or not you see the message of the day when you log in to the mud.
MOUNT
Command : MOUNT Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME]) Example : mount horse Example : mount cart horse Short(s): ride Your character attempts to mount a horse, or other rideable creature, carriage, boat, or item. Once mounted, the creature can be navigated around by use of the normal N,S,E,W navigation commands. Some rideables may also be mounted on others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE, BOARD. Bound creatures can be mounted onto beds or chairs against their will with this command also.
MOVEMENT
The amount of energy your character has to use on moving around, using movement based skills, or retreating in combat. This number will go up as your character advances in level. Resting will replenish lost movement.
MUD
Stands for Multi-User Dungeon. It's also a common word for dirt saturated with water.
MULTICLASS
Each class was designed to reach it's peak of gainable skills at level 30. Changing to another class is done by going to your respective guild and training in the class of your choice. The classes you can become are listed when you type QUALIFY. Changing to another class is done using the TRAIN command.
When multiclassing, always keep in mind the classes you want to become and how far you would want to go in them. Some classes affect others in a negative way. If you plan to get to level 30 with three subclasses, train in the first before your first level of the game. This ensures level 30 status with all the classes.
Just keep track of how far you feel like taking each class, whether it is to a certain skill or to it's full potention. It is not required, but can add a dimension to playing.
MULTIPLAY
Better ask an Archon before you try it!
MULTI_PLAY
Better ask an Archon before you try it!
MXP
Command : MXP Usage : MXP Example : mxp Short(s): Turn on MXP (MUD Exchange Protocol) tags. This command will auto-detect whether your client supports the tags by sending the <VERSION> tag. Use NOMXP to disable this feature.
NECROMANCER
Char Class: Necromancer (Cleric) Max-Stats : Constitution (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Constitution 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use polearms, axes, swords, daggers, or edged weapons. Armor : May wear any armor. Bonuses : Can sense deaths at Necromancer level 15, and becomes a Lich upon death at 30. Undead followers will not drain experience. Limits : Always fumbles good prayers. Qualifies and receives evil prayers. Using non-aligned prayers introduces failure chance. Desc. : Necromancers are the dark lovers of death and the dead, serving the gods in this special and little appreciated realm. The Necromancer is an evil aligned class, meaning that he will always fumble on good prayers, and does not qualify for good prayers. However, the Necromancer can use many dangerous edged weapons, any kind of armor, and gets numerous special prayers known only to the Necromancer, such as the ability to animate all kinds of wicked undead, even at low levels. Eventually, the Necromancer may even become a Lich himself!
How to play: Unlike most clerics, the Necromancer is not a good group player. He does best alone with the friends he "makes" out of the dearly departed. The necromancer is hated in towns, and may even be arrested if he brings his undead "friends" to town for a visit. If the Necromancer keeps his charisma high, he can lead a truly formidable army before which all others will surely tremble.
NEWS
Command : NEWS Usage : NEWS (ON/OFF/AGAIN) Example : news Short(s): Allows the player to review the news and daily messages. Using ON and OFF, you can also set whether or not you see the message of the day when you log in to the mud.
NOANSI
Command : NOANSI Usage : NOANSI Example : noansi Short(s): Turn off ANSI color output. Use ANSI to turn this feature on again.
NOCHANNEL
Command : NO[CHANNEL] Usage : NO[CHANNEL] Example : no[channel] Short(s): This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.
NOFOLLOW
Command : NOFOLLOW Usage : NOFOLLOW ([NAME]) Example : nofollow Example : nofollow my dog Short(s): When used without a parameter, this command toggles whether or not your character will accept new followers. When a name is specified, this command causes a follower of that name to no longer follow you. See also REBUKE, GROUP, FOLLOW, FORMATION, ORDER, and GTELL.
NOMXP
Command : NOMXP Usage : NOMXP Example : nomxp Short(s): Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn them on, if your mud client supports them.
NOPOSE
Command : NOPOSE Usage : NOPOSE Example : nopose Short(s): Turns off your current pose. See the POSE command.
NORTH
Command : NORTH Usage : NORTH Example : north Short(s): N Travel northward from the present room or location.
NORTHEAST
Command : NORTHEAST Usage : NORTHEAST Example : northeast Short(s): NE Travel northeastwardly direction from the present room or location.
NORTHWEST
Command : NORTHWEST Usage : NORTHWEST Example : northwest Short(s): NW Travel northwestwardly direction from the present room or location.
NOSOUNDS
Command : NOSOUNDS Usage : NOSOUNDS Example : nosounds Short(s): Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command to turn them on, if your mud client supports them.
NOTEACH
Command : NOTEACH Usage : NOTEACH Example : noteach Short(s): This command toggles whether you can teach, practice, or train, or be taught, practiced with, or trained. It does not affect the auto-gains in skill proficiency.
NOTES
See the IDEA, BUG, or TYPO commands. If you are looking for general message areas, you may have to find a standing board, or a journal you can carry around. If you wish to leave a note for a player who isn`t online, see JOURNAL.
OBJECTS
Objects are items you can GET, PUT, DROP, GIVE, REMOVE, WEAR, WIELD, HOLD, DESTROY, etc.
OBSERVATION_SCORE
Your ability to see hidden things. This score appears when searching, or when under the affect of a spell which allows you to see hidden. It has based on your Wisdom, proficiency in your detection skill/spell, and your height.
OGRE
Race Name : Ogre (Giant-kin) Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs mind-10, save vs poison+10, max strength adj.+4, max intelligence adj.-1, max dexterity adj.-2, max charisma adj.-1 Abilities : Butchering(75%) Languages : Gigantic(100%), Orcish(50%) Life Exp. : 148 Years Desc. : Ogres are the less enlightened kin to the giants, possessing great strength and ferociousness at the expense of their intellect and dexterity . As they are naturals at ripping things apart, they make excellent butchers. Their class choices are limited, but any kind of Fighter or Barbarian would suit an ogre very well.
OOC
An acronym for "Out of Character" as well as a chat channel on some muds. Use CHANNELS to get a list of chat channels here.
OPEN
Command : OPEN Usage : OPEN [ITEM/DIRECTION NAME] Example : open chest Example : open door Example : open east Short(s): Attempts to open, by ordinary means, the item, door, or any other entity specified.
ORACLE
Char Class: Oracle (Cleric) Max-Stats : Intelligence (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Intelligence 9+ Races : Humanoid, Dwarf, Elf, Halfelf, Elf-kin, or Fairy-kin Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use hammers, staves, flailed, natural, or blunt weapons. Armor : May wear any armor. Bonuses : Receives a non-class skill at 30th level, and every Oracle level thereafter. Limits : Always fumbles evil prayers. Qualifies and receives good prayers. Using non-aligned prayers introduces failure chance. Desc. : Oracles are those who seek the infinite wisdom of their god, forver probing the vastness of divine knowledge. So knowledgable are the Oracles that they actually begin to gain arcane divination spells in addition to their assortment of prayers. The Oracle, being a seeker of truth and knowledge, is a good aligned class, meaning that they will always fumble evil prayers, and do not qualify for them. Beyond 30th level, the Oracle begins to gain skills from other classes previously unknown to him, as the mysteries of the universe begin to be revealed.
How to play: The Oracle is an often consulted player, much like the Arcane diviner, for his ability to see beyond the obvious to the important truths around him. For this reason, the Oracle may be often picked for grouping. The Oracle himself, however, will need to determine if such a course is divinely inspired.
ORDER
Command : ORDER Usage : ORDER Example : order dog flee Short(s): If your character has any followers, whether characters or mobs, this command will allow you to force that follower to perform any command listed in the COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and GTELL.
OUTFIT
Command : OUTFIT Usage : OUTFIT Example : outfit Short(s): Should your character ever be without clothing or weapon (usually due to death), this command will give your character some newbie equipment to get by with.
PACKAGE
Command : PACKAGE Usage : PACKAGE [NUMBER] [ITEM NAMES] Example : package 10 daggers Example : package all bottles Short(s): This command packages together several identical items. Thus grouped, the items may be easier to sell to shopkeepers and easier to carry. The items must all be exactly the same. Currency may not be packaged. Raw resources, such as wood or ore metals, may be packaged, but will not then be available for use by crafting skills. To do that, you would need to bundle the resources instead. Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE] syntax.
PAGEBREAK
Command : PAGEBREAK Usage : PAGEBREAK [LINE NUMBER]/DISABLE Example : pagebreak 25 Example : pagebreak disable Short(s): This command will allow the player to disable the default mud page break system, or to set it to a higher or lower number to accommodate their terminal.
PALADIN
Char Class: Paladin (Fighter) Max-Stats : Strength (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Strength 9+ Races : Human Prime Stat: Strength Attack Pts: +(Str/18) per level Practices : 3 +(Wisdom/6) per level Trains : 4 +1 per level Hit Points: 20 +(Con/2)+(2d6) per lvl Mana : 100 +(Int/8)+(1d3) per lvl Movement : 100 +12X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : May use any weapons. Armor : May wear any armor. Bonuses : Receives bonus conquest experience. Limits : Must remain good to avoid spell/skill failure chance. Desc. : Paladins are holy fighters, possessing many of the traits of both Fighters and Clerics, though in less intensity than either class alone. They may learn Cleric spells at higher levels, and possess numerous fighting techniques. Their weapons and armor choices are unlimited, but Paladins are restricted to a good alignment.
How to play: Paladin's have the potential of being the most powerful of classes, and the most desired of group members. Their powerful combat skills and auras of power make them the perfect tanks for groups, especially since their Cleric healing abilities can allow them to fill this gap in a group. Alone, they can also flourish, vanquishing evil with the efficiency of the fighter.
The only weakness of the Paladin is his reliance on goodness. In most muds, this limits his adventuring choices greatly. However, his strengths for lasting and winning in combat are so broad, he will quickly advance.
PAROLE
Parole is a sentence someone receives instead of jail time. A player that is paroled may not leave the area, and is restricted from Recall and other similar spells for the duration of the parole. A paroled player may not flee combat.
PARTY
An adventuring party is formed when a player uses the FOLLOW command to follow another player.
PASSWORD
Command : PASSWORD Usage : PASSWORD Example : password Short(s): Allows you to change your characters password.
PERFUME
Perfume is something that makes you smell pretty.
PETS
Players, especially at lower levels, may wish to purchase or charm animals or other creatures to follow them. These creatures are called pets, and will usually assist the player in combat. This can aid a player who has trouble surviving, though pets will also siphon off some experience the player would otherwise receive alone. Rangers and Druids adventuring with pets are not hindered in this way, however. The number of pets or followers you can have depends on your Charisma score.
PLAYERKILL
Command : PLAYERKILL Usage : PLAYERKILL Example : playerkill Short(s): Toggles whether or not your character may kill, and be killed by other players. The area permitting, you may only kill another player when both your playerkill flag and the other players playerkill flags are both on. If you do engage in combat with another player, you will not be permitted to logoff or turn off your playerkill flag for 5 minutes.
POLITICS
Use HELP CLAN to get information on Clan Politics
POLL
Command : POLL Usage : POLL Example : poll Short(s): Lists any polls that the player can participate in, or view the results of.
PORTSIDE
Command : PORTSIDE Usage : PORTSIDE Example : portside Short(s): Travel towards the left side of a ship.
POSE
Command : POSE Usage : POSE [STANDING DESCRIPTION] ... Example : pose is standing here talking to himself. Short(s): Changes the message that is seen when a player is standing passively in a room. Use NOPOSE to turn off.
POUR
Command : POUR Usage : POUR [DRINK SOURCE] [CONTAINER NAME] Example : pour spring bottle Example : pour waterskin bottle Example : pour bottle out Short(s): Attempts to refill a liquid container, such as a bottle or a cup, from the given source. In many cases, containers can be refilled from other containers.
POWERS
Powers are what a deity bestows upon Clerics for performing the required ritual. Clerics receive a random power of their god.
PRACTICE
Command : PRACTICE Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME]) Example : practice sneak Horice Short(s): Once your character has acquired some skill or spell, the only way to increase the proficiency of your ability is to practice it. A skill or spell can only be practiced with those characters or mobs who already know the skill or spell sufficiently. You must also have at least 1 practice point to practice a skill or spell.
PRACTICES
Practice points are used to improve skills, spells, prayers, chants, or songs. They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS, CHANTS, or SPELLS commands to see what skills you may practice. Use the QUALIFY command to see what skills you may gain.
Skills are improved by going to a player or mob that knows the skill you wish to improve, and then using the PRACTICE command. See HELP PRACTICE for more information on how to use this command to improve skills.
PRAY
Skill : PRAY Usage : PRAY [PRAYER NAME] [TARGET NAME] Example : pray cure light orc Short(s) : PR Clerics, and at later levels, Paladins can invoke their magical abilities using the pray command. Some prayers require that you direct the energy at a target, while others only apply to the cleric. For help on a particular prayer, enter help and then the name of the prayer.
PRAYERS
Command : PRAYERS Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL]) Example : prayers Example : prayers healing Example : prayers ? Example : prayers cure light wounds Short(s): Lists any prayers that you know, along with your proficiency in them. Can also be qualified to list your prayers by domain, or use ? to list domains. You can get your level and proficiency for a particular prayer by listing it by name. A level parameter may be given to show prayers only up to that level.
PROMOTE
Use HELP CLAN to get information on promoting clan members.
PROMPT
Command : PROMPT Usage : PROMPT ([NEW PROMPT STRING]) Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N> Example : prompt default Short(s): Display or change your prompt string. Typing PROMPT DEFAULT will reset your prompt to the default setting. You can enter PROMPT ^N to effectively turn "off" your prompt. Valid embedded codes for custom prompts include: %h : Display your current hits %H : Display your maximum hits %m : Display your current mana %M : Display your maximum mana %v : Display your current moves %V : Display your maximum moves %x : Display your current experience %X : Display your needed experience %g : Display the value of your money %G : Display amount/name of money %a : Display alignment in numbers %A : Display your alignment as text %w : Display your weight encumbrance %W : Display max carryable weight %c : Display item encumbrance %C : Display max carryable items %e : Display person under attack %E : Display attacked persons state %t : Display the time of day %T : Display the hour of the day %Kh: Display the tanks current hits %KH: Display the tanks maximum hits %Km: Display the tanks current mana %KM: Display the tanks maximum mana %Kv: Display the tanks current moves %KV: Display the tanks maximum moves %Ke: Display the tanks name %KE: Display the tanks health %I : Display hidden/invis. status %@ : Display the weather here %d : Display the range to your victim %D : Display ammo remaining %B : Go to a new line %z : Display current area name %r : Display name of the room %R : Display room number (ADMIN ONLY)
COLORS: ^h : Standard hit point color ^m : Standard mana color ^v : Standard movement color ^N : Normal color ^w : White ^W : Grey ^g : Light green ^G : Dark Green ^b : Light blue ^B : Dark Blue ^r : Light red ^R : Maroon ^y : Yellow ^Y : Dark yellow ^c : Cyan ^C : Dark Cyan ^p : Light purple ^P : Dark Purple ^? : Previous color/End color
MISC: %-STAT NAME : Replace STAT NAME is one of the following: STRENGTH, INTELLIGENCE, WISDOM, etc.. MAX STRENGTH, MAX INTELLIGENCE, MAX WISDOM, etc.. BASE STRENGTH, BASE INTELLIGENCE, BASE WISDOM, etc.. ATTACK, ARMOR, WEIGHT, HEIGHT, LEVEL HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE HEAD, NECK, TORSO, ARMS, LEFT WRIST, WIELD, EYES, etc.. -----
PULL
Command : PULL Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION] Example : pull door Example : pull orc east Short(s): Gives a hard pull on an item or any other entity specified. A target mob must be bound to be pulled successfully without resistance.
PURGE
If you wish to destroy your character, use the RETIRE command. If you wish to purge something else, and you are an Archon, use the DESTROY command.
PURIST
Char Class: Purist (Cleric) Max-Stats : Charisma (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Charisma 9+ Races : Humanoid, Dwarf, Elf, Halfelf, Elf-kin, or Fairy-kin Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use hammers, staves, flailed, natural, or blunt weapons. Armor : May wear any armor. Bonuses : Receives 1pt/level cold damage reduction. Limits : Always fumbles evil prayers, and fumbles all prayers when alignment is below pure neutral. Qualifies and receives good prayers, and bonus damage from good spells. Using non-aligned prayers introduces failure chance. Vulnerable to fire attacks. Desc. : Purists are the idyllic representatives of the goodness of divinity. They are so strict in their goodness that they seem to many cold and unyielding. This nature is so ingrained, in fact, that the purist gains many cold and cold-based attacks and defensive prayers. This includes special powers over water and purity. The Purist is a good aligned class, meaning that he always fumble evil prayers.
How to play: The Purist is a wonderfully social cleric, though only in the sense that he is often found with other people. His strict unyielding prayers can sometimes get annoying glances from group members, though the Purist should remain resolute in his convictions that he is right. Overall, the Purist is a good balanced cleric who can hold his own, as well as a valued group member (so long as he keeps his mouth shut).
PUSH
Command : PUSH Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION] Example : push door Example : push orc east Short(s): Gives a good hearty push on an item or any other entity specified. A target mob must be bound to be pushed successfully without resistance.
PUT
Command : PUT Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME] Example : put all dagger backpack Example : put all backpack Example : put pie backpack Example : put pie.2 backpack Example : put 4 berries backpack Short(s): Takes an item from your carried inventory or from the area or room and places it into the specified container.
PUT_OUT
To extinguish something that's on fire. See help on the PUT command.
QUALIFY
Command : QUALIFY Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..) Example : qualify Example : qualify skills Short(s): qual Lists all of the skills, spells, languages, prayers, and/or songs which your character presently qualifies for, but does not know, along with the requirements to gain the new skill. You can use the parameter (spells, songs, chants, prayers, thief, skills, common, expertises, etc) to get a more focused list (and, in the case of expertises, to see the qualifications for each one).
QUEST
Quests are tasks which can be completed by players for prizes, typically quest points, experience, money, or all three. Some quests are driven by Archons, while others are automated by the system. See also QUESTCHAT and QUESTWINS. Archons should enter AHELP QUESTS for more information on creating automated quests.
QUESTCHAT
QUESTCHAT is the default Questing channel for CoffeeMud. If you see someone, especially a non-player mob, chatting on this channel, it is likely because he is announcing the beginning of a quest.
QUESTS
Command : QUESTS Usage : QUESTS (WON/[QUEST NAME]) Example : quests Example : quests won Example : quests fido quest Example : questwins Short(s): This command is for listing quests you are either involved in, or were involved in. Entering the command without any parameters will list quests you have expressly accepted, excepting those which are competitive, area-oriented, and therefore non-personal.
Using the WON parameter will list quests you are listed as having won in the past. Having a quest on this list does not necessarily mean you can not complete it again, but usually it does.
Enter a quest name as a parameter will attempt to redisplay any pertinant information about that personal quest. The quest name entered here must be on listed in the QUESTS command.
QUEST_POINTS
Quest Points, gained through completing quests, can be spent with special shopkeepers who exist for this purpose.
QUIET
Command : QUIET Usage : QUIET Example : quiet Short(s): Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them back on, you may issue the GOSSIP, GRATZ command agin, or reissue the QUIET command to turn them all back on.
QUIT
Command : QUIT Usage : QUIT Example : quit Short(s): Exit the mud and close your connection.
RACE
Try HELP DROW, DUERGAR, DWARF, ELF, GNOME, HALFELF, HALFLING, OGRE, GOBLIN, or HUMAN.
RACES
Try HELP DROW, DUERGAR, DWARF, ELF, GNOME, HALFELF, HALFLING, OGRE, GOBLIN, or HUMAN.
RANGE
When combat is initiated, CoffeeMud will instantly determine the distance between the two combatants. The initial distance will be based on the size of the room the players are in, and the maximum range of the weapon or spell used by the initiator of combat. If either combatant is in a group, the initial distance of the group members from their combatant will be based on their formation (see FORMATION) if one was specified.
During combat, if a combatant is out of range of their primary weapon, they will automatically advance towards their opponent until they are within the minimum range of their primary weapon. If a combatant has AUTOMELEE turned *off*, however, they will do the opposite -- they will not advance if they are out of range, but WILL spend actions retreating if they are too close to their opponent (outside the minimum range of their weapon). AUTOMELEE should therefore be turned on for fighters who use melee weapons and need to make sure they constantly advance, and should be turned off for mages using ranged spells, or users of ranged weapons like bows.
RANGER
Char Class: Ranger (Fighter) Max-Stats : Strength (22), Intelligence (22), Others (18) Qualifiers: Strength 9+, Intelligence 9+ Races : Human, Humanoid, Troll-kin, or Elf Prime Stat: Strength Attack Pts: +(Str/18) per level Practices : 3 +(Wisdom/6) per level Trains : 4 +1 per level Hit Points: 20 +(Con/2)+(2d6) per lvl Mana : 100 +(Int/8)+(1d3) per lvl Movement : 100 +12X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : May use any weapons. Armor : May wear any armor. Bonuses : When leading animals into battle, will not divide experience among animal followers. Receives bonus conquest experience. Benefits from animal followers leveling. Limits : Must remain Neutral to avoid chant failure chances. Desc. : Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the mages versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well.
The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use scrolls and other magical items to supplement his natural fighting skill.
READ
Command : READ Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME] Example : read sign Example : read "magic missile" orc scroll Example : read 1 cork board Example : read all corkboard Example : read new corkboard Example : read all new corkboard Short(s): Attempts to read, by ordinary means, the item, door, journal, or any other entity specified. For scrolls, you may specify a particular spell to read off of the scroll, thus invoking it. For scrolls with only one spell, you do not need to specify the spell name. Scroll require that the "Read Magic" spell be cast on them before they may be invoked. For journals (note areas), you can either not specify a message number to list all messages, or specify the message number as the second parameter in order to read a particular message. You can also specify the all flag to see older listings, or the new flag to only see new activity entries.
REBUKE
Command : REBUKE Usage : REBUKE [MOB NAME] Example : rebuke brutus Short(s): This command allows your character to stop serving a liege, or to cause a vassal serving you or a follower to no longer do so. If you are rebuking a vassal, they must be in the same room. If you are rebuking your liege, or a follower, you need only enter their full name. This command can also be used to stop worshiping a deity. See the SERVE command and the CONVERT skill.
RELIGION
The worship of the gods not only has a role playing aspect to it, but can have tangible benefits for players as well.
The DEITIES command may be used to list the gods, and to learn about the blessings given by and the rituals demanded by each deity. Once a player is a worshipper of a deity, they may use the rituals to receive one of the listed blessings. Gods may have alignment or other requirements which, if broken, can bring their wrath down upon those they rebuke.
To worship a deity, the player must find a Cleric who can use the CONVERT skill to convert the player to the worship of their deity. Clerics may use the CONVERT skill to change their own deity at any time, though they will suffer a severe penalty when they abandon their previous deity.
See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.
REMORT
Remorting requires careful planning and, if you don't have the benefits of certain Druidic chants, lots of time. Remorting is done through your children. Children are created by using the MATE social with a member of the opposite sex while the both of you are suitably undressed. If pregnancy occurs in the female, birth will occur some 10 mud-months following this, though the time required to give birth is highly race-dependent. The child should remain in the mothers inventory until it can walk, which occurs 9 mud- months following birth (more or less, depending on race again). If the baby is Christened by a Cleric with a player legal name, and if the child remains as a follower of either the father or the mother until it grows up, it will become a player, which occurs 18-27 mud-months after birth. If the child does not remain an active follower, or if it is never Christened, it will grow up to be a mob, or perhaps not grow up at all! Should the named child grow up, the child will cease to be a following mob, and become a player which can be logged-in as. The child may be a mixed breed of the mother and father if one of them is a Human and the other is not. Racial benefits will be split between the mother and father, though children will have a bonus to one of their maximum stats when they become a player, making them a good choice for playing!
REMOVE
Command : REMOVE Usage : REMOVE [ITEM NAME] Example : remove sword Short(s): rem Will remove the specified item that is being worn, held, or wielded, and place it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR commands for more information.
REPAIR
If your equipment falls into disrepair, you may use one of your skills to repair the item, or take the item to a repair shop to pay for the work to be done. The skill required to mend an item depends on the type and material of the item. Skills capable of mending include: Leatherworking, Armorsmithing, Weaponsmithing, Carpentry, Sculpting, Scrimshaw, Tailoring, and Weaving.
REPLAY
Command : REPLAY Usage : REPLAY [NUMBER] Example : replay Example : replay 20 Short(s): Redisplays the last lines of text your player has received.
REPLY
Command : REPLY Usage : REPLY [MESSAGE] Example : reply What did you say? Short(s): rep If your character is the target of a TELL or SAY command, this will allow you to quickly respond with a TELL message to them.
REPORT
Command : REPORT Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/AFFECTS/STATS/ALL]) Example : report Example : report spells Short(s): Quickly say outloud your hit points, mana, movement, and experience, or list out your spells, skills, stats, or other abilities.
REPUTATION
Reputation refers to the feelings that mobs in particular places, or particular races, or with particular names have about each player. Reputation can be gained or lost on a per-Area basis, a per-Race basis, or for each individual mob name. By default, players start off with a Neutral reputation, meaning that the mobs will not react one way or another towards the player. Player behavior towards the mobs, over time, will increase or decrease reputation.
Reputation is increased from neutral to Liked, Loved, and Hero by the following methods: 1. Peacefully hanging around the mobs for a long time, or within their Area for Area-based reputation. 2. Chatting with mobs who will talk to players will increase reputation even faster than simply hanging around them. 3. Giving mobs money will increase reputation with them, though this benefit decreases as the mobs become richer.
When a players is Liked by mobs, the mobs will be in a brighter mood when around the player. When Loved, the mobs will be more chatty with the player, may cast benevolent spells on them, and will seem slightly more charismatic (for area based reputation). When a Hero, the mobs will do all the above, as well as guard the player from aggression. A Hero player will not be attacked by aggressive mobs.
Reputation is decreased from neutral to Disliked, Hated, and Villian by one of two methods: 1. Killing them. 2. Getting arrested (for area based reputation).
When a players is Disliked by mobs, the mobs will be in a more sour mood when around the player. When Hated, the mobs will be slightly more aggressive towards the player. When a Villian, the mobs go out of their way to slaughter the player, even if normally peaceful.
See also help on FACTIONS command.
REQUEST
Try the IDEA, BUG, or TYPO commands.
RESIZE
Lots of the crafting-style Common Skills let you resize armor or clothing to fit a new person.
REST
Command : REST Usage : REST Example : rest Short(s): Makes your character sit down and take a rest. When resting, movement, hit points, and mana are regained more quickly.
RETIRE
Command : RETIRE Usage : RETIRE Example : retire Short(s): If you REALLY think there is no hope for your character, this command will delete your adventurer from the system forever.
REVOLT
What a conquered area might do if you don't keep them happy with clan items to keep them busy.
RIDE
See the BOARD or MOUNT commands.
RITUALS
Actions or steps which must be taken to receive the Blessings or Powers of a god. Rituals are also performed to complete religious services.
ROLEPLAY
Role Playing is pretending that you really are the character in this MUD. By placing yourself in the characters shoes, and entering commands you believe such a person would actually do, you are Role Playing.
ROOM_ID
If you are trying to find out the ID of a room you want to buy, then find a room that you believe is for sale and enter LOOK ID. Write down the number you see there, as it will be the number on the title for that property.
ROPE
Ropes and chains are great for helping with climbing problems, such as being in a pit. Throwing ropes into rooms one must otherwise climb will cause them to hang there, allowing people in those rooms, or even in adjacent rooms, to use them for climbing.
RUINED
Items obtained from creatures and mobs can be ruined during combat. A ruined item has no value, and can not be worn or used for its original or obvious purpose.
RULES
Command : RULES Usage : RULES Example : rules Short(s): See a little message listing the rules.
RUN
Command : RUN Usage : RUN ([NUMBER]) [DIRECTION] (etc..) Example : run east Example : run east north Example : run 4 north 2 east Short(s): Allows your player to travel in the given path. Multiple directions may be specified. This is faster than normal travel, but expends movement more quickly as well.
SAVES
Your saving throws can indeed help you in a pinch. Every player has them. They aid against everything from magic affects to fire damage. Gas attacks, Acid burns, Cold chills, Undead magic, Water blasts, Diseases, Poisons, Electric burns, Paralysis, Mind influences, and Traps can all be saved from.
SAY
Command : SAY Usage : SAY ([MOB NAME]) [MESSAGE] Example : say Hello all! Short(s): ' Causes your character to speak to one or more characters or mobs in the same room as yourself. You may specify the mob to speak to, or just speak in general.
SAYTO
Command : SAYTO Usage : SAYTO [MOB/ITEM NAME] [MESSAGE] Example : sayto orc Hello orc! Short(s): ' Causes your character to speak to one or more characters or mobs in the same room as yourself. You must specify the mob or item to speak to.
SCORE
Command : SCORE Usage : SCORE (BASE) Example : score Example : score base Short(s): sc Lists some general information about your character, such as level, experience, attributes, and other statistics.
You can add the BASE parameter to see your primary stats as unadjusted base scores (what they would be without magical equipment or spells).
SELL
Command : SELL Usage : SELL [ITEM NAME] ([SHOPKEEPER]) Example : sell sword Short(s): If you are in the same room as a shopkeeper who is selling and buying goods, this command will sell the specified item in your carried inventory to the shopkeeper for the price he names. This is also the command used with an auctioneer to auction an item. If more than one shopkeeper is in the room, you may have to specify the shopkeeper name in the parameters.
Shopkeepers will only buy the items they are interested in. This usually means the kinds of items they sell. Shopkeepers may refuse an item because of its low worth, or because the shopkeeper has enough of them. See the PACKAGE command for help in selling items of low worth. See also LIST, BUY, DEPOSIT, WITHDRAW, VIEW, BID.
SERVE
Command : SERVE Usage : SERVE [MOB NAME] Example : serve king of the hobgoblins Short(s): Allows your character to be placed in the service of another mob or character in the same room. You may only serve one liege at a time. Your liege will receive 10% of all of your experience gains, which should encourage your liege to help you out. The REBUKE command is used by either party to end this relationship. REBUKE is also used to stop worshipping a deity.
SERVICES
A service is a ritual performed by a Cleric in the service of a deity. The service must be performed in a room which has had holiness infused within it with one of the prayers Infuse Holiness, Infuse Unholiness, or Infuse Balance. The service must be performed according to the instructions laid out by the deity, which may include time and pause requirements, or specific things said or done. When the first step of a service is performed successfully, any npc mobs within a particular range from the service location who worship the same deity will make their way to the room to hear or even participate in the service. At the end of the service, the cleric performing it will receive experience based on the number and levels of the faithful mobs and players present. A service may only be performed in a particular area for a particular deity once every 30 minutes.
SETTINGS
See the CONFIG command.
SHAMAN
Char Class: Shaman (Cleric) Max-Stats : Constitution (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Constitution 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use swords, staves, natural, ranged, or blunt weapons Armor : May wear any armor. Bonuses : Never fumbles neutral prayers, receives smallest prayer fumble chance, and receives 1pt/level of acid damage reduction. Limits : Using non-neutral prayers introduces small failure chance. Vulnerable to electric attacks. Desc. : Shaman are those who worship the gods in the most primitive and basic ways of the earth. The Shaman is thus granted special powers over the earth by the gods, including resistances to acid attacks, at the expense of vulnerability to electricity. The Shaman is a neutral aligned class, meaning that he will never fumble on neutral prayers, and has a much smaller fumble chance on good and evil prayers. The Shaman is restricted to neutral weapons, any kind of armor, and gets numerous special prayers known only to Shaman.
How to play: The Shaman is a typical village priest, having powers from his deity well suited to almost any daily concern. His neutrality shows his wisdom, and his power earns him respect. The Shaman can fill almost any role in the game, whether it be as a group member, or a lone adventurer seeking an inner peace far from home.
SHARE
See the SPLIT and AUTOSPLIT commands.
SHEATH
Command : SHEATH Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME]) Example : sheath Example : sheath sword Example : sheath sword sheath Example : sheath holster Short(s): Takes one or more weapons you are wielding or holding and places them in either an appropriate, or the specified sheath. This is useful for roleplaying, and may keep you out of trouble in places where walking around with a weapon in your hand is illegal.
SHOPPING
See the BUY, LIST, and SELL commands.
SHOW
Command : SHOW Usage : SHOW (ALL) [ITEM NAME] [MOB NAME] Example : show pie Gunther Example : show all dagger Gunther Example : show all Gunther Short(s): Shows an item from your carried inventory to another MOB.
SING
Skill : SING Usage : SING [SONG NAME] Example : sing lullaby Short(s) : SI Bards can invoke their magical abilities using the sing command. Some songs require that you direct the energy at a target, while others only apply to the bard. For help on a particular song, enter help and then the name of the song.
SIT
Command : SIT Usage : SIT ([TARGET NAME]) Example : sit Example : sit chair Short(s): Makes your character sit down and take a rest. When resting, movement, hit points, and mana are regained more quickly.
SKILLS
Command : SKILLS Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL]) Example : skills Example : skills stealthy Example : skills ? Example : skills carpentry Short(s): Lists any skills that you have, along with your proficiency in them. Can also be qualified to list your skills by domain, or use ? to list domains. You can get your level and proficiency for a particular skill by listing it by name. A level parameter may be given to show skills only up to that level.
SKYWATCHER
Char Class: SkyWatcher (Druid) Max-Stats : Intelligence (22), Constitution (22), Others (18) Qualifiers: Intelligence 9+, Constitution 9+ Races : Human, Humanoid, Elf, Dwarf, Giant-kin, or Duergar Prime Stat: Constitution Attack Pts: +(Con/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/2)+(2d7) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use wooden, plant-based, or leather weapons. Armor : Must wear non-metal armor. Bonuses : Attains Lunar Changes (lunar phase based bonuses/penalties) at level 5. Can create a druidic connection with an area. Benefits from freeing animals from cities. Benefits from balancing the weather. Limits : Must remain Neutral to avoid skill and chant failure chances. Desc. : The SkyWatcher is the master druid of the stars and heavens, being the very powerful steward of the great wheel in the sky. The SkyWatcher maintains a special connection with the moon, and gains numerous special abilities to summon great powers from luna. So connected is he to the moon that his strength and powers will fluxuate during the month, following the phase of the moon. A master of wind and weather, the SkyWatcher is also very capable of bringing the heavens down upon his enemies at need.
How to play: More even than the other druids, the SkyWatcher must concern himself with pre-casting. That is to say, the SkyWatcher must be aware of his environment at all times in terms of weather, time, temperature, and locale, and must be fully prepared to alter these conditions to make them favorable to the chants he means to use against his enemies in combat. All SkyWatchers must also realize that their effectiveness when not outdoors will be almost nil, as practically every chant requires the use of outside conditions and resources.
SLAVE
A slave is an intelligent mob broken down and sold to a liege master. Once enslaved, a mob can be sold to slave traders with the Slave Trading skill, brought to the players clan homes or personal homes to remain as permanent residents, ORDERed as vassals of the owner, and, of course, command them to perform tasks. Tasks for the slave to perform must be directed to the slave with the SAY command, and must begin with the words "I command you to" or "I order you to". The slave will then wander around as in a GEAS trying to perform the task. The slave can be released from the task by saying "cancel" to them. Slaves are different from pets in that they require food and drink to survive. If given the food and water, they will eat and drink as necessary from what they have been given. Slaves eventually lose loyalty as well. If they starve, or if they take damage for any reason, their loyalty will decrease, making them more and more likely to leave their masters homes, or attack their masters.
SLEEP
Command : SLEEP Usage : SLEEP ([TARGET NAME]) Example : sleep Example : sleep bed Short(s): Makes your character lay down and take a nap. When sleeping, movement, hit points, and mana are regained more quickly.
If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.
SOCIALS
Command : SOCIALS Usage : SOCIALS Example : socials Short(s): Lists the social commands available in the mud. Social commands can usually be used with targets, such as "KISS Orc".
SONGS
Command : SONGS Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL]) Example : songs Example : songs singing Example : songs ? Example : songs flamenco Short(s): Lists any Bard songs or dances that you know, along with your proficiency in them. Can also be qualified to list your songs by domain, or use ? to list domains. You can get your level and proficiency for a particular song by listing it by name. A level parameter may be given to show songs only up to that level.
SOUNDS
Command : SOUNDS Usage : SOUNDS (FORCE) Example : sounds Short(s): Turns on MSP (Mud Sound Protocol) sound codes. Do not turn this on unless you know your mud client supports them. You may use NOSOUNDS to turn the codes off again.
Enter the optional FORCE parameter if your client does not respond to telnet codes, but DOES support MSP.
SOUTH
Command : SOUTH Usage : SOUTH Example : south Short(s): S Travel southward from the present room or location.
SOUTHEAST
Command : SOUTHEAST Usage : SOUTHEAST Example : southeast Short(s): SE Travel southeastwardly direction from the present room or location.
SOUTHWEST
Command : SOUTHWEST Usage : SOUTHWEST Example : southwest Short(s): SW Travel southwestwardly direction from the present room or location.
SPEAK
Skill : SPEAK Usage : SPEAK [LANGUAGE] Available: All Example : speak orcish Example : speak common Use the speak command to select a new default language. Whenever say or channel messages are written, they will be translated into the selected language automatically. Those who know the language will receive the translation back to common automatically.
SPELLNAME
See help on SPELLS, CHANTS, PRAYERS, SONGS, CAST, PRAY, SING, CHANT
SPELLS
Command : SPELLS Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL]) Example : spells Example : spells conjuration Example : spells ? Example : spells fireball Short(s): Lists any spells that you know, along with your proficiency in them. Can also be qualified to list your spells by spell domain, or use ? to list domains. You can get your level and proficiency for a particular spell by listing it by name. A level parameter may be given to show spells only up to that level.
SPLIT
Command : SPLIT Usage : SPLIT [AMOUNT OF GOLD] Example : split 50 Short(s): If you are the leader of a group, this command will split the amount of gold specified evenly amongst the members of your group.
STAND
Command : STAND Usage : STAND Example : stand Short(s): st If your character is SLEEPing or SITing, this command will make them wake up and stand up.
STARBOARD
Command : STARBOARD Usage : STARBOARD Example : starboard Short(s): Travel towards the right side of a ship.
STARVE
If you don't eat, this will eventually happen, and you may just die.
STATS
Try HELP STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, or CHARISMA
STRENGTH
Physical strength and fighting prowess is reflected in strength. If you were looking for help on the Song of Strength, try HELP SONG STRENGTH.
SUICIDE
See the RETIRE command to destroy your character.
SWIM
Skill : SWIM Usage : SWIM [DIRECTION] Available: ALL Example : swim e This skill allows the character to travel on a water surface. The amount of weight being carried can affect this skill.
TAKE
Stealing is wrong! Try GET, REMOVE, GIVE, and other less illegal commands. If you're an Archon, try AHELP TAKE.
TANK
What you call the person in your group who takes all the damage.
TEACH
Command : TEACH Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME] Example : teach Horice sneak Short(s): This command allows any character who has at least a 25% proficiency at the specified skill or spell to teach that skill or spell to another character. The student must be of the correct class or race to receive the skill, and must be of sufficient level and intelligence to learn the skill or spell. Once the skill or spell is gained, the student may then use the PRACTICE command to improve proficiency in that skill or spell.
TELL
Command : TELL Usage : TELL [MOB NAME] [MESSAGE] Example : tell Horice Hey dude! Example : tell Horice@AnotherMud Hey dude! Example : tell last 10 Short(s): Causes your character to speak to the specified character, regardless of what room they presently occupy. If the first parameter is "last" and a number X follows, this command will show you the last X tell messages. The @ sign followed by the name of a MUD on the InterMud3 network can also be used.
TEMPLAR
Char Class: Templar (Cleric) Max-Stats : Strength (22), Wisdom (22), Others (18) Qualifiers: Wisdom 9+, Strength 9+ Races : All Prime Stat: Wisdom Attack Pts: +(Wis/18) per level Practices : 5 +(Wisdom/6)+2 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/4)+(1d4) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : May use any weapons. Armor : May wear any armor. Bonuses : Receives Aura of Strife which increases in power. Limits : Always fumbles good prayers. Using non-evil prayers introduces failure chance. Desc. : Templar are those who pursue power and glory in the name of their god. They are the great weaponmasters, wielding their arms to conquer the world in their gods name. The Templar can use any weapons and armor, and can specialize in many weapons as they increase in levels. The Templar is an evil aligned class, meaning that they always fumble on good prayers, and do not gain any good prayers. However, their Aura of Strife, and their increased number of attacks makes them a formidable foe of all who oppose the will of their god.
How to play: The Templar is a brutal and formidable warrior, who wields death and power in the name of his god. His devastating power makes him a great ally for groups, but also a successful glory seeker when alone.
THIEF
Char Class: Thief (Thief) Max-Stats : Dexterity (25), Others (18) Qualifiers: Dexterity 9+ Races : All Prime Stat: Dexterity Attack Pts: +(Dex/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/6)+(1d3) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 5 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear leather, cloth, or vegetation based armor. Bonuses : Bonus experience for using certain skills. Limits : Desc. : Thieves are skillful, sly, and devious. They may only use daggers and swords, and may only wear leather armor at best. However, they come with numerous skills allowing them to survive in the dog-eat-dog world, including swiping and stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others. Thieves also qualify for many devious fighting abilities.
Thief is the starting point for numerous sub-classes which the player may choose to gain levels in at any time. These sub-classes include: Assassin, Arcanist (Arcane Rogue), Burglar, and Trapper.
How to play: The thieves strength is in his ability to obtain money, and in his ability to navigate tricky situations. By accumulating the wealth of others, the thief can stay comfortably equipped with the latest and best money can buy. When playing alone, the thief thrives as the only class able to get into and out of any secret place without stirring up unnecessary trouble. Although not generally appreciated in groups, a group benefits from these skills, as well as the thiefs unique ability to deliver enormous amounts of backstab damage.
The thief is only moderately skilled at combat, but can make up for it by using his wealth to obtain favors, good equipment, and the necessary potions and scrolls necessary to survive the experience gaining battles.
THIRST
From time to time, your character may get thirsty. If this happens, then you should find something to drink to satiate that thirst. Failing to do so will affect your characters attack and defensive capabilities, and may eventually lead to death.
THROW
Command : THROW Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME] Example : throw rope east Example : throw spear orc Short(s): toss Causes your character to throw something in the specified direction, or at the specified target. The item being thrown must first be held or wielded.
TIME
Time in CoffeeMud is divided into 6 "hours", each of which is about 10 real minutes long. Hours in CoffeeMud are numbered from 0-5. Dawn is at hour 0, dusk is at hour 4, and night at hour 5. There are 20 mud "days" to each month, and 8 mud "months" to each year. The months are divided into four seasons.
TITLE
Command : TITLE Usage : TITLE Example : title This command allows players who have been awarded 1 or more titles to select which title is displayed when their character is seen.
TOPICS
Command : TOPICS Usage : TOPICS Example : topics Short(s): List all of the topics in the help file, alphabetically.
TORCH
An item used to generate light in places or times of darkness. To light a torch, either use the FIRE BUILDING skill, or just hold the torch to automatically light it.
TRAIN
Command : TRAIN Usage : TRAIN [ATTRIBUTE/CLASS] ([TEACHER MOB NAME]) Example : train strength Horice Example : train monk Horice Short(s): If your character has at least one training point, this command will allow you to raise the ability score of the specified trait. In addition to specifying the ability to train, you must also specify a MOB who is present in the room who can train you in that skill. The traits abbreviated above refer to the following: STR = +1 STRENGTH per 1 training points DEX = +1 DEXTERITY per 1 training points INT = +1 INTELLIGENCE per 1 training points WIS = +1 WISDOM per 1-5 training points CON = +1 CONSTITUTION per 1-5 training points CHR = +1 CHARISMA per 1-5 training points * Training up to 18 costs 1 training point, up to 22 costs 2, and above that costs 3 25 costs 3. HIT = +10 HIT POINTS per 1 training point MANA = +20 MANA per 1 training point MOVE = +20 MOVEMENT per 1 training point GAIN = +1 TRAINING POINTS per 7 practices PRAC = +5 PRACTICES per 1 training point
In addition to attributes, the train command is used to switch to a new class. This costs a single training point, and will give the player a 0 level in the chosen class. From this point on, the player will gain levels in the new class, while retaining skills and qualifications from the old class up to the level at which the class switch was made. Use the QUALIFY command to find out what other classes you may be able to TRAIN for.
TRAINERS
Mobs or players who know the skills you wish to learn. See the TRAIN, PRACTICE, GAIN, and TEACH commands.
TRANSLUCENT
Maybe a spirit? Maybe someone with the PASS DOOR spell cast on them?
TRANSMUTER
Char Class: Transmuter (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : At 5th level, receives bonus damage from Transmutation as levels advance. At 10th level, receives double duration on your Transmutation magic, and half duration from malicious Transmutation magic. Limits : Unable to cast Conjuration spells. Receives penalty damage from Conjuration as levels advance. Receives double duration from malicious Conjuration magic, half duration on other Conjuration effects. Desc. : Transmuters are specialist mages who can transform the likeness and composition of anyone they touch. Transmutation is the most feared of magics, and the Transmuter is so skilled at his art that he gains all known transmutation spells automatically, including the most secret and ugly of spells only the specialist may learn.
Transmuters care nothing for conjuration, and so they soon neglect that kind of magic, being more fascinated with the many shapes of things right here at home. Although the Evoker believes himself the king of specialists with his harmful beams, the Transmuter is the most feared and hated of specialists for the terrible and awesome consequences of his spells.
TRAPPER
Char Class: Trapper (Thief) Max-Stats : Dexterity (22), Constitution (22), Others (18) Qualifiers: Dexterity 9+, Constitution 9+ Races : All Prime Stat: Dexterity Attack Pts: +(Dex/18) per level Practices : 5 +(Wisdom/6)+1 per level Trains : 3 +1 per level Hit Points: 20 +(Con/3)+(1d10) per lvl Mana : 100 +(Int/6)+(1d3) per lvl Movement : 100 +10X(Str/18) per lvl Damage Pts: +1 damage per 5 level(s) Weapons : Must use swords, daggers, natural, or ranged weapons. Armor : Must wear leather, cloth, or vegetation based armor. Bonuses : Benefits from animal followers leveling. Gets experience for selling foreign unconjured animals of comparable level. Limits : Sneak and Hide attempts will fail outside of the wild. Desc. : The trapper, possibly the most cowardly of thieves, has spent late nights tinkering with springs and switches, learning to kill indirectly through the devices of his art. Trappers also view fauna as means to his ends, accumulating animals both live and dead with amazing efficiency. Trappers alone have the greatest access to the most deadly traps, as well as exclusive access to skills that turn animals into his own personal play things, whether it be as items of sale, or as trained devilish pets.
TRAP_EXITPIT
Trap : Trap_ExitPit Targets : Rooms Parameters : Example : Description: A pit trap triggered when leaving the room.
TROPHIES
Clans can earn one or more of the available trophies by controlling the most areas through conquest, controlling the most area control points through conquest, or my having the most experience points. See HELP CONQUEST and HELP CLANS for more information.
TYPE
Command : TYPE Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME]) Example : type login bob password Example : type activate sensors into console Short(s): = Interacts with an electrical or technical device, such as a computer panel, hand-held scanner, or similar devices. Specifying the device to type is not permitted if the user is already seated at a computer console. Otherwise, the user must specify "into" and the name of the device to type commands into.
TYPO
Command : TYPO Usage : TYPO [REPORT] Example : typo nothing is spelled right in this room! Short(s): Please use this command to submit typos against the MUD.
UNDRESS
Command : UNDRESS Usage : UNDRESS [MOB NAME] [ITEM NAME] Example : undress joe tunic Short(s): Allows the player to remove a piece of armor, clothing, barding, or whatever from the target mob. The target mob must be a follower of the player for this to work.
UNLOAD
Command : UNLOAD Usage : UNLOAD [AMMUNITION NAME] Example : unload bow Short(s): Removes any readied ammunition from a ranged weapon and puts the loose ammunition into the players inventory, so that it can be LOADed into another weapon.
UNLOCK
Command : UNLOCK Usage : UNLOCK [ITEM NAME] Example : unlock door Short(s): Attempts to unlock, by ordinary means, the item, door, or any other entity specified.
UNWIELD
See the REMOVE command.
UP
Command : UP Usage : UP Example : up Short(s): U Travel upward from the present room or location, whether it be up aladder, upstairs, or flying into the sky.
VALUE
Command : VALUE Usage : VALUE [ITEM NAME] ([SHOPKEEPER]) Example : value sword Short(s): If you are in the same room as a shopkeeper who is selling and buying goods, this command will get the shopkeeper to tell you how much he or she will give for your item.
VASSALS
Command : VASSALS Usage : VASSALS Example : vassals Short(s): This command will list the players who are in your service. See the SERVE and REBUKE commands for more information.
VERSION
Command : VERSION Usage : VERSION Example : version Short(s): VER Show the version information for this software.
VIEW
Command : VIEW Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME]) Example : view sword Short(s): When a shopkeeper is present in the same room or area as your character, this command will allow you to ask about an item being sold by that shopkeeper. The level of the item, as well as any available descriptive information will be given. If more than one shopkeeper is in the room, you may have to specify the shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, BID.
VISIBLE
Command : VISIBLE Usage : VISIBLE Example : visible This command can be used to revoke any spell or skill which makes you invisible, hidden, or undetectable.
WAGON
A transport pulled by horses.
WAKE
Command : WAKE Usage : WAKE ([TARGET NAME]) Example : wake Example : wake bob Short(s): If your character is SLEEPing, this command will make them wake up and stand up. If someone else is sleeping, this will wake them up.
WANDS
Skill : Wands Available: Almost All Example : A wand is an holdable item that can be used to create magical affects.
This skill allows one to effectively use a magical wand or staff. To invoke a wand or staff, it must first be held. Then the magic word is spoken to the target. For instance, if the magic word is `zuy`, you would enter the following to invoke your wand: sayto orc zuy.
If the spell on the wand requires extra parameters, then you can include those after the casting words. For a wand of Summon, for instance, you might try: say zuy cityguard. Wands generally require a small amount of mana to use, and less if the wand user is capable of learning the spell cast by the wand.
WEALTH
Command : WEALTH Usage : WEALTH Example : wealth Short(s): List the amount of money in your pocket.
WEAR
Command : WEAR Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION]) Example : wear shirt Example : wear shirt on torso Short(s): This command will attempt to place the specified item onto the proper location on your body. If a location is specified, the player will attempt to wear the item on that location.
WEATHER
Command : WEATHER Usage : WEATHER Example : weather Short(s): weath Reminds you about the weather where you are.
WEST
Command : WEST Usage : WEST Example : west Short(s): W Travel westward from the present room or location.
WHERE
Command : WHERE Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL) Example : where Example : where good Example : where -10 Example : where -10 evil Example : where 20 Short(s): This command shows the name of the area where the player is presently, and also attempts to list the best areas for the player based on alignment, level, and the population of the area. An optional level adjustment may be included to see higher or lower level areas.
When searching by alignment, keep in mind that you should put YOUR alignment in order to search for the best areas for that alignment. For example, if you are good, enter WHERE GOOD.
(Archons who want help on WHERE should use AHELP WHERE).
WHISPER
Command : WHISPER Usage : WHISPER ([MOB NAME]) [MESSAGE] Example : whisper "Be careful!" Short(s): Causes your character to whisper to one or more characters or mobs riding the same horse, cart, boat, or at the same table as yourself. You may specify the mob to whisper to, or just whisper in general to the table.
WHO
Command : WHO Usage : WHO ([OPTIONAL PARAMETER]) Example : who Example : who @CoffeeMud Example : who friends Example : who playerkill Short(s): This command will list all of the characters presently online, regardless of where they are. If an @ sign is used, this command will list all the players at a particular MUD. If "friends" is given, then the list will consist only of those from the players friends list (see the FRIENDS command). If "Playerkill" is given, then the list will consist only of those players who have their playerkill flags on.
WHOIS
Command : WHOIS Usage : WHOIS [MOB NAME] Example : whois Horice Short(s): Provides some basic information about the specified character name, assuming they are online, regardless of where they are located. See also I3_WHOIS for information on using the WHOIS command across the intermud network.
WIELD
Command : WIELD Usage : WIELD (ALL) [ITEM NAME] Example : wield sword Short(s): Places a weapon that is presently in your carried inventory into one of your free hands for wielding. Only a wielded weapon will be used during combat.
WILLQUALIFY
Command : WILLQUALIFY Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([SKILLTYPE]/EXPERTISE)... Example : willqualify 10 Example : willqualify 30 fighter Example : willqualify expertise Example : willqualify 50 divination invocation/evocation expertise Short(s): qual Lists all of the skills, spells, languages, prayers, expertises, and/or songs which will be qualified for by the given class, level, and skill type, along with the requirements to gain the new skill. The default is the players highest level, the players own class, and all skills/expertises.
WIMPY
Command : WIMPY Usage : WIMPY [HIT POINTS]/[PCT] Example : wimpy 5 Example : wimpy 15% Short(s): Sets the minimum number of hit points your character must have in order for you to remain in a fight. Should your character drop below that level during combat, he or she will automatically FLEE the room. See the FLEE command for more information.
WISDOM
Intuition, wit, mana, and the ability to gain more practice points per level is reflected in Wisdom.
WITHDRAW
Command : WITHDRAW Usage : WITHDRAW [ITEM NAME] ([CLERK NAME]) Example : withdraw 1000 Example : withdraw "jewel sword" Example : withdraw "10 gold coins" "Joe Banker" Example : withdraw "500 archon notes" banker Example : withdraw letter clerk Short(s): When a banker or postal clerk is present in the same room or area as your character, this command will allow you to withdraw an item from your account or postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.
WIZARD
Char Class: Wizard (Mage) Max-Stats : Intelligence (25), Others (18) Qualifiers: Intelligence 9+ Races : Human, Elf, Gith, Dragon, Humanoid, Illithid, Gnome, Fairy-kin, or Halfelf Prime Stat: Intelligence Attack Pts: +(Int/18) per level Practices : 6 +(Wisdom/6)+4 per level Trains : 3 +1 per level Hit Points: 20 +(Con/6)+(1d5) per lvl Mana : 100 +(Int/3)+(1d4) per lvl Movement : 100 +8X(Str/18) per lvl Damage Pts: +1 damage per 30 level(s) Weapons : Must use daggers, staves, or natural weapons. Armor : Must wear cloth, vegetation, or paper based armor. Bonuses : Can memorize any spell for casting without expending a training point. Limits : Unable to learn spells permanently; can only memorize them. Desc. : Wizards are great specialist scholar mages who have mastered the study (but not the art) of arcane magic. They are capable of memorizing and casting any basic arcane spell, but their lack of mastery means they forget the spell as soon as it is cast. This means that the wizard is constantly engaged in study, carrying around and/or creating numerous arcane scrolls to serve as the source for their next bit of magic. Since they don't specialize or train in particular arcane spells, but can learn any spell, the Wizard is the most versitile Mage, though not necessarily the easiest to engage in combat with.
The Wizards manner of study requires that he expend his spell-casting mana when he learns or memorizes a spell, but this mana is released for use after the spell is cast. Wizards can be invaluable as group members, and as clan members, but will struggle adventuring alone. A wizards lack of need to expend training time on individual spells means he can work on other aspects of himself, including stats or expertises, making the Wizard very powerful in the long run.
WIZLIST
Command : WIZLIST Usage : WIZLIST Example : wizlist Short(s): Shows a list of all the Archons on this mud.
WORLD_CURRENCIES
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
WORLD_CURRENCY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
WORLD_MONEY
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
WORLD_MONIES
World Currencies : Currency :default gold coin(s) : (exchange rate is 1.0 of base) golden note(s) : Equal to 100 gold coins. whole note(s) : Equal to 10000 gold coins. Archon note(s) : Equal to 1000000 gold coins.
WORSHIP
This is a social, though there are related commands. See the help entries for RELIGION, DEITIES, BLESSINGS, SERVICES, RITUALS, SERVE, REBUKE, and CONVERT for more information.
WRITE
Skill : WRITE Usage : WRITE [ITEM] ([TEXT TO WRITE]) Available: ALL Example : write parchment From recall, go nseeseenwesee This skill allows one to write ordinary messages onto ordinary paper, parchments, and similar writing material. The language the player will write in will depend on which language the player is currently SPEAKing.
When writing on a journal, you need not specify any parameters when using this command.
YELL
Command : YELL Usage : YELL ([MOB NAME]) [MESSAGE] Example : yell HELLO ALL! Short(s): Causes your character to yell at one or more characters or mobs in the same room as yourself. You may specify the mob to yell at, or just yell outloud. Yelling also broadcasts to surrounding rooms in some cases.
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