Moved old codebase to old-codebase/

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Gergely Polonkai (W00d5t0ck)
2012-03-07 16:24:50 +01:00
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commands.hlp
info.hlp
socials.hlp
spells.hlp
wizhelp.hlp
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commands.hlp
info.hlp
socials.hlp
spells.hlp
wizhelp.hlp
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AC
"AC" is your armor class. It is a number from -10 to 10, roughly
defined as follows:
AC Roughly equivalent to
-----------------------------------------------------------
10 Naked person
0 Very Heavily armored (Plate mail, and "two shields")
-10 Armored battle tank
The score command displays your armor class as a number such as 78/10;
this means 78 on a scale from -100 to 100 (i.e., 7.8 on the scale from
-10 to 10.)
See also: SCORE
#
AREAS
This is a listing of the areas available for exploration on this
CircleMUD.
Limbo -- DikuMud
River Island Of Minos -- Mahatma of HexOynx
God Simplex -- CircleMUD, modified by Taz of Tazmania
The Straight Path -- Steppin of ChicagoMUD
The High Tower Of Magic -- Skylar of SillyMUD*
Midgaard -- DikuMud
The Three Of Swords -- C.A.W.
Miden'Nir -- Copper II, modified by VampLestat of MercMUD*
The Chessboard -- Exxon of SillyMUD
Mount Moria -- Redferne of DikuMud*
The Great Eastern Desert -- Rorschach
The Drow City -- Rorschach
The City Of Thalos -- Rorschach
The Great Pyramid -- Andersen of HexOynx*
New Thalos -- Duke Of SillyMUD*
The Haon-Dor Forest -- Quifael of DikuMud, extended by by Derkhil
of CircleMUD
The Orc Enclave -- C.A.W.
Arachnos -- Mahatma of HexOynx
Rand's Tower -- C.A.W.
The Dwarven Kingdom -- Depeche of DikuMud
The Sewers -- Redferne of DikuMud
Redferne's Residence -- DikuMud, modified by Cyron of VieMud
Rome -- Onivel of JediMUD
King Welmar's Castle -- CircleMUD*
Newbie Zone -- Maynard of StrangeMUD
All those marked with * have been heavily modified by Furry of VieMud
C.A.W. stands for the Curious Areas Workshop. For more information
mail <fletchra@qsilver.queensu.ca>.
See also: CREDITS
#
BOARDS
Bulletin boards are the forum of inter-player communication on the MUD.
There are different bulletin boards for different purposes -- for example,
a standard mortal board, a board for immortals, a board for fun "social"
messages, etc. Naturally, not all players may be allowed to read all
types of boards.
Type "LOOK BOARD" to see the messages already posted on a board. Type
"WRITE <subject>" to post a message to a board; terminate a message with
a '@' as the first character on a line. Type "READ <number>" to read a
post. Type "REMOVE <number>" to remove your own messages.
Example:
> look at board
> write Am I using these boards correctly?
[writes the message; terminates with a '@']
> look at board
> read 6
> remove 6
See also: MAIL, READ, WRITE
#
CLERIC
Clerics have an ancient belief in not carrying sharp weapons. Hence, they can
only wield bludgeoning weapons. This class gives you the wisdom of peace,
blessing and healing, though it is possible to learn more violent spells.
You can improve your spells by using the practice command.
See 'help spells' for a list of spells available.
See also: PRACTICE, SPELLS
#
EXPERIENCE XP
Whenever you kill a monster or a player, you earn experience points. When
enough experience points are earned, you raise a level.
Things you should know about experience points:
* When damaging a monster, you get experience points.
* If you kill a monster of higher level than yourself, you get bonus
experience points. If killing a monster of lower level you'll gain
less experience points
See also: GROUP, SCORE
#
FLAGS
Players sometimes have FLAGS after their names in the WHO list. These
flags are always in parentheses, not brackets or braces.
FLAG MEANING
----------- ---------------------------------------------------------
(KILLER) Player is trying to kill other players. That means you
can try to kill him/her without being flagged.
(THIEF) Player is trying to steal from other players. Fire away.
(invis) Player is invisible; you can see him/her because you are
sensitive to the presence of invisible things.
(writing) Player is writing on the board; do not disturb.
(mailing) Player is writing mail; do not disturb.
(deaf) Player has chosen not to hear shouts.
(notell) Player has chosen not to accept tells.
(quest) Player is participating in a quest currently being run by
the Gods.
See also: NOSHOUT, NOTELL, QUEST, STEAL, VISIBLE
#
GUILD
The Guildhouse is the place where mortals may go to escape the troubles and
perils of a cruel world. Each guild is heavily guarded, so that only members
may enter the building. Guilds are also the places where people come to
learn and practice the skills of their trade.
See also: PRACTICE
#
HOUSES
Houses have been implemented as of CircleMUD 3.0. A house entails two things:
access control and crash protection. Only you and your guests will be allowed
to enter the house. Your house will be crash-saved every five minutes. You
can force your house to save by typing 'save' while standing in your house.
In the event of a crash, the objects in your house as of the last crash-save
will be loaded back into your house when the MUD reboots. Also, if you own
a house, and quit from the game while standing in your house, you will be
loaded into your house next time you enter the game.
Guests of your house can be defined using the HOUSE command. See HOUSE for
more information.
Houses are an alternative to renting. You can simply enter your house and
quit; your objects will drop to the ground and be crash-saved for when you
return. There is currently no limit to the number of objects which can be
stored in your house. Of course, players must expect to pay a much higher
premium for the convenience of houses; contact your local Implementor for
a fee schedule.
See also: HOUSE
#
IMPLEMENTOR
The most powerful being in existence.
#
INN INNS CRYOGENIC CRYO RECEPTION
Inns are places where the weary traveler may rest while the innkeeper looks
after his equipment and treasure.
Specifically, the game will save your equipment while you are logged out.
There is a daily cost for renting, based on your equipment. Each item has
a per diem charge. The per diem charge is calculated to the nearest second,
however -- if you rent at the rate of 2400 coins per day, and you come back
39 hours later, you will be charged 3900 coins.
A CRYOGENIC CENTER will store your items for a one-time charge of four
days rent.
Rent files are deleted if you run out of money to pay the per diem charges
or after 30 days. Cryogenic-rent files are deleted after 60 days.
See also: OFFER, RENT
#
LINK
A lot of players have problems with their links to the game. This can be
very hazardous to your health in the middle of a battle, of course.
I. If your link is broken, you will automatically attempt to flee each
time someone attempts to hit you. If you manage to flee, then you
will be saved by divine forces, and put in a safe place until you
reconnect to the game.
II. If your link jams (freezes), you have a problem. The only solution we
can give is that you break your link as quickly as possible. By
breaking the link you can hope that the above procedure is initiated.
Do not try to get out of a fight by breaking link. You will be not
reimbursed for any experience or equipment if you purposefully
cut your link.
#
"MAGIC USER" WIZARD MAGE
This is the class of powerful and violent magic, but the magic user do not
control the nature, and can therefore not bless and such.
You can improve your spells by using the practice command.
See 'help spells' for a list of spells available.
See also: PRACTICE, SPELLS
#
MANA
Mana is used when casting spells. You must have a certain amount of mana
in order to cast any particular spell. If you do not have enough mana to
cast the spell you must rest until you gain enough points to cast.
See also: SPELLS
#
MIDGAARD MAP
Temple Altar
|
|
Reading -- Temple -- Donations
Room of
Midgaard Post Reception
| Office /
Cleric | | /
Guild----Temple Square----Grunting---Bar
(Fountain) Boar Inn
Magic |
Shop Bakery | Grocer Weaponsmith
| | | | | East
<---West-----+------+----Market----+--------+--------Gate--->
Gate | | Square | | |
| Mage Armory | Pet Warrior Wally's
(Wall Guild | Shop Guild World of Water
Road) |
| | Uncle Juans's
| | |
+-(Poor-Alley)-+----Square----+(Dark-Alley)-------+
| | | | | |
| Grubby | Thieves Levee Warehouse
| Inn | Guild |
(Wall Dump |
Road) Sewers/ |
| |
| Midgaard
<=== [Bridge] =============================== River =============>
|
|
+(Concourse)+------------+-------------+----------+
| | | | |
| + +----Cafe +---Penny |
| | Park--v | | Lane |
| City | +--+--+ | |
| Guard----+----+----+--o--+-----+----+---City |
| HQ | | Hall |
| + +--(Emerald)--+ |
(Concourse) | | (Concourse)
| +------(Park-+-Road)-------+ |
| | | |
| +--(Emerald)-+ +---Elm |
| | | Street |
| + + |
| | | |
+-----------+------(Concourse)---------+----------+
|
Graveyard
Entrance
#
SHOPS
Shops are places where the adventurer may purchase equipment for his quests,
and where he may sell his treasure if he should manage to survive the perils
with his life and sanity intact. Many shops trade only in a specific type of
merchandise. Thus, a baker may well refuse to buy your armor, even if it is
of high quality!
To some people, the prospect of obtaining the entire inventory of a shop by
murdering the keeper may appear tempting - but beware: The shopkeepers are
often rugged, capable men; roughened by years of trading and, indeed, surviving
in a world where the only safe prospect is death in the end.
See also: BUY, SELL, LIST, VALUE
#
SPELL SPELLS
Magic User Cleric
(1) Magic Missile (1) Armor
(1) - (1) Cure Light
(2) Detect Magic (2) Create Water
(2) Detect Invisible (2) Create Food
(3) Chill Touch (3) Detect Poison
(3) Infravision (3) -
(4) Invisibility (4) Cure Blindness
(4) Armor (4) Detect Evil
(4) - (4) Detect Alignment
(5) Burning Hands (5) Bless
(6) Locate Object (6) Blindness
(6) Strength (6) Detect Invisible
(7) Shocking Grasp (7) Infravision
(8) Sleep (8) Protection From Evil
(8) - (8) Poison
(9) Lightning Bolt (9) Cure Critical
(9) Blindness (9) Group Armor
(10) Detect Poison (10) Summon
(10) - (10) Remove Poison
(11) Color Spray (11) -
(12) - (12) Earthquake
(12) - (12) Word of Recall
(13) Energy Drain (13) -
(14) Curse (14) Detect Evil
(14) Poison (14) Detect Good
(14) - (14) Dispel Evil
(14) - (14) Dispel Good
(15) Fireball (15) Call Lightning
(15) - (15) Sanctuary
(16) Charm Person (16) Heal
(17) Sense Life (17) Control Weather
(19) - (19) Harm
(22) - (22) Group Heal
(26) Enchant Weapon (26) Remove Curse
#
THIEF THIEVES
Thieves are known to have very special qualities, that no other class offers.
Their specialty tends to be in the darker, sneakier art. Many of these
qualities can come in handy in many situations, such as picking locks.
You can improve you skills by using the practice command.
Skills available to thieves:
sneak, hide, steal, backstab, pick lock, track
See the help on each skill for more information.
See also: PRACTICE
#
WARRIOR FIGHTER
Warriors are known to have more strength than the average player. This makes
them better at hand-to-hand-combat, as they possess skills of violence and
fighting unequaled by the members of any other class. However, they lack the
ability to use magic of any sort.
You can improve your skills by using the practice command.
Skills available to warriors:
kick, rescue, track, bash
See also: PRACTICE
#
CIRCLE CIRCLEMUD CREDITS
C I R C L E M U D 3 . 0
CircleMUD was developed from DikuMud (Gamma 0.0) by Jeremy "Ras" Elson at
Johns Hopkins University's Department of Computer Science. All code unique
to CircleMUD is protected under a copyright by the Trustees of the Johns
Hopkins University.
Many, many people contributed to CircleMUD in one way or another throughout
the course of its development. Although it's impossible for me to remember
them all, I'd like to extend special thanks to certain people:
-- Jeff Fink and George Greer, for submitting a veritable mountain of
excellent code.
-- Chris Epler and Chris Herringshaw for extensive beta-testing and bug
reporting.
-- Furry (Alex Fletcher), for single-handedly managing Circle's world files.
-- Fred Merkel, Ryan Watkins, Jay Levino, and Sharon Goza, for other
code and area submissions.
-- Jean-Jack Riethoven for porting the code to the Amiga, David Carver
for porting it to OS/2, and Jack Patton and Steffen Haeuser for the
Amiga port.
-- Bill Bogstad and Tim Stearns for allowing Circle to exist at JHU.
-- The DikuMud folk, and the good old WhatMUD implementors Dave & Justin,
for starting the ball rolling.
-- Bryan Jolson, Steven Lacher, Cat Stanton, and Naved Surve, for being
there in the very early days of Circle's development.
-- Sharon, Ben, Erica, Aly, and Josh, for keeping me sane.
-- Jules (hamotek sheli) for being the greatest.
...plus everyone else in the Circle community who has submitted material!
Thanks everyone!
Anonymous FTP: ftp.circlemud.org or ftp2.circlemud.org in pub/CircleMUD
To report bugs: bugs@circlemud.org
To get help: help@circlemud.org
URL: http://www.circlemud.org/
Mailing List: listserv@post.queensu.ca
(write "subscribe circle <first name> <last name>")
--Jeremy Elson (jelson@circlemud.org)
See also: AREAS
#
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-------------------------------------------------------------------------------
Movement: | Communication:
NORTH SOUTH EAST WEST UP DOWN | SAY GSAY SHOUT HOLLER TELL ASK WHISPER
LOOK EXITS ENTER LEAVE | MAIL RECEIVE CHECK GOSSIP GRATS AUCTION
SLEEP WAKE REST SIT STAND | NOTELL NOSHOUT NOGOSSIP NOGRATS NOAUCTION
(LOCK UNLOCK OPEN CLOSE) |
-------------------------------------------------------------------------------
Objects: | Information:
GET DROP JUNK DONATE PUT GIVE WEAR | SCORE HELP INFO WHO NEWS TIME WEATHER
GRAB INVENTORY EQUIPMENT REMOVE | WHERE CONSIDER LEVELS WIZLIST IMMLIST
EXAMINE EAT DRINK TASTE SIP POUR | CREDITS TOGGLE FLAGS WIZHELP
-------------------------------------------------------------------------------
Combat: | Utility:
KILL WIELD FLEE ASSIST TRACK | ! BUG IDEA TYPO QUIT SAVE BRIEF COMPACT
(KICK BASH RESCUE BACKSTAB CAST) | TITLE NOSUMMON COMMANDS SOCIALS DISPLAY
-------------------------------------------------------------------------------
Further information available by HELP <keyword>, keyword being a command or
(for example) one of the following:
SOCIAL SHOPS INNS CLERIC WARRIOR THIEF MAGIC SPELLS LINK
-------------------------------------------------------------------------------

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FRENCH
Don't you know how they kiss in France?? -- try it!
#
KISS
Well can't you guess?
#
SMILE
Whenever you feel like smiling...
#
SOCIALS
Usage: <social> [<victim>]
Socials are commands used to show your affective state to others. The
actor, victim and bystanders may receive different messages. Generally,
social commands are used only to express emotion and not to take action,
but it is possible that some mobs (or players) will take action based on
the social. (Slap a dragon lately?)
Example:
> shake homer
> applaud marge
> stare
The SOCIALS command generates a canonical listing of all available socials.
> socials
See also: EMOTE
#
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ARMOR
Usage : cast 'armor' [target]
Accumulative: No
Duration : 24 Hours
Level : Mage level 4, Cleric level 1.
The Armor spell will improve your AC by 2.
See also: AC
#
BLESS
Usage : cast 'bless' <victim | object>
Accumulative: No
Duration : 6 Hours, permanent for objects.
Level : Cleric level 5.
Bless on a victim will improve the victims saving throw versus spells
by 1, and furthermore improve the hitroll by 2.
Bless on an item currently has no defined action. It is only possible
to bless non-evil items, and the object blessed may weigh no more
than five pounds per level of caster.
#
BLINDNESS
Usage : cast 'blindness' <victim>
Accumulative: No
Duration : 2 hours.
Level : Mage level 9, Cleric level 6.
Blindness will blind a victim failing its saving throw.
A blinded person will have -4 penalty to both hitroll and AC.
See also: AC
#
"BURNING HANDS"
Usage : cast 'burning hands' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 5.
Save : Versus spell for half damage.
This spell is more powerful than the chill touch spell.
See also: "CHILL TOUCH"
#
"CALL LIGHTNING"
Usage : cast 'call lightning' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 15.
Save : Versus spell for half damage.
This spell will use the "force of nature" to make a lightning
strike the victim. It is therefore only possible to call lightning
outside, and it has to be raining (or worse).
See also: "CONTROL WEATHER", WEATHER
#
CAST
Usage: cast '<spell name>' [target]
For "magical" people. If you want to throw a spell at someone or something.
Example:
> cast 'burning hands' <player>
Note that the name of the spell must be enclosed by "'"s.
See also: help on each individual spell:
Examples:
> help cure ligh
> help ventri
> help energy drain
#
"CHARM PERSON"
Usage : cast 'charm person' <victim>
Accumulative: No
Duration : (432/Intelligence points of person) hours
Level : Mage level 16.
Is is not possible to charm anyone that is already charmed, if
you're charmed yourself, or if the person is higher level than
yourself. The person will get a saving throw versus "paralysation".
A charmed person will follow you, and not be able to attack you, you
can order the charmed person using the order command.
See also: FOLLOW, ORDER
#
"CHILL TOUCH"
Usage : cast 'chill touch' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 3.
Save : Versus spell for half damage.
This spell is more powerful than the magic missile spell.
A victim failing its saving throw will get its strength
reduced by one.
See also: "MAGIC MISSILE"
#
COLORSPRAY "COLOR SPRAY"
Usage : cast 'color spray' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 11.
Save : Versus spell for half damage.
This spell is more powerful than the lightning bolt spell.
See also: "LIGHTNING BOLT"
For help on actual color, see: ANSI
#
"CONTROL WEATHER"
Usage : cast 'control weather' <'better' | 'worse'>
Accumulative: Yes
Duration : -
Level : Cleric level 17.
This spell will change the "course" of the current weather.
Example:
> cast 'control wea' worse
#
"CREATE FOOD"
Usage : cast 'create food'
Accumulative: -
Duration : Instantaneous
Level : Cleric level 2.
This spell instantly creates a fresh waybread. The waybread will be
filling for the next (5+level) hours, up to a maximum of 24 hours.
See also: "CREATE WATER"
#
"CREATE WATER"
Usage : cast 'create water' <drink container>
Accumulative: No
Duration : Instantaneous
Level : Cleric level 2.
Expect disastrous results if cast upon a drink container which contains
another liquid than water. Empty or water containers will be filled
depending on the level of the caster.
Double amount of water will be created if it is raining (or worse).
See also: "CREATE FOOD"
#
"CURE BLIND"
Usage : cast 'cure blind' <victim>
Accumulative: No
Duration : Instantaneous
Level : Cleric level 4.
This spell will cure a person blinded by the "blindness" spell, it
can not remove blindness caused by for example cursed items.
#
"CURE CRITIC"
Usage : cast 'cure critic' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 9.
This spell cures 3d8+3 hitpoints of damage.
#
"CURE LIGHT"
Usage : cast 'cure light' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 1.
Cures minor wounds and scratches.
#
CURSE
Usage : cast 'curse' <victim | object>
Accumulative: Yes
Duration : 7 Days, permanent on objects.
Level : Mage level 14.
Curse cast on a person that fails the saving throw, will reduce their
hitroll and damage roll both by one. It will also reduce the saving
throw versus paralysation by one.
When cast upon an object, the object will become undropable.
#
"DETECT ALIGNMENT"
Usage : cast 'detect alignment'
Accumulative: Yes (Duration)
Duration : 12 hours + level
Level : Cleric level 4.
Allows the caster to detect the alignment of those around them.
Evil will show as a red aura, good in a blue aura.
See also: "DETECT INVISIBILITY"
#
"DETECT INVISIBILITY"
Usage : cast 'detect invisibility' [self]
Accumulative: Yes (Duration)
Duration : 12 hours + level/4
Level : Mage level 2, Cleric level 6.
This spell enables you to see invisible items and players.
#
"DETECT MAGIC"
Usage : cast 'detect magic' [self]
Accumulative: Yes (Duration)
Duration : 12 hours + level
Level : Mage level 2.
This spell will let you see the magical aura surrounding magical
objects.
#
"DETECT POISON"
Usage : cast 'detect poison' <victim | food | drink>
Accumulative: No
Duration : Instantaneous
Level : Mage level 10, Cleric level 3.
Cast on food or drinks (drink containers) you will be able to
sense if it is poisoned.
Cast on a person you will be able to see if that person is
poisoned.
#
"DISPEL EVIL"
Usage : cast 'dispel evil' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 14.
Save : Special
This spell will only affect evil creatures. An evil person of level
equal or less than caster will suffer 100 damage points.
If the victim is higher level than caster, the spell will inflict
(caster_level)d4 damage points, saving throw versus half damage.
See also: DISPEL GOOD
#
"DISPEL GOOD"
Usage : cast 'dispel good' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 14.
Save : Special
This spell will only affect good creatures. A good person of level
equal or less than caster will suffer 100 damage points.
If the victim is higher level than caster, the spell will inflict
(caster_level)d4 damage points, saving throw versus half damage.
See also: DISPEL EVIL
#
EARTHQUAKE
Usage : cast 'earthquake'
Accumulative: -
Duration : Instantaneous
Level : Cleric level 12.
Save : -
This spell will damage everybody except the caster by
1d8+level_of_caster hitpoints.
#
"ENCHANT WEAPON"
Usage : cast 'enchant weapon' <weapon>
Accumulative: No
Duration : Permanent
Level : Mage level 26.
This spell will enchant non-magical (non-modifying) weapons only.
By non-modifying weapons we refer to weapons that might alter any
ability such as for example damage. The only way to know if a weapon
is suitable for enchantment is to fully identify it.
The enchantment will modify the weapon as:
Level Hit Roll Damage
0..17 +1 +1
18..19 +2 +1
20..20+ +2 +2
#
"ENERGY DRAIN"
Usage : cast 'energy drain' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 13.
Save : Versus spell for half damage.
This spell does not give much damage, but victims failing their
saving throws will loose up to 40,000 XP points. You will gain
a quarter of this XP.
Beware that this spell is evil.
#
FIREBALL
Usage : cast 'fireball' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 15.
Save : Versus spell for half damage.
This spell is the most powerful spell a magic user can cast.
See also: "COLOR SPRAY"
#
HARM
Usage : cast 'harm' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 19.
Save : Versus spell for half damage.
This spell removes all but 1d4 hitpoints from the victim. The
maximum number of damage points are 100. It is not possible to
kill using this spell (but almost).
#
HEAL
Usage : cast 'heal' <victim>
Accumulative: No
Duration : Instantaneous
Level : Cleric level 16.
Heal will heal all the hitpoints from a person, except 1d4 points.
Maximum 100 points can be healed. A victim who is blinded will also
be cured by the heal spell.
See also: "CURE BLINDNESS"
#
INFRAVISION
Usage : cast 'infravision'
Accumulative: Yes (Duration)
Duration : 12 hours + level
Level : Mage level 3, Cleric level 7.
Allows the caster to detect the heat given off by objects giving them
the ability to have much better vision in dark conditions.
See also: "DETECT INVISIBILITY"
#
INVISIBILITY
Usage : cast 'invisibility' <victim | object>
Accumulative: Yes (Duration)
Duration : 24 hours, permanent on objects.
Level : Mage level 4.
Makes the target of the spell invisible to everyone except those who have
the "detect invisibility" spell.
Attacking while invisible will immediately break the spell.
See also: "DETECT INVISIBILITY"
#
"LIGHTNING BOLT"
Usage : cast 'lightning bolt' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 9.
Save : Versus spell for half damage.
This spell is more powerful than the shocking grasp spell.
See also: "SHOCKING GRASP"
#
"LOCATE OBJECT"
Usage : cast 'locate object' <object>
Accumulative: -
Duration : Instantaneous
Level : Mage level 6.
If possible you will know exactly where an object is, or the
name of the person using it. If more than one object by the
same name exists, you will get a listing of several objects.
The maximum number of objects you can simultaneously locate is
your level divided by 2.
#
"MAGIC MISSILE"
Usage : cast 'magic missile' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 1.
Save : Versus spell for half damage.
Causes a bolt of magical energy to be thrown from the casters hands at the
victim.
#
POISON
Usage : cast 'poison' <victim | food | drink>
Accumulative: Yes on persons.
Duration : Level hours, or permanent on food and drinks.
Level : Cleric Level 8, Mage level 14.
Casting poison on food or drink (containers) will poison it. Eating
poisoned food/drinks will poison the person eating or drinking.
A person who is poisoned will suffer damage every hour, lose strength, and
gain less points than usual.
See also: "REMOVE POISON", "DETECT POISON"
#
"PROTECTION FROM EVIL"
Usage : cast 'protection from evil' [self]
Accumulative: Yes (Duration)
Duration : 24 hours
Level : Cleric level 8.
The meaning of this spell is not yet fully defined.
#
"REMOVE CURSE"
Usage : cast 'remove curse' <victim | object>
Accumulative: No
Duration : Instantaneous
Level : Cleric level 26.
Will remove a curse on carried objects or any persons in the room.
#
"REMOVE POISON"
Usage : cast 'remove poison' <victim | food | drink>
Accumulative: No
Duration : Instantaneous
Level : Cleric level 10.
Will remove the affects of poison from a victim or an object.
See also: POISON
#
SANCTUARY
Usage : cast 'sanctuary' [self]
Accumulative: Yes (Duration)
Duration : 4 hours
Level : Cleric level 15.
When protected by sanctuary you will only receive 1/2 the normal damage
caused by a particular blow.
See also: ARMOR, BLESS
#
"SHOCKING GRASP"
Usage : cast 'shocking grasp' <victim>
Accumulative: -
Duration : Instantaneous
Level : Mage level 7.
Save : Versus spell for half damage.
This spell is more powerful than the burning hands spell.
See also: "BURNING HANDS"
#
"SENSE LIFE"
Usage : cast 'sense life'
Accumulative: Yes (Duration)
Duration : Level hours.
Level : Cleric level 5, Mage level 17.
Allows the caster to sense the presence of a player or monster in the
room which is hiding. The true identity will remain hidden however.
Invisible persons are also considered hidden.
See also: HIDE
#
STRENGTH
Usage : cast 'strength' <victim>
Accumulative: Yes
Duration : Level/2 + 4
Level : Mage level 6.
A person will gain 1 strength point per spell (2 points if level of
caster is greater than 18). Maximum strength is 18/100.
#
SUMMON
Usage : cast 'summon' <victim>
Accumulative: -
Duration : Instantaneous
Level : Cleric level 10.
Will summon a person of the name spoken. It is not possible to
summon someone of three or more levels above yourself.
If you attempt to summon a monster, it will get a saving throw.
See also: NOSUMMON
#
VENTRILOQUATE
Usage : cast 'ventriloquate' <victim | object> <text>
Accumulative: -
Duration : Instantaneous
Level : Mage level 1.
Save : Versus spell victim only sees attempted cast.
For all people in the same room as the caster that fail a saving throw, the
spell will make the object or victim appear to say the text written.
Example:
> cast 'vent' Mirlen I got 399,823 coins, don't even consider killing me!
#
"WORD OF RECALL"
Usage : cast 'word of recall'
Accumulative: -
Duration : Instantaneous
Level : Cleric level 12.
The caster will be transferred back to his hometown sanctuary (usually the
Temple of Midgaard).
#
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ADVANCE
Usage: advance <victim> <level>
ADVANCE moves a player to a new level. If used to promote a player to an
immortal level, and if you have the autowiz program installed, the wizlist and
immlist will automatically be recreated.
Example:
> advance rasmussen 34
See also: SET
#
WIZAT
Usage: at <room VNUM | item | mob | player name> <command> <arguments>
AT can be used to perform an action in a location other than where you are
standing. The first argument can be a virtual room number or the name of a
character or object. The remainder of the line is passed to the command
interpreter.
Examples:
> at 3001 look
> at fido kill fido
> at 3.corpse get all corpse
> at catje wave catje
See also: GOTO
#
BAN UNBAN
Usage: ban [<all | new | select> <site>]
unban <site>
These commands prevent anyone from a site with a hostname containing the
site substring from logging in to the game. You may ban a site to ALL, NEW
or SELECT players. Banning a site to NEW players prevents any new players
from registering. Banning a site to ALL players disallows ANY connections
from that site. Banning a site SELECTively allows only players with site-ok
flags to log in from that site. Ban with no argument returns a list of
currently banned sites.
Unban removes the ban.
Examples:
> ban all whitehouse.gov
> unban ai.mit.edu
See also: WIZLOCK
#
DATE
Shows the current real time. (Not a social)
#
DC
Usage: dc <descriptor number>
DC (DisConnect) is used to disconnect a socket. If used on a playing socket,
the player will lose his/her link, but, unlike PURGE, will not extract the
player or dump the player's inventory on the ground.
DC is also useful for disconnecting people who have accidentally left
themselves at the main menu, or connections sitting in the "Get name" state.
See also: USERS
#
ECHO GECHO QECHO SEND
Usage: echo <message>
gecho <message>
send <victim> <message>
qecho <message>
ECHO displays a string to everyone in your room.
GECHO displays the string to everyone in the game.
QECHO displays the string to everyone with the QUEST flag.
SEND displays the string to a particular person.
Examples:
> echo Hi, everyone in the room.
> gecho Hi, everyone in the game, isn't this annoying?
> send rasmussen You are being watched.
#
FORCE
Usage: force <victim | all> <command> <arguments>
FORCE forces a character, either monster or player, to perform a certain
action. FORCE ALL forces everyone in the game; FORCE ROOM forces everyone in
your room.
Example:
> force fido drop meat
> force all save
> force room look fido
If you are invisible to the one being forced, the force will be performed
silently.
#
FREEZE THAW
Usage: freeze <victim>
thaw <victim>
FREEZE, originally invented here at CircleMUD (we think), is used to prevent
a player from playing. If frozen, the game will ignore all commands entered
by the player, including QUIT, until the player is unfrozen with THAW.
Obviously, this command should only be used in extreme disciplinary
circumstances.
See also: SET -> FROZEN
#
GOTO TRANS WIZTELEPORT
Usage: goto <location>
trans <victim>
teleport <victim> <location>
These commands are used to transports yourself and others to different rooms.
GOTO allows you to go to other rooms; TRANS transports a person from wherever
they are to the room YOU are in; TELEPORT transports your victim to some other
location.
For both GOTO and TELEPORT, the location specifier can be either a virtual
room number, or the name of a character or object.
Examples:
> goto 3001
> goto rasmussen
> trans fido
> teleport fido 3001
> teleport fido 2.fido
See also: POOFIN, POOFOUT, SET -> ROOM, WIZAT
#
HANDBOOK
Usage: handbook
Guidelines for having an Immortal character -- you should read it.
#
HCONTROL
Usage: hcontrol build <house vnum> <exit dir> <player name>
hcontrol destroy <house vnum>
hcontrol pay <house vnum>
hcontrol show
House control, controls the addition, removal, and payments of houses.
Hcontrol show will show all the houses currently defined in the game
along with their last 'rent' payment date.
See also: HOUSE, HOUSES
#
HOLYLIGHT
Usage: holylight
A toggle which allows you to see:
Invisible people and objects, even if you don't have 'detect invisibility'
Hidden people, even if you don't have 'sense life'
Dark rooms, even if you don't have a light
It is expected most immortals will keep HOLYLIGHT on most of the time;
it exists so that you have the ability to see what mortals see for
debugging purposes.
#
IMOTD
Usage: imotd
Displays the Immortal message of the day. This file usually contains
new information on commands recently added, new features and other
important information that immortals should be aware of.
See also: MOTD
#
INVIS
Usage: invis [level]
INVIS sets your invisibility level. With no argument, invis toggles between
making you fully visible and fully invisible. If you specify a level, only
people at and above the level you specify will be able to see you.
Examples:
> invis
> invis 31
See also: VISIBLE
#
LAST
Usage: last <player_name>
For checking the last time a person logged on, their sitename, and their
ID number.
Example:
> last ras
[ 24] [14 Cl] Ras : somesite.edu : Tue May 16 22:07:09 1995
See also: STAT
#
LOAD
Usage: load <mob | obj> <virtual number>
LOAD is used to create mobiles and objects. The first argument specifies if
you are trying to load a mobile or an object; the second is the virtual
number.
Example:
> load obj 3099
You create a bulletin board.
> load mob 3005
You create the receptionist.
See also: VNUM
#
MUTE
Usage: mute <victim>
MUTE is used to shut a player up. When muted, a player will not be able to
use most communication channels until he/she is unmuted.
See also: FLAGS
#
NOHASSLE
Usage: nohassle
Toggles a flag to prevent aggressive monsters from attacking.
#
NOTITLE
Usage: notitle <vicitim>
Prevent players from being able to set their own titles; i.e., if the
player consistently has an offensive title. The definition of offensive
is left as an exercise for the reader.
See also: TITLE
#
NOWIZ
Usage: nowiz
Allows you to hear or ignore messages coming over the wiznet.
See also: WIZNET
#
OLC
Usage: olc { . | set | show | obj | mob | room} [args]
.: Repeat last modification command
set: Set OLC characteristics
show: Show OLC characteristics
obj: Modify an object
mob: Modify a mob
room: Modify a room
OnLine Creation. A feature which will eventually allow the creation
of areas ONLINE, without having to reboot the system.
See also: SHOW->ZONES, ZRESET
#
PAGE
Usage: page <player | all> <message>
PAGE is used to send a message, along with a beep, to another player. Use
PAGE ALL to send a message and a beep to everyone in the game.
Examples:
> page rasmussen Hey, are you still at the keyboard?
> page all GAME WILL BE SHUTTING DOWN IN 10 MINUTES
Do not abuse this command.
#
PARDON
Usage: pardon <victim>
Removes killer and thief flags from a player.
#
POOFIN POOFOUT
Usage: poofin <message>
poofout <message>
Sets the message seen by players when you use GOTO to move to a different
room. POOFIN with no argument resets your poofin to the default "appears with
an ear-splitting bang"; POOFOUT with no argument defaults to "disappears in
a puff of smoke."
See also: GOTO
#
PURGE
Usage: purge [name]
Purge destroys things. If used with no arguments, it will clear a room of all
mobiles and objects, but will not harm players. If the argument is an object,
that object (and all of its contents, if any) will be destroyed. If the
argument is a mobile, the mobile will be destroyed, leaving its inventory and
equipment lying on the ground.
If the argument is the name of a player, the player's inventory and equipment
will drop on the ground and the player will lose his/her connection. For this
reason, PURGE should only be used on players in disciplinary situations.
Examples:
> purge
> purge Pom
> purge sword
> purge dragon
See also: DC
#
RELOAD
Usage: reload < '*' | all | file >
Reload is used to reload text files such as the MOTD from disk into memory.
reload * reloads all the text files below.
Valid files are:
background (/mud_dir/lib/text/background)
credits (/mud_dir/lib/text/credits)
greetings (/mud_dir/lib/text/greetings)
handbook (/mud_dir/lib/text/handbook)
help (/mud_dir/lib/text/help)
immlist (/mud_dir/lib/text/immlist)
imotd (/mud_dir/lib/text/imotd)
news (/mud_dir/lib/text/news)
motd (/mud_dir/lib/text/motd)
info (/mud_dir/lib/text/info)
policy (/mud_dir/lib/text/policies)
wizlist (/mud_dir/lib/text/wizlist)
xhelp (/mud_dir/lib/text/help/*)
#
REROLL
Usage: reroll <player>
REROLL gives a player new stats (i.e., Str, Int, Wis, Dex, Con, and Cha)
See also: STAT
#
RESTORE
Usage: restore <player | mobile>
RESTORE restores a player or mobile to full hit, mana, and movement points.
If used on immortals, it also sets all skill levels to 100%.
#
RETURN
Usage: return
RETURN returns you to your regular body if you are switched into a mob.
See also: SWITCH
#
ROOMFLAGS
Usage: roomflags
Toggles a flag which causes the virtual room number and room flags, if any,
to be displayed next to room names.
#
SET
Usage: set [ file | player ] <character> <field> <value>
SET is an extremely powerful command, capable of setting dozens of aspects of
characters, both players and mobiles.
SET PLAYER forces set to look for a player and not a mobile; useful for
players with names such as 'guard'.
SET FILE lets you change players who are not logged on. If you use SET FILE
on a player who IS logged on, your change will be lost. If you wish to set
a player who is in the game but is linkless, use set twice -- once with the
FILE argument, and once without -- to make sure that the change takes.
For toggled fields (BINARY), the value must be ON, OFF, YES, or NO.
The following are valid fields:
Field Level Required Who Value Type Decription
-----------------------------------------------------------------------------
age LVL_GRGOD BOTH NUMBER Character's age
brief LVL_GOD PC BINARY Brief mode
invstart LVL_GOD PC BINARY Invisible @ Start
title LVL_GOD PC MISC Player's title
nosummon LVL_GRGOD PC BINARY NOSUMMON flag
maxhit LVL_GRGOD BOTH NUMBER Max HP
maxmana LVL_GRGOD BOTH NUMBER Max mana
maxmove LVL_GRGOD BOTH NUMBER Max movement
hit LVL_GRGOD BOTH NUMBER Current HP
mana LVL_GRGOD BOTH NUMBER Current mana
move LVL_GRGOD BOTH NUMBER Current movement
align LVL_GOD BOTH NUMBER Alignment
str LVL_GRGOD BOTH NUMBER Strength
stradd LVL_GRGOD BOTH NUMBER Additional STR (18/xx)
int LVL_GRGOD BOTH NUMBER Inteligence
wis LVL_GRGOD BOTH NUMBER Wisdom
dex LVL_GRGOD BOTH NUMBER Dexterity
con LVL_GRGOD BOTH NUMBER Constitution
cha LVL_GRGOD BOTH NUMBER Charisma
sex LVL_GRGOD BOTH MISC Sex
ac LVL_GRGOD BOTH NUMBER Armor class
gold LVL_GOD BOTH NUMBER Gold (On hand)
bank LVL_GOD PC NUMBER Gold in bank
exp LVL_GRGOD BOTH NUMBER Experience points
hitroll LVL_GRGOD BOTH NUMBER To-Hit modifier
damroll LVL_GRGOD BOTH NUMBER Damage modifier
invis LVL_IMPL PC NUMBER Invisible (level)
nohassle LVL_GRGOD PC BINARY NOHASSLE flag
frozen LVL_FREEZE PC BINARY FROZEN flag
practices LVL_GRGOD PC NUMBER # of practices
lessons LVL_GRGOD PC NUMBER # of practices
drunk LVL_GRGOD BOTH MISC Drunkeness
hunger LVL_GRGOD BOTH MISC Hrs to hunger
thirst LVL_GRGOD BOTH MISC Hrs to thirst
killer LVL_GOD PC BINARY KILLER flag
thief LVL_GOD PC BINARY THIEF flag
level LVL_IMPL BOTH NUMBER Level
room LVL_IMPL BOTH NUMBER Move to room
roomflag LVL_GRGOD PC BINARY ROOMFLAGS flag
siteok LVL_GRGOD PC BINARY SITEOK flag
deleted LVL_IMPL PC BINARY DELETED flag
class LVL_GRGOD BOTH MISC Class (W/T/C/M)
nowizlist LVL_GOD PC BINARY Not Wizlistable flag
quest LVL_GOD PC BINARY QUESTING flag
loadroom LVL_GRGOD PC MISC Room to load in (#/off)
color LVL_GOD PC BINARY COLOR flag
idnum LVL_IMPL PC NUMBER ID Number
passwd LVL_IMPL PC MISC Player password
nodelete LVL_GOD PC BINARY Undeletable flag
See also: STAT
#
SHOW
Usage: show <mode> [argument]
Valid Modes:
death errors godrooms houses
player rent shops stats
zones
The SHOW command displays information. Some modes of show require additional
information, such as a player name.
death: Shows all death traps in the game.
errors: Shows errant rooms.
godrooms: Shows the rooms in the 'god zone'.
houses: Shows the houses that are currently defined.
player: Shows player summary information, simply provide a player name.
rent: Shows the filename and path to a players rent file.
shops: Shows all the shops in the game and their buy/sell parameters.
stats: Shows game status information including players in game, mobs etc.
zones: Shows all the zones in the game and their current reset status.
An age of -1 means it is in the 'to be reset next' queue.
See also: STAT, ZRESET
#
SHUTDOWN
Usage: shutdown [reboot | die | pause]
SHUTDOWN shuts the MUD down. The SHUTDOWN command works in conjunction with
CircleMUD's 'autorun' script. If you are not using autorun, the arguments are
meaningless. If you are using autorun, the following arguments are available:
REBOOT Pause only 5 seconds instead of the normal 40 before trying to
restart the MUD.
DIE Kill the autorun script; the MUD will not reboot until autorun is
explicitly run again.
PAUSE Create a file called 'paused' in Circle's root directory; do not
try to restart the MUD until 'paused' is removed.
#
SKILLSET
Usage: skillset <name> '<skill>' <value>
Sets the specified skill to the specified value.
See also: SET
#
SLOWNS
Usage: slowns
Toggles whether or not IP addresses are resolved into readable site names.
If slow nameserver is enabled, USERS will show only IP addresses.
(128.123.222.111 etc).
See also: USERS
#
SNOOP
Usage: snoop [player]
Snoop allows you to listen in on another player's session; everything the
player sees or types will be displayed on your terminal preceded by a '%'.
Obviously, there are many ethical considerations to the use of this command;
snoop should be used minimally, and only for disciplinary purposes.
Type snoop <your name> or just snoop to stop snooping.
#
SNOWBALL
Snowball is just a social -- it prints a funny message, and nothing more.
#
STAT
Usage: stat [player | object | mobile | file] <name>
Gives information about players, monsters, and objects in the game. The type
argument is optional.
STAT PLAYER will search only for players; useful for statting people with
names such as Red or Cityguard.
STAT OBJECT will search only for objects.
STAT MOBILE will search only for monsters.
STAT FILE is used to stat players who are not logged in; the information
displayed comes from the playerfile.
Examples:
> stat fido
> stat player red
> stat mobile red
> stat file niandra
> stat object thunderbolt
See also: VSTAT
#
STRING
Usage: string <type> <name> <field> [<string> | <keyword>]
For changing the text-strings associated with objects and characters. The
format is:
Type is either 'obj' or 'char'.
Field is one of the following(the names may be abbreviated):
Name (the call-name of an obj/char - kill giant)
Short (for inventory lists (obj's) and actions (char's))
Long (for when obj/character is seen in room)
Title (for players)
Description (For look at. For obj's, must be followed by a keyword)
Delete-description (only for obj's. Must be followed by keyword)
Where a string is expected as the last argument, a newline will make you enter
a string mode, and the game will prompt you for new lines to the string until
you exceed the maximum length for the string or you end a line with a '@'.
Mobiles and objects currently cannot be strung.
#
SWITCH
Usage: switch <monster>
SWITCH is used to take over the body of mobiles; useful for interactive
adventures. If the monster in which you are switched is killed you will be
returned to your own body.
See also: RETURN
#
SYSLOG
Usage: syslog [off | brief | normal | complete]
The SYSLOG command controls how detailed of an on-line system log you see.
Messages surrounded by '[' and ']' are syslog messages and are in green
if you have color on.
The messages you receive are level dependent.
Examples:
> syslog complete
> syslog off
See also: COLOR
#
UNAFFECT
Usage: unaffect <victim>
Removes all affections (i.e., spell effects) from a player.
See also: STAT
#
UPTIME
Usage: uptime
Displays when the game was booted and calculates how long ago that was.
#
USERS
Usage: users [switches]
USERS gives a list of all sockets (i.e., connections) currently active on the
MUD. The multi-column display shows the socket number (used by DC), class,
level, and name of the player connected, connection state, idle time, and
hostname.
The following switches are available:
-k or -o Show only outlaws (killers and thieves).
-p Show only sockets in the playing sockets.
-d Show only non-playing (deadweight) sockets.
-l min-max Show only sockets whose characters are from level min to max.
-n <name> Show the socket with <name> associated with it.
-h <host> Show all sockets from <host>.
-c list Show only sockets whose characters' classes are in list.
See also: DC, SLOWNS
#
VNUM
Usage: vnum <mob | obj> <name>
Gives a list of the virtual numbers of objects or mobiles which have the
specified name.
Examples:
> vnum obj ring
1. [ 904] a platinum ring
2. [ 2543] a seashell ring
3. [ 2588] a small emerald ring
> vnum mob dragon
1. [ 1] Puff
2. [ 908] the dragon turtle
3. [ 2548] the Master of Illusions
#
VSTAT
Usage: vstat < mob | obj > <virtual number>
Used to stat a prototypical mobile or object by virtual number.
Examples:
> vstat obj 3000
> vstat mob 3001
See also: LOAD, STAT, VNUM
#
WIZHELP
Usage: wizhelp
Gives a list of the special commands available at your level.
#
WIZLOCK
Usage: wizlock [value]
WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters
from being created. WIZLOCK n, 2 <= n <= 34, prevents new characters and
allows only characters level n and above to log on. WIZLOCK with no argument
displays the current WIZLOCK level.
See also: BAN
#
WIZNET ;
The immortal communication channel.
Usage: wiznet [ '@' | '+' | '-' | '#' ] [<text>]
Examples:
>; <text> - just sends text
>; @ - shows all gods that are on and visible to you
- also shows if the gods who are visible to you are writing
This code was provided by Gnort.
See also: NOWIZ
#
ZRESET
Usage: zreset < zone | '*' | '.' >
Used to force a zone to reset. '*' forces all zones to reset. '.' forces
the zone you are in to reset.
See also: SHOW -> ZONES
#
$