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ABJURER
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.
ACTIVATE
Command : ACTIVATE Usage : ACTIVATE ([PARAMETERS]) [ITEM] Usage : ACTIVATE ([PARAMETERS]) ([ITEM]) Example : activate stun phazer Example : activate console Example : activate warp drive console Example : activate thrust 100 console Short(s): A, > *** THIS COMMAND IS UNIMPLEMENTED *** This multi-purpose command is used to turn-on electrical devices (no parameters required), change settings on electrical devices (by including proper parameters), and operate computer consoles. An item being activated always requires the target item unless the item is a computer console the player is sitting at, in which case it is implied.
AFFECT
Command : AFFECT Usage : AFFECT Example : affect Short(s): AFF List the spell or other affects that your character is currently under the influence of.
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.
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 NO 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 no 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
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
An Apprentice is a weak class that qualifies only for the games most common skills. As an Apprentice, you are free to move around in the game and 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 cant 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
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 Example : areas Short(s): This command will list all the areas in the known world of the game. You may also enter HELP [AREA NAME] to get more help on the areas you see listed with this command.
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
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
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.
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
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
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!
BEACON
A beacon is where you recall to. See help on the RECALL skill.
BEASTMASTER
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 truely 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.
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 CoffeeMud.
BUNDLE
Several of the common skills let you bundle raw resources like wood or ore.
BURGLAR
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, Thiefs 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.
CHANGEBAG
A bag containing bank notes as change in a monetary transaction. The notes may be removed and turned back into coins.
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, and the ability to get better prices from merchants is reflected in Charisma.
CHARLATAN
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.
CHAT
Command : CHAT Usage : CHAT [MESSAGE] Example : chat yo fellas Short(s): One of the numerous CHANNELS that can be used to communicate with all of the users online.
CITIZENS
See help on UNION or FELLOWSHIP
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 [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 [MEMBER NAME] [POSITION NAME] Example : classassign bob treasurer Short(s): Promote or Demote a member to the listed position. Positions include: boss, applicant, treasurer, leader, member.
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 [CLAN NAME] [WAR/HOSTILE/FRIENDLY/ALLY] Example : clandeclare the destroyers ally 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): Gets some details on the clan.
CLANDONATESET
Command : CLANDONATESET Usage : CLANDONATESET 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 [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 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 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 Example : clanpremise Short(s): Allows the boss to describe the premise of his or her Clan.
CLANQUAL
Command : CLANQUAL Usage : CLANQUAL 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 [MEMBER NAME] Example : clanreject bob Short(s): Reject an applicant for membership to your clan.
CLANRESIGN
Command : CLANRESIGN Usage : CLANRESIGN 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 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 Example : clanvote Short(s): Allows a voting member of a clan to cast a vote on a pending matter.
CLANWHO
Command : CLANWHO Usage : CLANWHO Example : clanwho Short(s): clwh Shows who is online from your clan.
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
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.
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
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
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,
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.
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
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 ([PARAMETERS]) [ITEM] Usage : DEACTIVATE ([PARAMETERS]) ([ITEM]) Example : deactivate stun phazer Example : deactivate console Example : deactivate warp drive console Example : deactivate thrust console Short(s): A, > *** THIS COMMAND IS UNIMPLEMENTED *** This multi-purpose command is used to turn-off electrical devices (no parameters required), undo settings on electrical devices (by including proper parameters), and shut down computer consoles. An item being deactivated always requires the target item unless the item is a computer console the player is sitting at, in which case it is implied.
DEITIES
Command : DEITIES Usage : DEITIES Example : deities Short(s): GODS 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.
DEITY
A Deity is a god. See the DEITIES command.
DELVER
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 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.
DIETY
A Deity is a god. See the DEITIES command.
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.
DISPLAY
What you are looking at right now.
DIVINER
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
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
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
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.
DWARF
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
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
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] Example : enter door Example : enter portal Short(s): 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
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.
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_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.
FACTIONLIST
Command : FACTIONLIST Usage : FACTIONLIST Example : factionlist 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.
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.
FELLOWSHIP
See the help entry on CLANS for more generic clan information. Organization type: FELLOWSHIP
The Fellowship is a clan where all members vote on any and all clan related matters. Interclan relations, membership, elections to office, and clan policy are able to be placed to the vote of the entire membership by any member at any time. For safety, only two powers are reserved to clan offices: the power to withdraw from the clan bank account is given only to the Treasurer, and the power to maintain clan property is given only to the Manager. Soldiers may also be appointed to handle military matters out in the field.
Fellowship Authority Chart -------------------------- Command !Citizen !Soldier !Enchanter!Treasurer!Manager !1st Cit ---------------+---------+---------+---------+---------+---------+------- ClanAccept ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanAssign ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanExile ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanHomeSet ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanMorgueSet ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanTax ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- DonateSet ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanReject ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanPremise ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanDeclare ! Vote ! Vote ! Vote ! Vote ! Vote ! Vote ---------------+---------+---------+---------+---------+---------+------- Buy Property ! ! ! ! ! X ! ---------------+---------+---------+---------+---------+---------+------- Spend Clan Exp ! ! ! X ! ! ! ---------------+---------+---------+---------+---------+---------+------- Withdraw Funds ! ! ! ! X ! ! ---------------+---------+---------+---------+---------+---------+------- List Funds ! X ! X ! X ! X ! X ! X ---------------+---------+---------+---------+---------+---------+------- Order Members ! ! ! ! ! ! ---------------+---------+---------+---------+---------+---------+------- Order Conquered! ! X ! ! ! ! ---------------+---------+---------+---------+---------+---------+-------
FIGHTER
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
Command : FIRE Usage : FIRE ([MOB NAME])_ Example : fire larry Short(s): A placeholder for the ability to tell a mob that their services are no longer requested.
FLAME_SHIELD
FLAMESHIELD
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.
FLESH_TO_STONE
FLESH_STONE
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 ORDER <MOBNAME> follow self
See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.
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
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.
GANG
See the help entry on CLANS for more generic clan information.
Organization type: GANG The traditional Gang is an efficient organization run by a single boss. The boss has all the powers and authority mentioned above, and can assign leaders, treasurers, or staff to assist with some menial chores. Gang bosses and leaders also have the authority to maintain discipline in the ranks using the ORDER command.
Gang Authority Chart -------------------- Command !Member !Staff !Enchanter!Treasurer!Leader !Boss ---------------+---------+---------+---------+---------+---------+------- ClanAccept ! ! ! ! ! X ! X ---------------+---------+---------+---------+---------+---------+------- ClanAssign ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanExile ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanHomeSet ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanMorgueSet ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanDeclare ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanTax ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanDonateSet ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanReject ! ! ! ! ! X ! X ---------------+---------+---------+---------+---------+---------+------- ClanPremise ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- Buy Property ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- Spend Clan Exp ! ! ! X ! ! ! X ---------------+---------+---------+---------+---------+---------+------- Withdraw Funds ! ! ! ! X ! ! X ---------------+---------+---------+---------+---------+---------+------- List Funds ! ! ! ! X ! ! X ---------------+---------+---------+---------+---------+---------+------- Order Members ! ! ! ! ! X ! X ---------------+---------+---------+---------+---------+---------+------- Order Conquered! ! X ! X ! X ! X ! X ---------------+---------+---------+---------+---------+---------+-------
GAOLER
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
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
Goblins are small twisted creatures, quick on their feat, 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.
GOSSIP
Command : GOSSIP Usage : GOSSIP [MESSAGE] (LAST [NUMBER]) Example : gossip I just found a great sword everyone! Example : gossip last 10 Example : gossip ,smile Example : gossip :smile Bob Short(s): One of the numerous CHANNELS that can be used to communicate with all of the users online. Use the last [NUMBER UP TO 10] parameter to view the log of channel messages. Use the , or : prefix to do an emote or use a social inside your channel message.
GRATZ
Command : GRATZ Usage : GRATZ [MESSAGE] (LAST [NUMBER]) Example : gratz Great job Bilbo! Example : gratz last 10 Example : gratz ,smile Example : gratz :smile Bob Short(s): One of the numerous CHANNELS that can be used to communicate with all of the users online. Use the last [NUMBER UP TO 10] parameter to view the log of channel messages. Use the , or : prefix to do an emote or use a social inside your channel message.
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.
GUILD
See the help entry on CLANS for more generic clan information. Organization type: GUILD
The Guild is run by several elite members called Guildmasters. These guildmasters reserve many tasks for themselves, though they must often vote amongst themselves on matters affecting the good of the whole clan. The guild is very hierarchical, so that those with rank above the others may use the ORDER command to those below to maintain discipline. They may also assign a treasurer to help them handle money, though like the CLAN, the masters of the guild also reserve that authority as well.
Guild Authority Chart --------------------- Command !Member !Chief !Enchanter!Treasurer!Secretary!Master ---------------+---------+---------+---------+---------+---------+------- ClanAccept ! ! ! ! ! X ! X ---------------+---------+---------+---------+---------+---------+------- ClanAssign ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanExile ! ! ! ! ! ! X ---------------+---------+---------+---------+---------+---------+------- ClanHomeSet ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanMorgueSet ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanTax ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- DonateSet ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanReject ! ! ! ! ! X ! X ---------------+---------+---------+---------+---------+---------+------- ClanPremise ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- ClanDeclare ! ! ! ! ! ! Vote ---------------+---------+---------+---------+---------+---------+------- Buy Property ! ! ! ! ! X ! X ---------------+---------+---------+---------+---------+---------+------- Spend Clan Exp ! ! ! X ! ! ! X ---------------+---------+---------+---------+---------+---------+------- Withdraw Funds ! ! ! ! X ! ! X ---------------+---------+---------+---------+---------+---------+------- List Funds ! ! ! ! X ! ! X ---------------+---------+---------+---------+---------+---------+------- Order Members ! ! X ! X ! X ! X ! X ---------------+---------+---------+---------+---------+---------+------- Order Conquered! X ! X ! X ! X ! X ! X ---------------+---------+---------+---------+---------+---------+-------
HALFELF
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
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
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
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 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.
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
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.
INFO
Command : INFO Short(s): The automatic information channel. Turned off with NOINFO
INTELLIGENCE
Memory and concentration, and the ability to gain greater proficiency in skills and spells through practice are reflected in Intelligence.
INTERMUD
See the I3 command. Intermud is a communication protocol that allows many different muds to share channels as 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
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.
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].
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 [LINE 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 accomodate their terminal.
LIST
Command : LIST Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME]) Example : list Example : list weaponsmith Example : list 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.
LOCATE
Command : LOCATE Usage : LOCATE [PLAYER NAME] Example : locate bob Short(s): Attempts to locate a specific player on the InterMud3 network.
LOCK
Command : LOCK Usage : LOCK [ITEM NAME] Example : lock door Short(s): Attempts to lock, by ordina |