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 . 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 " to post a message to a board; terminate a message with a '@' as the first character on a line. Type "READ " to read a post. Type "REMOVE " 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 ") --Jeremy Elson (jelson@circlemud.org) See also: AREAS # $