Player Help

CoffeeMud 5.9

AARAKOCRAN

Race Name : Aarakocran (Avian) 
Stat Mods.: Dexterity+2, constitution-1, charisma-1, max dexterity adj.+2,
max constitution adj.+1, max charisma adj.+1, save vs
overlooking+50
Abilities : Eagle Eyes(50%), Winged Flight(100%), Hunting(50%)
Languages : Bird Speak(100%)
Life Exp. : 45 Years
Immunities: Lycanthropy
Equipment : A nice tunic, a pair of pants, a knitted weapon belt
Desc. :
Aarakocran are bipedal birdmen, with hands incorporated into their wings.
Aarakocran are a little taller than humans, but much lighter due to their bone
structure. They are adept flyers with superior vision.

ABJURER

Char Class: Abjurer (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Abjuration as levels
advance. At 10th level, receives double duration on your
Abjuration magic, and half duration from malicious Abjuration
magic.
Limits : Unable to cast Enchantment/charm spells. Receives penalty damage
from Enchantment/charm as levels advance. Receives double
duration from malicious Enchantment/charm magic, half duration on
other Enchantment/charm effects.
Desc. :
Abjurers are specialist mages who concentrate their studies towards the mastery
of protective magic. So adept have they become that they automatically gain
every known abjuration spell when they gain levels, including spells which only
the abjurer may master.

Although the Abjurer will not have the benefit of Enchantment spells, they are
still formidible foes. Their protective magic lasts much longer than that of
other mages, and they still have access to many of the most dangerous spells.

ABOVE

Command : ABOVE 
Usage : ABOVE
Example : above
Short(s):
Travel above deck from the room or location.

ACCOUNT

Command : ACCOUNT 
Usage : ACCOUNT
Example : account
Short(s):
If this mud supports accounts, this command will show you a list of your
characters, and your account expiration date, if applicable. You can also use
LOGOUT to return to the account menu, or SWITCH to quickly change between
characters on the same account.

ACHIEVEMENTS

Command : ACHIEVEMENTS 
Usage : ACHIEVEMENTS (PLAYER/ACCOUNT/CLAN) (ALL/NOW/ANNOUNCE) ([PLAYER])
Usage : ACHIEVEMENTS (AWARDS/REMORT/FUTURE/RETIRE) ([PLAYERNAME])
Example : achievements
Example : achievements all
Example : achievements bob
Example : achievements player now
Example : achievements account announce bob
Example : achievements future bob
This command shows the player all their notable achievements in the game. If
the optional NOW parameter is given, then all achievements in which the player
has made any progress is shown. If the optional ALL parameter is given, then
all Possible achievements are shown, along with any progress the player has
made towards them. If ANNOUNCE is specified, then the player will announce the
achievements to the room. If a player name is specified, then the achievements
of that player are shown instead. If the optional player or account parameter
is specified, then the achievements will be limited to player or account
specific achievements, if your mud supports accounts.

The AWARDS parameter will show all awards, from all sources, that the current
or given target has received.
The FUTURE parameter will show all account awards that would be received by the
next character created on this player account.
The RETIRE parameter will show all awards that would be received by this player
account should the current or given player retire immediately, including
previously earned awards.
The REMORT parameter will show all awards that would be received by the current
or given player should they remort immediately, including previously earned
awards.

Some achievements are evaluated only once an hour, but this command will also
force your achievement tracker to do an evaluation.

ACTIVATE

Command : ACTIVATE 
Usage : ACTIVATE ([COMMANDS]) [ITEM]
Example : activate phazer
Example : activate console
Example : activate stun phazer
This multi-purpose command is used to turn-on electrical devices, and, in some
circumstances, cause the device to perform its function. (by including optional
parameters), and operate computer consoles.

AFFECT

Command : AFFECTS 
Usage : AFFECTS
Example : affects
Short(s): AFF
List your present disposition, as well as any spells or other affects that your
character is currently under the influence of.

AFK

Command : AFK 
Usage : AFK ([OPTIONAL MESSAGE])
Example : afk
Example : afk I am eating.
Short(s):
Notifies the system that you are away from your keyboard. Entering AFK again,
or just entering a new command will reset this status. You may enter an
optional message to give to those who attempt to TELL you something.

AFT

Command : AFT 
Usage : AFT
Example : aft
Short(s):
Travel towards the rear of a ship.

AFT_PORTSIDE

Command : AFT PORTSIDE 
Usage : AFT PORTSIDE
Example : aft portside
Short(s):
Travel towards the rear left of a ship.

AFT_STARBOARD

Command : AFT STARBOARD 
Usage : AFT STARBOARD
Example : aft starboard
Short(s):
Travel towards the rear right of a ship.

AIM

In combat, you do not normally need to aim.  Your weapon will automatically
attack the target of your kill command or your current enemy. In ship tactical
combat, however, the AIM command must be used to aim a specified siege weapon
at some distance ahead of an enemy ship. See help on SHIP_COMBAT for more
information on ship tactical combat.

ALIAS

Command : ALIAS 
Usage : ALIAS (DEFINE [KEY] ([COMMANDS]))
Example : alias
Example : alias define fk flykick
Example : alias define fk
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. Multiple commands may be combined by putting a tilde ~
character between them. You may also prefix an entire alias command string
with the word NOECHO to prevent the commands from being echoed. When playing,
any arguments given after the alias are also appended to each command in the
alias definition.

New aliases can also be added or removed on the command line using the define
argument. The alias key is always required for a define, but you can also give
the aliased commands to add, or leave them out to remove the key.

ALIGNMENT

Your alignment represents your moral fiber, with Good representing selfless
benevolence, Evil representing selfish maliciousness, and Neutral representing
the balance of the two.

In combat, the amount of experience you receive from the vanquishing of a foe
depends partially on your alignment versus that of the creature you have
killed. In general, if you are Good and you kill a Good creature, or Evil and
kill an Evil creature, or Neutral and kill a Neutral creature, you receive
least experience. The amount of experience can vary depending upon how close
to perfect Goodness, perfect Evil, or pure Neutrality you are. In addition to
receiving the least amount of experience for violating this rule, you will find
your characters alignment slowly changing with each repeat offense.

For some classes, alignment can have other affects. Paladins must always be
good and/or lawful, and will find that their spellcasting ability disappears
with their purity. Clerics may be any alignment but their spell choices can
profoundly impact their alignment. A Good Cleric or Paladin who casts evil
spells will soon find themselves becoming evil. Evil Clerics can suffer the
same fate for using benevolent spells. Druids tend to require neutrality to be
successful with magic. See also help in INCLINATION.

ALTERER

Char Class: Alterer (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Alteration as levels
advance. At 10th level, receives double duration on your
Alteration magic, and half duration from malicious Alteration
magic.
Limits : Unable to cast Invocation/evocation spells. Receives penalty
damage from Invocation/evocation as levels advance. Receives
double duration from malicious Invocation/evocation magic, half
duration on other Invocation/evocation effects.
Desc. :
Alterers are specialist mages who concentrate their studies in the mastery of
altering the world around them. Their all-purpose skills serve them
wonderfully in combat, in the maintenance of their own health and equipment,
and in becoming 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 (16) (OFF)
Example : ansi
Example : ansi 16
Example : ansi off
Short(s):
Turns color output on or off. NOANSI or NOCOLOR or the OFF argument to turn it
off. The "16" argument can be used as a toggle when the mud client only
supports 16 colors, in order to change 256-color output to use the standard 16
ansi colors. See also COLORSET.

APOTHOCARY

A common misspelling for APOTHECARY.

APPRENTICE

Char Class: Apprentice (Commoner) 
Max-Stats : Others (18)
Qualifiers: Wisdom 5+, Intelligence 5+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
Practices : 5 +[(Wisdom/6)+5 per lvl] Trains : 6 +1 per level
Hit Points: 20 +[(Con/9)+(1d4) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use dagger-like or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains lots of xp for training to a new class, and gets bonus
common skills.
Limits :
Desc. :
An Apprentice may not go past level 1, and qualifies only for the games most
common non-combat skills. You are free to move around in the game like anyone
else, in order to learn some of the ropes before choosing a more permanent
career. When you have decided which of the main classes to go to, you may use
the TRAIN command with an appropriate teacher to become the class of your
choosing. If you can't find an appropriate teacher, remember that a player of
the proper class may be able to help you. Be sure to save yourself a training
point for this purpose!

ARCANIST

Char Class: Arcanist (Thief) 
Max-Stats : Intelligence (22), Dexterity (22), Others (18)
Qualifiers: Dexterity 9+, Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc and Svirfneblin
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/5)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Magic resistance, 1%/level. Huge discounts when buying arcane
potions after 5th level. Ability to memorize spells learned
through SpellCraft. Can see wand charges at level 30.
Limits :
Desc. :
Also known as the Arcane Rogue, the Arcanist is the thief who has become
fascinated with all things arcane, but has little or no innate magical power.
He is an accumulator of wands and scrolls; making good use of his limited
knowledge to create, improve, and most especially use these items to his
devious ends. Arcanists are also just knowledgable enough to learn spells
simply by observing their usage, although, lacking any innate power, he forgets
them as soon as they are used.

ARCHON

An Archon is a being of ultimate power.  Do not mess with them.

AREAS

Command : AREAS 
Usage : AREAS ([FILTER EXPRESSION]) (SORT=[SORTTYPE])
Example : areas
Example : areas $population > 10 or ($avg_level < 5 and $avg_level > 2)
Example : areas $med_alignment >= 7500
Example : areas $med_alignment >= 7500 sort=med_level
Short(s):
This command will list all the areas in the known world of the game.

You can also filter the list by entering a expression that tests various
statistics about the area in order to help find the one you want. You can use
any normal mathematical calculation and comparisons >, <, >=, =, !=, <>, <=,
and can combine expressions using "and" or "or". Use parenthesis to affect the
order of evaluation. Most importantly, you can test any of the following
variables about the areas: $POPULATION, $MIN_LEVEL, $MAX_LEVEL, $AVG_LEVEL,
$MED_LEVEL, $AVG_ALIGNMENT, $MED_ALIGNMENT, $TOTAL_LEVELS,
$TOTAL_INTELLIGENT_LEVELS, $VISITABLE_ROOMS
You can sort the list by the same variables that can be filtered, which will
cause the display to show the value of that stat alongside the area name. You
can also sort by REVERSE (name), LEVEL, and AUTHOR.

You may also enter HELP [AREA NAME] to get more help on the areas you see
listed with this command.

AREA_COINS

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

AREA_CURRENCY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

AREA_MONEY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

ARMORED_DEFENCE

The level of protection your character has from being hit by ordinary weapons.

ARRESTED

When happens to you when an officer accuses you of a crime, and is able to
subdue you. See also HANDCUFF.

ARTISAN

Char Class: Artisan (Commoner) 
Max-Stats : Strength (22), Intelligence (22), Dexterity (22), Constitution
(22), Charisma (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18)-1 per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use dagger-like or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains experience when using common skills and no common skill
limits.
Limits :
Desc. :
An Artisan is a professional tradesman who specializes in the common skills
that make civilization work. Artisans who focus their skills in particular
trees will see their apparent class name reflect this due to Artisanal Focus.
The Artisan will never be a great fighter, which makes him a poor choice for
exploring those monster filled dungeons. However, the Artisan is still able to
advance by using his skills and gaining experience while he does! Artisans,
like Apprentices, may still choose to go into a more adventurous profession,
but like Apprentices, they are unable to go back.

ASK

Command : ASK 
Usage : ASK ([MOB NAME]) [MESSAGE]
Example : ask Where am I?
Short(s):
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You may specify the mob to speak to, or just speak in
general.

ASSASSIN

Char Class: Assassin (Thief) 
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Dexterity 5+, Wisdom 5+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : May use any weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Strong resistance to all poisons at 21st level.
Limits :
Desc. :
Assassins reflect the darkest and most wicked side of the rogue. The dealing
of death becomes a goal in itself, the epitome 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.

ASTROENGINEER

Sorry, but this is Not Yet Implemented

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 the 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 (ON/OFF)
Example : autoassist
Example : autoassist off
Short(s):
Toggles whether or not you automatically assist fellow group members who have
entered combat.

AUTODRAW

Command : AUTODRAW 
Usage : AUTODRAW (ON/OFF)
Example : autodraw
Example : autodraw off
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 (ON/OFF)
Example : autoexits
Example : autoexits off
Short(s):
Toggles whether or not the exits to any room are automatically displayed
whenever you look.

AUTOFORWARD

Command : AUTOFORWARD 
Usage : AUTOFORWARD (ON/OFF)
Example : autoforward
Example : autoforward off
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 (ON/OFF)
Example : autogold
Example : autogold off
Short(s):
Toggles whether or not you automatically collect any gold from the corpses of
vanquished foes.

AUTOGUARD

Command : AUTOGUARD 
Usage : AUTOGUARD (ON/OFF)
Example : autoguard
Example : autoguard off
Short(s): guard
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 (ON/OFF)
Example : autoimprovement
Example : autoimprovement off
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.
The name of the skill to modify may optionally be modified with a starting or
ending asterisk (*) to match multiple skills, and may be preceded by the word
INVOKE or UNINVOKE to specify an action other than toggle.

AUTOLOOT

Command : AUTOLOOT 
Usage : AUTOLOOT (ON/OFF)
Example : autoloot
Example : autoloot off
Short(s):
Toggles whether or not you automatically collect any items from the corpses of
vanquished foes.

AUTOMAP

Command : AUTOMAP 
Usage : AUTOMAP (ON/OFF)
Example : automap
Example : automap off
Short(s):
If this mud supports the feature, then this command toggles whether or not you
automatically see a mini-map of your immediate surroundings when you enter a
new room.

AUTOMELEE

Command : AUTOMELEE 
Usage : AUTOMELEE (ON/OFF)
Example : automelee
Example : automelee off
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 (ON/OFF)
Example : autonotify
Example : autonotify off
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 (ON/OFF)
Example : autorun
Example : autorun off
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 (ON/OFF)
Example : autoweather
Example : autoweather off
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 and items can be deposited and withdrawn using the
DEPOSIT and WITHDRAW commands. You can also borrow money using the BORROW
command. Use LIST to see interest and balance information.

BARBARIAN

Char Class: Barbarian (Fighter) 
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : Must wear non-metal armor.
Bonuses : Damage reduction 1pt/5 levels. A 1%/level resistance to
Enchantments. Bonus conquest and duel experience. Bonus max
dex/15 levels when torso and body are bare.
Limits :
Desc. :
Barbarians are the wild warriors of the frontier. Their ability to deal large
amounts of damage in combat, as well as inspire combative behaviors in others
makes them especially ferocious. They are fond of mastering numerous weapons,
and building up their bodies, though they distrust metal armors, and may not
wear them without difficulties.

How to play: Barbarian combat skills make them desirable as group members.
While their non-metal armor restriction can sometimes hurt their nomination as
tanks, their ability to deal and absorb large amounts of damage can more than
make up for anything lacked. Because of this, the Barbarian flourishes as well
alone as in groups.

The Barbarian is every bit as strong a fighter as a pure Fighter, and has that
extra combative edge that many players look for in a Class. Players who
dislike subtlety and enjoy straight up hack-and-slash playing will enjoy the
Barbarian's simple destructive style.

BARD

Char Class: Bard (Bard) 
Max-Stats : Charisma (25), Others (18)
Qualifiers: Charisma 9+
Races : Aarakocran, Centaur, Drow, Duergar, Dwarf, Elf, Githyanki, Half
Elf, Halfling, Human, Merfolk and Svirfneblin
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives group bonus combat experience when in an intelligent
group, and more for a group with players. Receives exploration
and pub-finding experience based on danger level.
Limits :
Desc. :
Bards are traveling singers, whose "songs" can possess powerful magic. They
are highly desired group members for the inspiration they bring to their team
members, and the great stings they provide to their enemies. They possess the
same weapon and armor restrictions as thieves, but also qualify for many thief
skills.

Bard is the basis for numerous sub-classes which the player may choose to gain
levels in at any time. These sub-classes include the Charlatan, Dancer,
Minstrel, and the Jester.

How to play: The great strength of the bard is in his wide assortment of
skills, and in his powerful songs. The bard may try his hand as the lonesome
traveler, but will find his skills still put him behind his peers. It is in
the company of other, more powerful classes, that the bard will flourish. And
because of the unique nature of his magic, and how his skills will always
affect groups, that groups will always want to have a bard along.

Bards are as weak as thieves in combat, and lack their general sneakiness, so
in the company of others must the bard find his path to greatness, filling any
skill gaps in almost any group with the appropriate magic or ability.

BATH

What you need to do if you start stinking.  If you can't find a bathtub, just
hop in a river or shallow water. Enter the social BATHE and the grime will
begin to disappear. Even treading water will make you cleaner.

BEACON

A beacon is where you recall to.  See help on the RECALL skill.

BEASTMASTER

Char Class: Beastmaster (Druid) 
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races : Aarakocran, Centaur, Drow, Duergar, Dwarf, Elf, Githyanki, Gnoll,
Half Elf, Human, Lizard Man, Merfolk and Ogre
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Can create a druidic connection with an
area. Benefits from animal/plant/stone followers leveling.
Benefits from freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
Like Tarzan or Grizzly Adams, the BeastMaster is the lord of his particular
jungle, being both the guardian and master steward of the animal kingdom.
Unlike the other druids then, the beastmaster takes great pride in his animal
changing abilities, and receives many more animal forms as he progresses in
level. The beastmaster is also more accutely aware of the dangers of the wild,
and is thus a much more physical and able fighter than other druids tend to be.


How to play: The Beastmaster is the perfect loner druid class, though he is
never truly alone with all the animals he can summon to his side. He also has
numerous ways of enhancing his own innate fighting ability through magical
chants, making him formidable even when adventuring without animal companions.

BELOW

Command : BELOW 
Usage : BELOW
Example : below
Short(s):
Travel below deck from the room or location.

BID

Command : BID 
Usage : BID [AMOUNT] [ITEM NAME] ([SHOPKEEPER NAME])
Example : bid 100 sword
Example : bid 100 sword mrauctioneer
Example : bid "100 golden notes" "sword of the ancients" mrauctioneer
Short(s):
When an auctioneer is present in the same room or area as your character, this
command will allow you to place a bid on an item from that auctioneer. Placing
a bid automatically removes coin from your person.

If your maximum bid is beat by another bidder (you are outbid), then you will
automatically receive a refund. You must then return to the auctioneer to
place another bid.

If you win the auction, you will be notified after the auction ends. You must
then return to the auctioneer and use the BUY command to claim your
merchandise. You will not be charged for claiming an item you won in auction.
If the item sold for less then your maximum bid, the auctioneer will give you a
refund of the difference when you claim the item.

See also LIST, BUY, SELL, DEPOSIT, WITHDRAW, VIEW.

BLESSINGS

Blessings are what a deity bestows upon you for performing the required ritual.
Clerics receive all the blessings of their gods, while mere worshippers
receive a random one.

BOARD

Command : BOARD 
Usage : BOARD [RIDEABLE ITEM]
Example : board canoe
Short(s): ride
Your character attempts to board a boat, or other rideable creature, carriage,
horse, or item. Once boarded, the item can be navigated around by use of the
normal N,S,E,W navigation commands. See also MOUNT, LEAVE, DISMOUNT.

BOATS

Boats are craft which may be ridden over water.  See the MOUNT command.

BORROW

Command : BORROW 
Usage : BORROW [AMOUNT] ([BANKER/LIBRARIAN NAME])
Example : borrow 1000
Example : borrow "10 gold coins" "Joe Banker"
Example : borrow "500 archon notes" banker
Short(s):
This command will allow you to borrow money from a banker in the same room, or
books from a librarian. For bankers, 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 (ON/OFF)
Example : brief
Example : brief off
Short(s):
Toggles whether the room descriptions are shown as you move around. See also
the COMPRESS command.

BROKEN

If a limb should become broken for whatever reason, the path to healing begins
with getting the bones set, using either the bandaging skills, or some sort of
healing prayer. This will enable the bone to begin healing on its own. Some
broken limbs are little more than an inconvenience, while others can cause
serious problems with movement, or even with manipulating items.

BUG

Command : BUG 
Usage : BUG [BUG REPORT]
Example : bug every time i cast a spell, i get logged off!
Short(s):
Please use this command to submit bugs against the CoffeeMud codebase.

BUNDLE

Several of the common skills let you bundle raw resources like wood or ore.

BURGLAR

Char Class: Burglar (Thief) 
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 9+, Charisma 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use sword, daggers, flailed, blunt, or natural weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus experience for using certain skills.
Limits :
Desc. :
The burglar is the thief who has made the accumulation of wealth and power his
center of being, to the detriment of all else. The taking of the property of
others by stealth, wits, or even charm makes him the bane of the rich and
lawful alike. This most purist of thieves also has superior skill at being
undetected in the performance of these dastardly deeds, though he stands at a
slight disadvantage to better trained thieves if caught.

BUY

Command : BUY 
Usage : BUY [ITEM NAME] ([SHOPKEEPER NAME]) (FOR [NAME])
Example : buy sword
Example : buy sword weaponsmith
Example : buy sword weaponsmith for bob
Short(s):
When a shopkeeper is present in the same room or area as your character, this
command will allow you to purchase an item from that shopkeeper, or close an
auction you started.

The price for the item, as well as the availability of certain items can be
determined by using the 'LIST' command. If more than one shopkeeper is in the
room, you may have to specify the shopkeeper name in the parameters. You may
also purchase items for someone else by adding the "for" syntax to the end of
the command. See also LIST, SELL, DEPOSIT, WITHDRAW, VIEW, BID.

CAST

Skill    : CAST 
Usage : CAST [SPELL NAME] [TARGET NAME]
Example : cast sleep orc
Short(s) : CA
Mages, Rangers, and at later levels, Thieves and Bards can invoke their magical
abilities using the cast command. Some spells require that you direct the
spell at a target, while others only apply to the caster. For help on a
particular spell, enter help and then the name of the spell. Spells typically
consume mana at amounts that decrease as the player gains levels.

CENTAUR

Race Name : Centaur (Equine) 
Stat Mods.: Strength+1, intelligence+1, charisma-1, wisdom-1, max strength
adj.+1, max intelligence adj.+1, max charisma adj.+1, max wisdom
adj.+1
Abilities : Infravision, Buck(50%), Hardiness(100%), Foraging(50%)
Languages : Elvish(75%)
Life Exp. : 78 Years
Immunities:
Equipment :
Desc. :
Centaurs are large creatures with the body of a horse and the upper torso,
head, and arms of a human. Their class choices are limited, but they excel at
forestry, and make excellent rangers and druids.

CHANNEL

Command : [CHANNEL] 
Usage : [CHANNEL] ,[SOCIAL] ([TARGET])/LAST [NUMBER]/[MESSAGE]
Example : [channel] hello everyone!
Example : [channel] ,smile bob
Example : [channel] ,does a high five!
Example : [channel] last 30
Short(s):
This command is for global communication with all users online. The parameter
is a simple message to send to everyone online. You can use a comma and a
social name to use a social over the channel. You can use a comma and an emote
string to emote over the channel. The "LAST" command can be used to view
previous messages you may have missed. Use the NO[CHANNEL] command to silence
this channel and turn if off for you. When turned off [CHANNEL] can turn it on
again.[EXTRA]
See also: CHANNELS, SOCIALS

CHANNELS

Command : CHANNELS 
Usage : CHANNELS
Example : channels
Short(s):
List all the available channels, along with their status. Do HELP GOSSIP for
more information on how to use Channels.

CHANTS

Command : CHANTS 
Usage : CHANTS (PLANT CONTROL, DEEP MAGIC, etc../[NAME]) ([LEVEL])
Example : chants
Example : chants plant control
Example : chants ?
Example : chants barkskin
Short(s):
Lists any druidic chants that you know, along with your proficiency in them.
Can also be qualified to list your chants by domain, or use ? to list domains.
You can get your level and proficiency for a particular chant by listing it by
name. A level parameter may be given to show chants only up to that level.

CHANWHO

Command : CHANWHO 
Usage : CHANWHO [CHANNEL NAME]
Example : chanwho gossip
Example : chanwho gossip@anotherMud
Short(s):
Lists all users listening on a particular channel. The channel name may be
followed by an @ sign and the name of an I3 mud as well.

CHARIOT

A transport, usually ridden in battle, and pulled by one or more horses.

CHARISMA

Grace, charm, followers, and the ability to get better prices from merchants is
reflected in Charisma.

CHARLATAN

Char Class: Charlatan (Bard) 
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Charisma 9+, Wisdom 9+
Races : Drow, Githyanki, Gnome, Half Elf, Human and Svirfneblin
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/3)+(1d6)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives 2% resistance per level to mind affects, 4% resistance
per level to divination spells. Non-class skills become cheaper
at 30th level. Gains a random non-class skill or spell every
other level! Receives exploration and pub-finding experience
based on danger level.
Limits :
Desc. :
The Charlatan is the master of deception and disguise. Often praised because
of his natural acting ability, as well as his highly social nature, the
Charlatan can be quite antisocial if he chooses, and extremely annoying to
other players almost without trying.

How to play: The Charlatan is also a natural spy in muds with numerous players,
and has an extremely wide assortment of skills. More than any other class, the
Charlatan can taste the powers of all other classes, sometimes with real skill,
and sometimes only in seeming. For this reason, the Charlatan is ideal for
those who want a taste of all classes, or at least to seem like he is. He is a
natural group member, being able to fit almost any role by using his varied
skills, or by tricking his group members into thinking he belongs in the role
they require.

CITIZENSHIP

Various cities throughout the world may offer the ability to become a citizen
of those great cities by talking to the mayor. As a citizen, you may RECALL to
that cities recall location, allowing easy access to get back home. Other
benefits may be presented in various cities, as well. Some cities have certain
racial, religious, or alignment prejudices, so choose your home city wisely.

CLANACCEPT

Command : CLANACCEPT 
Usage : CLANACCEPT ([CLAN NAME]) [MEMBER NAME]/ALL
Example : clanaccept bob
Example : clanaccept all
Short(s):
Accept an applicant for membership to your clan.

CLANAPPLY

Command : CLANAPPLY 
Usage : CLANAPPLY [CLAN NAME]
Example : clanapply my clan
Short(s):
Apply to a clan for membership.

CLANASSIGN

Command : CLANASSIGN 
Usage : CLANASSIGN ([CLAN NAME]) [MEMBER NAME] [POSITION NAME]
Example : clanassign bob treasurer
Short(s):
Promote or Demote a member to the listed position. Positions include: boss,
applicant, treasurer, lieutentant, member, leader, and others depending upon
the type of clan you have.

CLANCREATE

Command : CLANCREATE 
Usage : CLANCREATE
Example : clancreate
Short(s):
Attempts to found a new clan, which players may then apply to.

CLANDECLARE

Command : CLANDECLARE 
Usage : CLANDECLARE ([YOUR CLAN]) [TARGET CLAN] [RELATIONSHIP]
Example : clandeclare otherclan ally
Example : clandeclare "my clan" myenemy war
Short(s):
Allows the boss to declare a new relationship with another clan. A
relationship can be one of: NEUTRAL, WAR, HOSTILE, FRIENDLY, ALLY. Generally,
a relationship only matters if the target clan also declares a similar
relationship. Each relationship has consequences, however, which are:

NEUTRAL: Clans that are neutral to each other follow all ordinary rules.
Protective clan magic applies normally. Normal PVP rules apply. Members of
neutral clans are, with respect to each other, as if their clan membership
doesn't matter.

HOSTILE: Clans that are hostile to each other are permitted to try to take away
areas that are controlled by other clans.

FRIENDLY: Clans that are friendly to each other are exempted from the effects
of certain clan-property protective magic, as if they are an applicant of that
clan.

WAR: 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
player-killing guidelines, while also sharing the consequences of being
HOSTILE.

ALLY: Members of clans in alliance with each other will automatically be at war
with any clans that either of the allied clans are also in a state of war with.
They also share all the benefits of being FRIENDLY with each other.

CLANDETAILS

Command : CLANDETAILS 
Usage : CLANDETAILS ([CLAN NAME])
Example : clandetails
Example : clandetails my clan
Short(s): CLAN
Gets some details on the clan.

CLANDONATESET

Command : CLANDONATESET 
Usage : CLANDONATESET ([CLAN NAME])
Example : clandonateset
Short(s):
Sets the current room to the clans Donation room for the purposes of the Clan
Donate spell.

CLANEXILE

Command : CLANEXILE 
Usage : CLANEXILE ([CLAN NAME]) [MEMBER NAME]
Example : clanexile bob
Short(s):
Exile an applicant for membership to your clan.

CLANEXP

See the CLANTAX command for information on clan experience taxing. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.

CLANEXPERIENCE

See the CLANTAX command for information on clan experience taxing. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.

CLANHOMESET

Command : CLANHOMESET 
Usage : CLANHOMESET ([CLAN NAME])
Example : clanhomeset
Short(s):
Sets the current room to the clans Home room for the purposes of the Clan Home
spell.

CLANKILLS

Command : CLANKILLS 
Usage : CLANKILLS ([CLAN NAME])
Example : clankills
Shows the members of your clan in the order of who has killed the most mobs
and/or players of a rival clan, such as during a war or a conquest.

CLANLIST

Command : CLANLIST 
Usage : CLANLIST
Example : clanlist
Short(s):
Gets a list of available clans.

CLANMORGUESET

Command : CLANMORGUESET 
Usage : CLANMORGUESET ([CLAN NAME])
Example : clanmorgueset
Short(s):
Sets the current room to the clans Morgue room, where the corpses of dead clan
members are magically transported.

CLANMOTD

Command : CLANMOTD 
Usage : CLANMOTD ([CLAN NAME])
Example : clanmotd
Short(s):
Allows a boss to set the message of the day for his or her clan. This is a
message all members will see when they log in.

CLANPREMISE

Command : CLANPREMISE 
Usage : CLANPREMISE ([CLAN NAME])
Example : clanpremise
Short(s):
Allows a boss to describe the premise of his or her Clan.

CLANPVPKILLS

Command : CLANPVPKILLS 
Usage : CLANPVPKILLS ([CLAN NAME])
Example : clanpvpkills
Shows the members of your clan in the order of who has killed the most players
of a rival clan, such as during a war or a conquest.

CLANQUAL

Command : CLANQUAL 
Usage : CLANQUAL ([CLAN NAME])
Example : clanqual
Short(s):
Enter the encoded qualifications for applying to your clan. The following
codes are allowed:
+SYSOP (allow archons to bypass the rules), -SYSOP (disallow archons)
+SUBOP (allow local area staff to bypass the rules), -SUBOP (disallow)
-PLAYER (disallow all players), -MOB (disallow all mobs/npcs)
-CHANCE 50 (disallow the given % of the time)
-JAVACLASS "+GENMOB" etc.. (disallow only objects of +java class)
+JAVACLASS "-GENITEM" etc.. (Do not disallow objs of -classes)
-CLASS +thief +mage +ranger (disallow all but excepted char classes)
+CLASS -thief -mage -ranger (disallow only listed classes)
-BASECLASS +thief +mage (disallow all but excepted base char classes)
+BASECLASS -thief -mage -ranger (disallow only listed base char classes)
-RACE +elf +dwarf (disallow all but excepted races)
+RACE -elf -dwarf -human -half -gnome (disallow only listed races)
-RACECAT +elf +insect +humanoid (disallow all but listed racial categories)
+RACECAT -elf -humanoid (disallow only listed racial categories)
-ALIGNMENT +evil +neutral +good (disallow all but excepted alignments)
+ALIGNMENT -evil -good -neutral (disallow only listed alignments)
-GENDER (disallow genders), -GENDER +male +neuter (create exceptions)
+GENDER -male -female -neuter (disallow only listed genders)
-FACTION (disallow all faction and values, even a lack of faction)
-FACTION +myfactionrange +faction.rangecode (create exceptions)
+FACTION -rangecode -faction.rangecode (disallow only faction range code)
-NAMES +bob "+my name" (disallow all except those with given names)
+NAMES -bob "-my name" (disallow only those with one of the given names)
-SUBNAMES +*ending +*inside* (disallow all except those with partial name)
+SUBNAMES -*ending -*insid* (disallow only those with partial name mask)
-ACCOUNTS +bob "+my name" (disallow all except those in the given accts)
+ACCOUNTS -bob "-my name" (disallow only those with one of the given accts)
-TATTOOS +mytatto +thistattoo (disallow all but those with excepted tatts)
+TATTOOS -mytatt -anytattoo, (disallow only those with a listed tattoo)
-EXPERTISES +myedu +thisedu (disallow all but those with listed expertise)
+EXPERTISES -myedu -anyedu (disallow those with a listed expertise)
-LEVEL +=1 +>5 +>=7 +<13 +<=20 (disallow all but those player level ranges)
-=1 ->5 ->=7 -<13 -<=20 (disallow only listed levels range)
-CLASSLEVEL +=1 +>5 +<=20 (disallow all except those with current class lvl)
-MAXCLASSLEVEL +=1 +<13 (disallow only those with current class level range)
+ANYCLASS -thief -mage (disallow only those with a listed multi-class)
-ANYCLASSLEVEL +thief +>5 +mage +<10 (disallow all except multi-class lvl)
+ANYCLASSLEVEL -thief ->5 -mage -<10 (disallow only these multi-class lvls)
-SECURITY +cmdrooms +area cmditems (disallow all but listed security flags)
+SECURITY -cmdrooms +area cmditems,(disallow only those with listed flags)
-MOOD +grumpy +normal (disallow all except those with given moods)
+MOOD -grumpy -normal (disallow only those with subtracted moods)
-CLAN +Killers "+The Avengers" (disallow all except those in listed clan)
+CLAN -Killers "-Avengers" (disallow only those in a listed clan)
-DEITY +Apollo "+Grothon" (disallow all except worshippers of listed deity)
+DEITY -God "-Rothon 1" (disallow only worshippers of a listed deity)
-ANYCLASS +thief +ranger (disallow all except those with a multi-class)
-STR X (disallow those with strength greater than X)
+STR X (disallow those with strength less than X)
-INT, -WIS, -CON, -CHA, -DEX (Same as -STR, for other current stats)
+INT, +WIS, +CON, +CHA, +DEX (Same as +STR, for other current stats)
+-ADJSTR...ADJCON (Same as above, but uses current values)
-GROUPSIZE X (disallow those in groups larger than X)
+GROUPSIZE X (disallow those in groups smaller than X)
-AREA +thatarea "+my areaname" (disallow all except those in listed area)
+AREA -thatarea "-my areaname" (disallow only those in listed area)
-HOME "+area name" (disallow all except those from listed home/beacon area)
+HOME "-my areaname" (disallow only those from listed home/beacon area)
-ISHOME (disallow all npcs not currently in their home/beacon areas)
+ISHOME (disallow all npcs unless they are in their home/beacon areas)
-LOCATION +OWNED +CLANOWNED +PRIV +ROOMID(X) +ROOMSTR(X) (disallow all but)
+LOCATION -OWNED -CLANOWNED -PRIV -ROOMID(X) -ROOMSTR(X) (disallow listed)
-ITEM "+item name" etc... (disallow only those with an item name)
-WORN "+item name" etc... (disallow only those wearing item name)
-MATERIAL "+WOODEN" etc.. (disallow only items of added materials)
+MATERIAL "-WOODEN" etc.. (Do not disallow items of -materials)
-RESOURCES "+OAK" etc.. (disallow only items of added resources)
+RESOURCES "-OAK" etc.. (Do not disallow items of -resources)
-IF <CONDITION> (disallow, unless they meet Scriptable conditions)
+IF <CONDITION> (never disallow anyone who meets Scriptable cond)
-IFSTAT +STAT=VALUE +STAT=VALUE (disallow, unless a stat value is true)
+IF -STAT=VALUE -STAT=VALUE (disallow those with a stat value)
+OR/-OR to separate conditions. -OR negates the following condition(s)
-VALUE X (disallow those with value or money less than X)
+VALUE X (disallow those with value or money greater than X)
-WEIGHT X (disallow those weighing less than X)
+WEIGHT X (disallow those weighing more than X)
-ARMOR/-DAMAGE/-ATTACK X (disallow armor/damage/attack bonus less than X)
+ARMOR/+DAMAGE/+ATTACK X (disallow armor/damage/attack bonus more than X)
+-WEAPONTYPE, +-WEAPONCLASS, and +-WEAPONAMMO for wielded weaponchecks
-WORNON "+TORSO" etc.. (disallow only items wearable on +locations)
+WORNON "-NECK" etc.. (Do not disallow items wearable on -locations)
-DISPOSITION "+ISHIDDEN" etc.. (disallow only with +dispositions)
+DISPOSITION "-ISHIDDEN" etc.. (Do not disallow only with sub disp)
-SENSES "+CANSEEDARK" etc.. (disallow only those with +senses)
+SENSES "-CANSEEDARK" etc.. (Do not disallow those with -senses)
-ABILITY X (disallow those with magical ability less than X)
+ABILITY X (disallow those with magical ability greater than X)
-HOUR/-MONTH/-DAY(OFYEAR) +X (disallow always, unless the hr/mn/day is X)
+HOUR/+MONTH/+DAY(OFYEAR) -X (disallow those only when the hr/mn/day is X)
/+-WEEK(OFYEAR)/+-YEAR ( ... also supports "Xnd Y" and "X of Y"
-SEASON +FALL (disallow those only when season is FALL)
+SEASON -SPRING (disallow those whenever the season is SPRING)
-WEATHER +DROUGHT (disallow those only when weather is DROUGHT)
+WEATHER -BLIZZARD (disallow those whenever the weather is BLIZZARD)
-QUESTWIN "+MY QUEST" (disallow those who have not won MY QUEST)
+QUESTWIN "-MY QUEST" (disallow those who have won MY QUEST)
-EFFECTS +Sleep "+Wood Chopping" (disallow all except those with effects)
+EFFECTS -Sleep "-Wood Chopping" (disallow only those with listed effect)
-SKILLS +Spell_Sleep(75) (disallow all except those with skill proficiency)
+SKILLS -Spell_Sleep(75) (disallow only those with skill proficiency)
-SKILLFLAG +ENCHANTMENT etc.. (disallow all except those with skillflag)
+SKILLFLAG -ENCHANTMENT etc.. (disallow only those with listed skillflag)
-ACCCHIEVES +mytatto etc.. (disallow all except those with achievements)
+ACCCHIEVES -mytattoo etc.. (disallow only those with listed achievements)

CLANREJECT

Command : CLANREJECT 
Usage : CLANREJECT ([CLAN NAME]) [MEMBER NAME]/ALL
Example : clanreject bob
Example : clanreject all
Short(s):
Reject an applicant for membership to your clan.

CLANRESIGN

Command : CLANRESIGN 
Usage : CLANRESIGN ([CLAN NAME])
Example : clanresign
Short(s):
Resign as a member of a clan.

CLANS

Clans are a group of players banded together for some common purpose, or due to
common lineage or fellowship. Clans are created using the CLANCREATE command,
and listed using CLANLIST. Once created, CLANPREMISE can be used to describe
the clan, and CLANMOTD used to set a login message. Potential 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
CLANRESIGN. 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, as well as a special morgue when CLANMORGUESET it used. 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, and members can use CLANKILLS or
CLANPVPKILLS to keep track of how their members fare in war.

There are many different types of clans: GANG, GUILD, UNION, FELLOWSHIP,
THEOCRACY, ANARCHY, CO-OP, MERITOCRACY, PLUTOCRACY, and FAMILY. See the HELP
entry for each of these clan types for more information.

CLANTAX

Command : CLANTAX 
Usage : CLANTAX ([CLAN NAME]) ([NUMBER])
Example : clantax
Short(s):
Allows a 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. Extra clan experience is gained when wearing a
Clan Tabbard.

CLANVOTE

Command : CLANVOTE 
Usage : CLANVOTE ([CLAN NAME]) ([NUMBER]
Example : clanvote
Short(s):
Allows a voting member of a clan to cast a vote on a pending matter.

CLANWHO

Command : CLANWHO 
Usage : CLANWHO ([CLANNAME]/[MEMBER NAME])
Example : clanwho
Example : clanwho myclan
Example : clanwho bob
Short(s): clwh
Shows who is online from your clan or one of your clans by name, or can show
clan membership info for a particular player you have access to. The fields on
membership info include stats such as:
PC Kills : The number of rival clan players killed.
NPC Kills : The number of rival clan npcs killed.
$ Donated : The amount of money deposited in clan bank, minus withdrawls.
XP Donated: The amount of xp earned for the clan, minus uses of xp.

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
adds 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. See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.

CLAN_EXPERIENCE

See the CLANTAX command for information on clan experience taxing.  See help on
SPELL CLANEXPERIENCE for information on the spell/clan benefit.

CLASS

Try HELP FIGHTER, THIEF, BARD, CLERIC, MAGE, APPRENTICE, or DRUID. For help on
multi-classing, try HELP MULTICLASS.

CLERIC

Char Class: Cleric (Cleric) 
Max-Stats : Wisdom (25), Others (18)
Qualifiers: Wisdom 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Evil must use polearm, sword, axe, edged, or daggers. Neutral
must use blunt, ranged, thrown, staff, natural, or sword. Good
must use blunt, flailed, natural, staff, or hammer.
Armor : May wear any armor.
Bonuses :
Limits : Using prayers outside your alignment introduces failure chance.
Desc. :
Clerics are the great vassals of the Gods. Through them the wonders of both
good and evil are possible. Clerics possess great magical abilities in their
numerous "prayers". While their weapon choices are limited to their alignment,
they may wear any type of armor.

The Cleric is the general of priests, appeasing all the gods equally, or
choosing to focus on one at his whim. However, should the cleric wish to show
true devotion, he can gain levels in specialist classes which may or may not be
available to him, depending on his disposition. These classes include: Templar,
Shaman, Doomsayer, Necromancer, Missionary, Purist, Healer, or Oracle.

How to play: The first, last, and greatest strength of the good Cleric is in
his ability to heal, just as the ability to harm aids the evil Cleric. A
Cleric is unique in his ability to flourish either alone or in groups, being
moderately skilled in combat, and having the healing ability to last a long
time in a tough fight. Clerics are highly desired for groups, however, as the
lead fighter in the group will want the Cleric's healing touch in battle.

The only weakness of the Cleric is offensively, which the evil Cleric will make
up for with harmful magic, and the good Cleric will compensate for with healing
spells to last out the battle. With a balanced approach, the Cleric can gain
experience with the efficiency of a fighter.

CLIMATE

A climate is the weather tendencies of a given area.  Climates may be warm or
cold, wet or dry, or any combination of these.

CLOSE

Command : CLOSE 
Usage : CLOSE [ITEM/DIRECTION NAME]
Example : close chest
Example : close east
Example : close door
Short(s):
Tries to close an item, door, or any other entity specified.

CODE

Java

COFFEE

Coffee is a black, bitter liquid usually served hot.  It is made by taking the
dried, crushed beans from the coffee plant and soaking them in water until
saturation is reached. Java is a common slang word for coffee.

COINS

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

COLORS

Here are a list of some basic ANSI Colors.  See also help on COLORS256 and
COLORSET.
^R maroon : maroon
^G dark green : forest green
^Y brown : olive-green
^B dark blue : navy-blue
^P purple : purple
^C cyan : teal
^W silvery : silver-colored
^k grey : grey
^r red : red
^g green : lime green
^y yellow : yellow
^b blue : blue
^p fuchsia : fuchsia
^c aqua : aqua
^w white : white

COLORS256

Here are a complete list of all 256 ANSI Colors.  See also help on COLORS and
COLORSET.
^R maroon : maroon
^G dark green : forest green
^Y brown : olive-green
^B dark blue : navy-blue
^P purple : purple
^C cyan : teal
^W silvery : silver-colored
^k grey : grey
^r red : red
^g green : lime green
^y yellow : yellow
^b blue : blue
^p fuchsia : fuchsia
^c aqua : aqua
^w white : white
^#000 ^#000black : ^#000vader-black
^#001 ^#001deep blue : ^#001midnight-blue
^#002 ^#002very dark blue : ^#002cobalt-blue
^#003 ^#003strong dark blue : ^#003hooloovoo-blue
^#004 ^#004vivid blue : ^#004ravenclaw-blue
^#005 ^#005luminous vivid blue : ^#005valenthian-blue
^#010 ^#010deep green : ^#010emerald-green
^#011 ^#011deep cyan : ^#011hernadonian-teal
^#012 ^#012strong cerulean : ^#012steel-blue
^#013 ^#013strong azure : ^#013tardis-blue
^#014 ^#014vivid azure : ^#014dodger-blue
^#015 ^#015luminous vivid cobalt blue : ^#015cobalt-blue
^#020 ^#020emerald green : ^#020slytherin-green
^#021 ^#021strong turquoise-colored : ^#021eucalyptus-colored
^#022 ^#022strong arctic blue : ^#022cadet-blue
^#023 ^#023cerulean : ^#023cerulean
^#024 ^#024vivid cornflower blue : ^#024lochmara-blue
^#025 ^#025luminous vivid azure : ^#025azure
^#030 ^#030strong green : ^#030kelly-green
^#031 ^#031strong spring green : ^#031jade-colored
^#032 ^#032turquoise-colored : ^#032thalosian-green
^#033 ^#033strong cyan : ^#033celadon
^#034 ^#034vivid arctic blue : ^#034arctic-blue
^#035 ^#035luminous vivid cornflower blue : ^#035azure-radiance
^#040 ^#040vivid green : ^#040shamrock-green
^#041 ^#041vivid spring green : ^#041spring-green
^#042 ^#042vivid aquamarine-colored : ^#042caribbean-green
^#043 ^#043vivid opal : ^#043opal-colored
^#044 ^#044vivid cyan : ^#044downy-blue
^#045 ^#045luminous vivid arctic blue : ^#045turquoisey-colored
^#050 ^#050luminous vivid green : ^#050harlequin-green
^#051 ^#051luminous vivid sea green : ^#051malachite-green
^#052 ^#052luminous vivid spring green : ^#052Medium-spring-green
^#053 ^#053luminous vivid aquamarine-colored : ^#053scandal-green
^#054 ^#054luminious vivid opal : ^#054java-colored
^#055 ^#055luminous vivid cyan : ^#055cyan
^#100 ^#100deep reddish brown : ^#100scarlet
^#101 ^#101deep magenta : ^#101eggplant-colored
^#102 ^#102strong mulberry : ^#102pigment-indigo
^#103 ^#103strong violet : ^#103indigo
^#104 ^#104vivid violet : ^#104purple-iris-colored
^#105 ^#105luminous vivid blue Violet : ^#105blueviolet
^#110 ^#110deep olive-colored : ^#110citron-green
^#111 ^#111dark gray : ^#111taupe
^#112 ^#112grayish blue : ^#112comet-grey
^#113 ^#113light grayish blue : ^#113scampi-blue
^#114 ^#114light blue : ^#114delphinium-blue
^#115 ^#115light brilliant blue : ^#115periwinkle
^#120 ^#120strong lime colored : ^#120olive-drab
^#121 ^#121grayish green : ^#121sage-green
^#122 ^#122grayish cyan : ^#122juniper-grey
^#123 ^#123grayish azure : ^#123steel-blue
^#124 ^#124light cobalt blue : ^#124sapphire-blue
^#125 ^#125light brilliant sapphire blue : ^#125cornflower-blue
^#130 ^#130strong chartreuse green : ^#130limeade-green
^#131 ^#131light grayish green : ^#131thussevy-green
^#132 ^#132grayish spring green : ^#132silvertree-colored
^#133 ^#133light grayish cyan : ^#133tradewind-blue
^#134 ^#134light cornflower blue : ^#134shakespeare-blue
^#135 ^#135light brilliant azure : ^#135ice-blue
^#140 ^#140vivid chartreuse green : ^#140bahia-green
^#141 ^#141light green : ^#141mantis-green
^#142 ^#142light sea green : ^#142sea-green
^#143 ^#143light aquamarine-colored : ^#143aquamarine-colored
^#144 ^#144lightish cyan : ^#144viking-blue
^#145 ^#145light brilliant cerulean : ^#145tiffany-blue
^#150 ^#150luminous vivid pistachio : ^#150pistachio-colored
^#151 ^#151light brilliant green : ^#151screaming-green
^#152 ^#152light brilliant malachite green : ^#152tidal-green
^#153 ^#153light brilliant spring green : ^#153moss-green
^#154 ^#154light brilliant turquoise-colored : ^#154powder-blue
^#155 ^#155light brilliant cyan : ^#155spray-cyan
^#200 ^#200strong red : ^#200burgundy
^#201 ^#201strong fuchsia : ^#201boysenberry-colored
^#202 ^#202strong purplish magenta : ^#202camelot-purple
^#203 ^#203strong light mulberry : ^#203mulberry-colored
^#204 ^#204vivid purple : ^#204violet
^#205 ^#205luminous vivid violet : ^#205electric-violet
^#210 ^#210strong amber : ^#210browncoat-colored
^#211 ^#211grayish red : ^#211copper-rose-colored
^#212 ^#212grayish magenta : ^#212strikemaster-plum
^#213 ^#213grayish violet : ^#213mauve
^#214 ^#214light blue violet : ^#214tananite
^#215 ^#215light brilliant indigo : ^#215amethyst-colored
^#220 ^#220strong olive-colored : ^#220olive-colored
^#221 ^#221grayish olive-colored : ^#221clay-creek-colored
^#222 ^#222medium gray : ^#222dim-grey
^#223 ^#223blue grey : ^#223wild-blue-yonder
^#224 ^#224light pale grey blue : ^#224chetwode-blue
^#225 ^#225very light blue : ^#225malibu-blue
^#230 ^#230strong lime green : ^#230lime-green
^#231 ^#231grayish chartreuse green : ^#231asparagus-colored
^#232 ^#232greenish gray : ^#232bayleaf-green
^#233 ^#233cyanish gray : ^#233gulfstream-grey
^#234 ^#234pale light grayish azure : ^#234slate-blue
^#235 ^#235very light cobalt blue : ^#235sky-blue
^#240 ^#240vivid spring bud : ^#240atlantis-green
^#241 ^#241light pistachio : ^#241fern-green
^#242 ^#242pale light grayish green : ^#242feijoa-green
^#243 ^#243pale light grayish spring green : ^#243vista-blue
^#244 ^#244pale light grayish cyan : ^#244bermuda-blue
^#245 ^#245very light cornflower blue : ^#245baby-blue
^#250 ^#250luminous vivid chartreuse green : ^#250chartreuse
^#251 ^#251light brilliant harlequin : ^#251prim-green
^#252 ^#252very light green : ^#252mint-green
^#253 ^#253very light sea green : ^#253sprout-green
^#254 ^#254very light aquamarine-colored : ^#254caper-cyan
^#255 ^#255very light cyan : ^#255seaglass-cyan
^#300 ^#300strong scarlet : ^#300gryffindor-scarlet
^#301 ^#301strong rose : ^#301red-flirt-colored
^#302 ^#302strong light fuchsia : ^#302violet-flirt
^#303 ^#303strong magenta : ^#303red-violet
^#304 ^#304vivid heliotrope : ^#304cabaret-colored
^#305 ^#305luminous vivid purple : ^#305lilac-colored
^#310 ^#310strong orange : ^#310beige
^#311 ^#311light grayish red : ^#311merlot-colored
^#312 ^#312grayish rose : ^#312tapestry-colored
^#313 ^#313light grayish magenta : ^#313fuchia-pink
^#314 ^#314light purple : ^#314medium-purple
^#315 ^#315light brilliant violet : ^#315heliotrope
^#320 ^#320strong light amber : ^#320pirat-golden
^#321 ^#321grayish brown : ^#321muesli-colored
^#322 ^#322reddish gray : ^#322pharlap-colored
^#323 ^#323magentaish gray : ^#323purple-bouquet
^#324 ^#324pale light grayish violet : ^#324lavender-colored
^#325 ^#325very light blue violet : ^#325kimian-purple
^#330 ^#330strong light olive-colored : ^#330golden
^#331 ^#331light grayish olive-colored : ^#331dark-khaki
^#332 ^#332yellowish gray : ^#332hillary-brown
^#333 ^#333deep silver (medium gray) : ^#333base-grey
^#334 ^#334light bluish gray : ^#334wistful-blue
^#335 ^#335pale blue : ^#335melrose-colored
^#340 ^#340vivid apple green : ^#340green-apple-colored
^#341 ^#341light spring bud : ^#341conifer-green
^#342 ^#342pale light grayish chartreuse green: ^#342flax-green
^#343 ^#343light greenish gray : ^#343pixie-green
^#344 ^#344light cyanish gray : ^#344junglemist-blue
^#345 ^#345pale azure : ^#345clearskies-blue
^#350 ^#350luminous vivid spring bud : ^#350pear-green
^#351 ^#351light brilliant chartreuse green : ^#351green-yellow
^#352 ^#352very light pistachio : ^#352mindaro-green
^#353 ^#353very light sap green : ^#353sulu-green
^#354 ^#354pale spring green : ^#354aero-blue
^#355 ^#355pale cyan : ^#355robbinegg-blue
^#400 ^#400vivid red : ^#400santa-red
^#401 ^#401vivid rose : ^#401crimson
^#402 ^#402vivid cerise : ^#402carnation-colored
^#403 ^#403vivid orchid : ^#403cerise
^#404 ^#404vivid magenta : ^#404purple-pizzazz
^#405 ^#405luminous vivid heliotrope : ^#405pretty-in-pink
^#410 ^#410vivid orange : ^#410tenn-colored
^#411 ^#411pink : ^#411Indian-red
^#412 ^#412light raspberry : ^#412cranberry-colored
^#413 ^#413light cerise : ^#413hot-pink
^#414 ^#414brilliant orchid : ^#414orchid-colored
^#415 ^#415light brilliant mulberry : ^#415wilderberry-colored
^#420 ^#420vivid gamboge : ^#420mango-colored
^#421 ^#421light tangelo : ^#421tangelo-colored
^#422 ^#422pale grayish pink : ^#422salmon-colored
^#423 ^#423pale light grayish rose : ^#423dusty-rose-colored
^#424 ^#424pale light grayish magenta : ^#424plum-colored
^#425 ^#425very light purple : ^#425perfume-colored
^#430 ^#430vivid golden : ^#430filigree-golden
^#431 ^#431light gamboge : ^#431tacha
^#432 ^#432pale light grayish brown : ^#432tan
^#433 ^#433pinkish gray : ^#433clamshell-colored
^#434 ^#434light magentaish gray : ^#434thistle-colored
^#435 ^#435pale violet : ^#435melanie-colored
^#440 ^#440vivid yellow : ^#440corn-yellow
^#441 ^#441light yellow : ^#441khaki
^#442 ^#442pale light grayish olive-colored : ^#442deco-yellow
^#443 ^#443light yellowish gray : ^#443mist-yellow
^#444 ^#444bright silver : ^#444gainsboro-grey
^#445 ^#445very pale blue : ^#445atat-silver
^#450 ^#450luminous vivid yellow : ^#450chartreuse-yellow
^#451 ^#451light vivid yellow : ^#451canary-yellow
^#452 ^#452very light spring bud : ^#452honeysuckle-colored
^#453 ^#453pale chartreuse green : ^#453reef-yellow
^#454 ^#454very pale green : ^#454snowy-mint-colored
^#455 ^#455light cyan : ^#455oysterbay-blue
^#500 ^#500luminous vivid red : ^#500cherry-red
^#501 ^#501luminous vivid raspberry : ^#501raspberry-red
^#502 ^#502luminous vivid rose : ^#502razzledazzle-rose-colored
^#503 ^#503luminous vivid cerise : ^#503rose-colored
^#504 ^#504luminous vivid orchid : ^#504shocking-pink
^#505 ^#505luminous vivid magenta : ^#505magenta
^#510 ^#510luminous vivid tangelo : ^#510burnt-orange
^#511 ^#511light brilliant red : ^#511bittersweet-red
^#512 ^#512light brilliant crimson : ^#512wild-watermelon-colored
^#513 ^#513light brilliant rose : ^#513wewak-pink
^#514 ^#514light brilliant fuchsia : ^#514thalosian-pink
^#515 ^#515light brilliant magenta : ^#515pink-flamingo-colored
^#520 ^#520luminous vivid orange : ^#520orange-colored
^#521 ^#521light brilliant vermilion : ^#521hydrascale-red
^#522 ^#522light pink : ^#522coral-colored
^#523 ^#523very light raspberry : ^#523pink-salmon
^#524 ^#524very light cerise : ^#524lavender-rose-colored
^#525 ^#525very light magenta : ^#525blush-pink
^#530 ^#530luminous vivid gamboge : ^#530butterscotch-colored
^#531 ^#531light brilliant orange : ^#531orthindar-rose-colored
^#532 ^#532very light tangelo : ^#532pink-ice
^#533 ^#533pale pink : ^#533flesh-colored
^#534 ^#534pale rose : ^#534pink
^#535 ^#535pale magenta : ^#535cherub-pink
^#540 ^#540luminous vivid golden : ^#540golden-hufflepuff
^#541 ^#541light brilliant amber : ^#541goldernrod
^#542 ^#542very light gamboge : ^#542grandis-yellow
^#543 ^#543pale orange : ^#543champagne-colored
^#544 ^#544very pale pink : ^#544mistyrose-colored
^#545 ^#545very pale magenta : ^#545lace-pink
^#550 ^#550luminous vivid yellow : ^#550zacarian-yellow
^#551 ^#551light brilliant yellow : ^#551lemon-colored
^#552 ^#552very light yellow : ^#552yellow-rose-colored
^#553 ^#553pale yellow : ^#553vanilla-cream-colored
^#554 ^#554very pale yellow : ^#554cornsilk-white
^#555 ^#555pale white : ^#555snow-white

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.

COMMA

Another way to perform a social.  E.g.: 
,smile
You smile.
See SOCIALS for more information.

COMMANDS

Command : COMMANDS 
Usage : COMMANDS
Example : commands
Short(s):
Gives a list of all valid commands, excepting SOCIALS.

Players can also enter COMMANDS CLEAR to empty this users command queue.

COMMONER

A commoner is the name given to the set of classes found amongst the regular
townfolk. These classes include Artisan, Apprentice, Gaoler, Sailor, and
Scholar.

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 EMAIL 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 (ON/OFF)
Example : compress
Example : compress off
Short(s):
Toggles whether compressed room and equipment descriptions are shown. See also
the BRIEF command. When combined with BRIEF, will result in an even shorter
view that excludes room descriptions and full item and mob displays in favor of
name lists.

CONFIG

Command : CONFIG 
Usage : CONFIG ( LIST/[FLAG NAME]/HELP ([FLAG NAME])/
Usage : CONFIG PAGEBREAK [VAL]/LINEWRAP [VAL] )
Example : config
Example : config list
Example : config autodraw
Example : config pagebreak disabled
Example : config help
Short(s): AUTO
Display all of a players configuration flags. The flags may be changed by
entering the command words shown (autogold, etc..) as commands, or as arguments
to config. You can get help on the flags by asking for help on their
individual commands, or with CONFIG HELP.

CONFIG_HELP_OPTIONS

16 COLOR=ANSI16 is on if you are limited to 16 colors. 
ANSI COLOR=See any ANSI colors at all, set to ON.
AUTOASSIST=Automatically attack someone who attacks an ally.
AUTODRAW=Automatically draw/sheath a weapon for combat.
AUTOEXITS=See the exits to a room every time you look at it.
AUTOFORWARD=In-Game emails are forwarded to your real email address.
AUTOGOLD=Automatically loot gold from corpses you kill.
AUTOGUARD=Stay in one place even when you're a follower in a group.
AUTOIMPROVEMENT=Skill/spell proficiency notifications when they occur.
AUTOLOOT=Automatically loot items from corpses you kill.
AUTOMELEE=Advance at combatants too far away for your wielded weapon.
AUTONOTIFY=See when members of your FRIENDS list log on.
AUTORUN=Always try to run when moving from room to room.
AUTOWEATHER=See notifications about the weather.
BRIEF=Don't see room descriptions when moving from room to room.
COMPRESSED=See a shorter list of items and mobs in rooms.
LINEWRAP=The number of characters per line before wrapping.
MOTD=See the Message of the Day and other notifications at logon.
MXP=Activate Mud eXchange Protocol, if your client supports it.
NOBATTLESPAM=See a summary of combat instead of the blow-by-blow.
NOREPROMPT=See a prompt only when input is entered.
NOFOLLOW=Disable the ability for people to group with you.
NOTEACH=Disable the ability to teach and practice with others.
PAGEBREAK=The number of lines before a pause message, or disable.
PLAYERKILL=Whether you can kill other players with PLAYERKILL.
PRIVACY=Whether your big events are announced when they happen.
QUIET=Disable channels and tells.
SOUNDS=Hear game sounds, if your client supports them.
TELNET-GA=The MUD sends a special code at the end of prompts.

CONJURER

Char Class: Conjurer (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Conjuration as levels
advance. At 10th level, receives double duration on your
Conjuration magic, and half duration from malicious Conjuration
magic.
Limits : Unable to cast Transmutation spells. Receives penalty damage
from Transmutation as levels advance. Receives double duration
from malicious Transmutation magic, half duration on other
Transmutation effects.
Desc. :
Conjurers are specialist mages who concentrate their studies in the mastery of
movement. They are adept at transporting themselves and other creatures, as
well as items and entire armies with their powerful spells. So adept are they
at conjuration that they gain all known conjuration spells, including some
which only the conjurers may understand.

The Conjurer may lack Transmutation abilities, but he does not miss that
strange magic. After all, it's always better to be yourself, wherever you
might find yourself.

CONQUEST

One or more areas in the realm may be designated as conquerable by clans.  

To conquer an area, or even to discover if an area CAN be conquered, the clan
must use the Clan Crafting skill to construct a clan Flag. The Flag must then
be dropped into any room in the area. Doing so will tell you if the area is
conquerable, who controls it if anyone, how many CONTROL POINTS are required to
control the area, and how many control points any warring clans may presently
have in the area. An area not currently controlled by any clan may freely be
conquered. An area already controlled by a clan may only be conquered by a
rival clan if that clan has properly declared War.

The clan Flag is the most important item in Conquest. The Flag must be on the
ground in order for any clan to score control points in an area, or to even
maintain control once the area has been conquered. If there is not at least
one Flag on the ground, a conquered area will revert to neutral status.
Luckily, any resident citizens in the same room as a conquerer's flag will tend
to guard the flag from thieves. Also, Flags can only be removed by a member of
the clan whose flag it is, or by a rival clan after they have completely
conquered and control the area.

Once a flag has been laid down, the clan whose flag it is may LOOK at the flag
at any time to see the status of their conquest; i.e. the number of control
points they have scored, and how many they must score to complete the conquest.
A control point is scored whenever a resident intelligent mob of that area is
killed, forced (via charm or other methods) to follow a member of the
conquering clan, or (in the case of a Theocracy) converted to the faith.
Control points awarded are equal to the level of the intelligent mob killed,
charmed, or converted. Control points will also fade over time, to reflect a
restoration of order in the area.

If an area is already under the control of a clan, the resident mobs will
resist invasion by rivals. Once an area is conquered, however, all resident
mobs will instantly repudiate any previous controlling clan, drop any clan
items they may be carrying, and swear allegiance to the conquering clan. At
this point, any clan members who are designated as having conquerers privileges
may ORDER any non-animal member of the area to do anything they like. Control
points become irrelevant to the conquerers once conquest is complete. A number
of days following the conquest of an area, the area will be in dispute as order
is restored. During this period, no items left by vanquished clans can be
retrieved. Once control is completely established, however, the controlling
clan may clear out the previous clans items for experience.

Clan members are unable to gain any experience points inside their own
conquered areas. However, anyone else gaining experience in a clan controlled
area automatically pays the clans tax on their experience gain. This makes
controlling a large number of areas very lucrative for clans.

A conquered area benefits greatly from items created using Clan Crafting.
These items can be crafted by a designated Enchanter, given sufficient
materials and clan experience. Aside from the direct benefit of putting the
residents of a conquered area to work, clan crafted items in the hands of a
conquered areas residents also makes those residents happy. Keeping such items
in the hands of a sufficient number of especially higher level mobs will stave
off spontaneous revolts, which become possible from time to time in a conquered
area. During war, clan items can be captured for additional clan experience by
rival clans who have properly declared war. The types and functions of clan
items include:

Book of the Laws - These must be constructed inside the area for which the book
is intended. It will allow a properly privileged clan member to read and
modify numerous aspects of law and order in the area, including the location of
jails, the types of laws, and the duration of punishments. A Law Book must be
read by clan member authorized to change law before the Guardbanner and Gavel
below will begin working.

Guardbanner - These can be given to mobs in a conquered area to designate them
as deputys of the area, who are authorized to enforce laws and arrest
lawbreakers.

Judges Gavel - This can be given to a mob in a conquered area to designate him
as the judge of the area, authorizing him to deal out punishments like parole,
jail time, or death.

Donation List - This item should be placed inside the official Donation Room
for a clan. If this is done, the list will automatically grow to include every
single addition and removal.

Pamphlet - These can be given to mobs conquered by RIVAL clans to make them
disloyal to the conquering clan. Pamphlets will have a tendency to spread over
time. Pamphlet holders will also drop any rival clan items they have, which
hurts control.

Shop Apron - These can be given to mobs conquered by your clan, or to mobs
permanently stationed at your clan home. They turn the mob into a shopkeeper,
who will sell things in their shop inventory, and buy things as their coinage
allows. They can be GIVEN things to sell by clan members in proper authority
over them. They will not deal with clans with whom your clan is hostile or at
war.

Membership Card - These can be given to mobs conquered by your clan to make
them utterly loyal to your clan. Mobs with membership cards will never accept
Pamphlets, and will take them away if they are offered any.

Gathering items - Items such as the Miners Pick and Lumberjacks Saw can be
given to mobs to make them work for the clan, performing the Common skill
associated with the item. If the mobs with these items are also Mobile, they
may also carry their resources to other mobs in the same area who need their
resources in order to use their Crafting items. Firebuilders are especially
good at this task, as they will carry wood they find to smiths and light the
fires that the smiths need to shape the metals.

Crafting items - Items such as the Tailors Needle and Potters Wheel can be
given to mobs to make them craft items for the clan, performing the Common
skill associated with the item. These mobs can be given example items to use
as templates for what they will attempt to make, or they can be given nothing
to make them craft items at random. For the skill to work, the mob must not
have anything in its inventory to confuse the skill, such as a Blacksmith item
holder carrying some smurfberries. Also, the holder must have the correct
resource and sufficient quantity in the room to work from, although, they may
receive assistance gaining the resources they need from mobs with Gathering
Items.

Executioners Scales - This item makes the mob a tenacious attacker of evil
creatures and thieves.

Assassins Eye - This item makes the mob a tenacious attacker of good creatures
and paladins.

Scavengers Sticker - This item makes the mob a scavenger, picking anything up
they find on the ground.

Tax Collectors Clipboard - This item makes the mob a collector of tax money
from anyone who is not also a member of their clan.

See also Clan Crafting.

CONSIDER

Command : CONSIDER 
Usage : CONSIDER [MOB NAME]/[ITEM NAME]
Example : consider dragon
Example : consider sword
Short(s):
Sizes up a monster or character against your own, so that you can determine
first whether the creature measures up in experience worth, and then whether a
fight with such a creature is wise, or just a waste of time. This command will
also tell you if you have any skills that might be helpful to the item or
character. See also HELP GCONSIDER.

CONSTITUTION

Health, stamina, and the ability to live through harder fights is reflected in
Constitution.

CORPSE

A corpse is what you leave behind when you die.  It is a dead body.  If you
LOOK at a corpse, you might see that it has equipment on it. You can GET that
equipment and use it yourself, sometimes.

COURT

Court is held whenever an officer brings an accused criminal before a judge. 
The judge then pronounces a sentence.

CRAWL

Command : CRAWL 
Usage : CRAWL [DIRECTION]
Example : crawl e
Short(s):
Causes your character to drop down and crawl in the given direction.

CREDITS

Command : CREDITS 
Usage : CREDITS
Example : credits
Short(s):
See a little message from the folks who wrote CoffeeMud.

CRIME

A crime is an action which is considered illegal in the area.  Every crime must
have a witness, either in the same room in which the crime was committed or in
an adjacent room. Conviction for a crime requires that the witness still be
living at the time of the pronouncement of sentence by the judge.

CURRENCIES

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

CURRENCY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

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.

DAMAGE_THREAT

The damaging ability of a player based on their current weapon.  It does not
include any damaging ability from spells or skills.

DANCER

Char Class: Dancer (Bard) 
Max-Stats : Strength (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Strength 9+
Races : Aarakocran, Drow, Elf, Githyanki, Half Elf, Halfling, Human and
Merfolk
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[8X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Receives defensive bonus for high dexterity. Receives group
bonus combat experience when in an intelligent group, and more
for a group of players. Receives exploration and pub-finding
experience based on danger level.
Limits :
Desc. :
The Dancer is the graceful master of dance, who entertains and leads others in
the joyous and powerful maneuvers of his craft. Like the Bard, the Dancer is a
highly desired group member for his "group affecting" skills, which include the
magical dances in which he specializes.

How to play: Due to his weak fighting skill, the Dancer will likely look to
groups for his primary advancement, much like the other bards. Dancers also
gain a select set of powerful fighter skills to prove the worth of their
diligence in maintaining his body. This makes them valuable group members,
even without their powerfully enhancing dances.

DEACTIVATE

Command : DEACTIVATE 
Usage : DEACTIVATE ([PARAMS]) [ITEM]
Example : deactivate phazer
Example : deactivate console
Example : deactivate stun phazer
This multi-purpose command is used to turn-off electrical devices, and cause it
to stop doing whatever it is it was doing. For wall panels, this may mean
disconnecting the panel from the circuitry, effecting all other components in
the panel.

DEITIES

Command : DEITIES 
Usage : DEITIES
Example : deities
Short(s): GODS, DEITY
This command will list all the known deities in your realm, along with some
information about them, the requirements to worship them, the requirements to
become a cleric of them, the blessings they bestow, and the rituals required to
receive those blessings.

For more information on deities and the worship of them, see the help entries
for RELIGION, BLESSINGS, SERVICES, and RITUALS.

DELVER

Char Class: Delver (Druid) 
Max-Stats : Strength (22), Constitution (22), Others (18)
Qualifiers: Strength 9+, Constitution 9+
Races : Drow, Duergar, Dwarf, Githyanki, Gnoll, Goblin, Half Elf, Human,
Lizard Man, Merfolk and Ogre
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use stone, crystal, metal, or glass weapons.
Armor : Must wear stone, crystal, or metal armor.
Bonuses : Can create a druidic connection with an area. Benefits from
freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Delver is a stolid druid of caves and the underdark, being the guardian of
the rocks and stone and the cold caverns of the deep. The Delver is
unconcerned with plants or the sky or the doings of the weather, or any of the
creatures that live upon it, relying rather on the solid earth to draw his
power from. For this reason, the Delver is particularly at home among the
rocks, and is able to call upon them to aid him at need.

How to play: The Delver requires little in the way of precasting or planning,
so long as he stays in cave or rocky environments. He is able to instantly
call upon the rocks and stones to help him in combat, and is friend to golems
and stone creatures. For this reason, the Delver is better able to fit into
groups who wish to adventure in the mountains and the underground, and can be a
valuable leader when its time to enter the deep dark.

DEMOTE

Use HELP CLAN to get information on demoting clan members.

DEPOSIT

Command : DEPOSIT 
Usage : DEPOSIT [ITEM NAME] ([CLERK NAME])
Example : deposit 1000
Example : deposit jewel
Example : deposit letter
Short(s):
When a banker or postal clerk is present in the same room as your character,
this command will allow you to deposit an item into your account with that
banker, or to deposit a letter or item to ship with the postal clerk. See also
LIST, BUY, SELL, WITHDRAW, VIEW, BID.

DESCRIPTION

Command : DESCRIPTION 
Usage : DESCRIPTION [NEW DESCRIPTION TEXT] ...
Example : description A handsome adventurer with lots of buckles.
Short(s):
Changes your description to the text specified. The description is the text
seen when someone LOOKs at you.

DESTROY

Command : DESTROY 
Usage : DESTROY [ITEM NAME] ...
Example : destroy cup
Example : destroy letter
Short(s):
Take an item out of your carried inventory and destroy it. This mundane
destruction only works on things very easily destroyed, such as glass, liquids,
or paper. Other kinds of things must be destroyed using fire or magic.

DEXTERITY

Agility, critical damage, and the ability to dodge blows is reflected in
Dexterity. If you were looking for help on the Song of Dexterity, try HELP
SONG DEXTERITY.

DIG

Usage    : DIG (STOP) 
Example : dig
Example : dig stop
This command lets the player dig a hole in the ground. The hole is best dug
with proper tools, but smaller ones can still be dug with hands and elbows. The
more often this command is used, the larger the hole will be. Items can be
placed in the hole, and filled back in by anyone using the CLOSE or FILL
commands. If a hole is not filled in when the player leaves, it will be filled
in if empty, and hidden from view otherwise. A hole with items can be uncovered
by anyone by using the DIG command in the same room. Items placed in holes will
persist, but foods and liquids will rot faster. Digging can be aborted by
entering dig stop.

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 ([WHAT])
Example : dismount
Example : dismount wagon
Short(s): DISM, DIS
If your character is presently riding a horse, this command will cause you to
dismount from the horse. If you specify an item, it will also dismount the item
from whatever it is mounted to. See also MOUNT, LEAVE, BOARD.

DISPEL

See HELP on REVOKE or SPELL DISPEL MAGIC

DISPELL

See HELP on REVOKE or SPELL DISPEL MAGIC

DISPLAY

What you are looking at right now.

DIVINER

Char Class: Diviner (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Divination as levels
advance. At 10th level, receives double duration on your
Divination magic, and half duration from malicious Divination
magic.
Limits : Unable to cast Illusion spells. Receives penalty damage from
Illusion as levels advance. Receives double duration from
malicious Illusion magic, half duration on other Illusion effects.
Desc. :
Diviners are specialist mages who have mastered the arts of uncovering secrets,
and obtaining knowledge. The entire world is an open book for them, just
waiting for the pages to be turned. So adept do these mages become at
divination that they gain all known divination spells, including some which are
even secrets to the other mages!

The Diviner's love of knowledge means he loses the knack of casting spells of
illusion. However, they make up for this by being the most popular of advisors
and group members when strange and amazing treasures are uncovered, or some
secret needs to be told.

DOOMSAYER

Char Class: Doomsayer (Cleric) 
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Strength 9+, Wisdom 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
Armor : May wear any armor.
Bonuses : Receives 1 pt damage reduction/level from fire attacks.
Limits : Always fumbles good prayers, and fumbles all prayers when
alignment is above 500. Qualifies and receives evil prayers.
Using non-aligned prayers introduces failure chance. Vulnerable
to cold attacks.
Desc. :
Doomsayers are very special servants of the gods, whose proclaimations of fire
and brimstone give them resistance to fire attacks, as well as special powers
controlling it. They are an evil aligned class and chaotically inclined and so
will fumble good or lawful 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 best played as a loner in cities, bringing the wrath of his
God wherever he goes.

DOWN

Command : DOWN 
Usage : DOWN
Example : down
Short(s): D
Try to travel downward, whether it be down a ladder, downstairs, or down to the
ground when flying.

DRAW

Command : DRAW 
Usage : DRAW ([WEAPON NAME]) ([SHEATH NAME])
Example : draw
Example : draw sword
Example : draw sword sheath
Example : draw sheath
Short(s):
Takes one or more weapons from the sheaths you are wearing and either wields or
holds the item as appropriate. In combat, a sword does you no good in its
sheath, so this is a good command. See SHEATH.

DRESS

Command : DRESS 
Usage : DRESS [MOB NAME] [ITEM NAME]
Example : dress joe tunic
Short(s):
Allows the player to put a piece of armor, clothing, barding, or whatever on
the target mob. The target mob must be a follower of the player for this to
work.

DRINK

Command : DRINK 
Usage : DRINK ([ITEM NAME])
Example : drink cup
Short(s):
Take a drink from some drinkable source, such as a wineskin, cup, or bottle.
Specifying a drink source is not necessary if you are in a freshwater location,
such as a river. Drinking is necessary to remove the "You are thirsty"
messages. Thirst can also hurt combat capabilities, and can eventually kill
you.

DROP

Command : DROP 
Usage : DROP ([NUMBER]) [ITEM NAME] ...
Example : drop cup
Example : drop 3 berries
Short(s):
Take an item out of your carried inventory and place it somewhere in the room
or area where your character is located.

DROW

Race Name : Drow (Elf) 
Stat Mods.: Intelligence+1, dexterity+3, constitution-4, charisma-3, save vs
magic+30, max intelligence adj.+1, max dexterity adj.+3, max
constitution adj.+1, max charisma adj.+1
Abilities : Darkvision, infravision, Taint of Evil(100%), Light
Sensitivity(100%), Darkness Globe(100%), Faerie Fire(25%)
Languages : Drowish(100%), Undercommon(25%), Elvish(25%)
Life Exp. : 430 Years
Immunities: Syphilis, Poison Ivy
Equipment : A delicate black shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Drow are the dark cousins to elves. Their existence living underground had
radiated their bodies with dark magic and give them advantages in the cold,
dark world. However, they hurt plenty when exposed to light. They have the
ability to see in the dark, and can prove to be fiercesome fighters. All Drow
start off with the ability to cast darkness and faerie fire.

DRUID

Char Class: Druid (Druid) 
Max-Stats : Constitution (25), Others (18)
Qualifiers: Constitution 9+
Races : Aarakocran, Centaur, Drow, Duergar, Dwarf, Elf, Githyanki, Gnoll,
Goblin, Half Elf, Human, Lizard Man, Merfolk and Ogre
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Will gain random qualified chants. When leading animals into
battle, will not divide experience among animal followers. Can
create a druidic connection with an area. Benefits from
animal/plant/stone followers leveling. Benefits from freeing
animals from cities. Benefits from balancing the weather.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
Druids are mystical guardians of the natural world, and the wielders of natures
grandest powers. They may not wear metal, and can only use a small set of
natural weapons, but their notorious health and magical chants more than make
up for this. Like the natural world, Druids are restricted to a moderate
neutral alignment in order for their chants to work reliably.

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, Mer, and SkyWatcher.

How to play: The druid is the most complex class to play. Most of his magic
requires the assistance of numerous spells to bear fruit, but the benefits make
the complexity well worth it. The druid is also best fit for travelling with
animal armies of his own creation. In groups, the druid can assist with some
extra fire power at high levels. For the most part though, it is alone that
the druid will flourish, forming his own animal groups to make up for his
weakness in combat.

Although weak in melee combat, due to equipment and skill limitations, the
druid is capable of marshaling all the powers of animals and plants to aid in
the vanquishing of foes for experience. At higher levels, as the powers of
weather come into play, the Druid will find their magical prowess unequaled by
any other class.

DUEL

Command : DUEL 
Usage : DUEL [MOB NAME]
Example : duel karlthedragon
Short(s):
Causes your character to either challenge the target player to a duel, or to
accept a challenge from another player to duel. A duel is a fight between two
players that is without consequences. Neither player can die while dueling,
nor suffer permanent loss or harm. Players fight until one flees for longer
than 30 seconds, or one of them is "killed", at which point the duel ends and
both players are restored to the pre-duel state of health.

DUERGAR

Race Name : Duergar (Dwarf) 
Stat Mods.: Constitution+1, charisma-4, save vs fire+15, save vs cold-15,
save vs water-10, save vs mind+5, save vs poison+10, save vs
disease-10, max constitution adj.+1, max charisma adj.+1
Abilities : Darkvision, Mining(50%), Invisibility(25%), Grow(25%)
Languages : Dwarven(100%), Undercommon(25%)
Life Exp. : 290 Years
XP Adjust.: -10%
Immunities: Syphilis
Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
pants, a knitted weapon belt
Desc. :
Duergar are shorter than humans, but much stockier, and sport long black beards
and bald heads.They receive one bonus Constitution point, but lose four
Charisma points. They also have Darkvision, or the ability to see other
creatures in the dark, and have a talent for Invisibility and Growth. Duergar,
like their cousins the Dwarfs, are natural Miners, though their class choices
will be even more limited.

DWARF

Race Name : Dwarf (Dwarf) 
Stat Mods.: Constitution+1, charisma-1, save vs poison+10, max constitution
adj.+1, max charisma adj.+1
Abilities : Infravision, Stonecunning(100%), Mining(50%)
Languages : Dwarven(100%)
Life Exp. : 290 Years
Immunities: Syphilis
Equipment : A grey work tunic, a pair of hefty work boots, some hefty work
pants, a knitted weapon belt
Desc. :
Dwarves are shorter than humans, but much stockier, and enjoy sporting beards
(including the women). They receive one bonus Constitution point, but lose one
Charisma point. They also have Infravision, or the ability to see other
creatures in the dark. Dwarves are natural Miners, though their class choices
will be limited.

EAST

Command : EAST 
Usage : EAST
Example : east
Short(s): E
Travel eastward from the present room or location.

EAT

Command : EAT 
Usage : EAT [ITEM NAME] (FROM [CONTAINER])
Example : eat pie
Example : eat rice from bowl
Short(s):
Take a bite from some edible source, such as a ration, pie, or other food
source. Eating is necessary to remove the "You are hungry" messages. Hunger
can also hurt combat capabilities, and can eventually kill you.

ELF

Race Name : Elf (Elf) 
Stat Mods.: Dexterity+1, constitution-1, save vs magic+10, max dexterity
adj.+1, max constitution adj.+1
Abilities : Infravision, Keenvision(100%), Foraging(50%)
Languages : Elvish(100%)
Life Exp. : 430 Years
Immunities: Poison Ivy
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Elves are slightly shorter and more slender than humans, but are quick and
agile. They receive one bonus Dexterity point, but lose one Constitution
point. Elves have Infravision, are skilled at Foraging. Though their class
choices are more limited than humans, they have the broadest choices of all
demi-humans.

EMAIL

Command : EMAIL 
Usage : EMAIL (BOX ([NUM]))/([PLAYER NAME])
Example : email
Example : email box
Example : email box 10
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. A number may be appended to limit the number of newer messages shown.

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.
Example : emote whistle(s) at /dragon.
Example : : whistle(s) at /dragon saying Look at /dragon-m!.
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
first example, if done by an adventurer named "Bob" would tell everyone else in
the room that "Bob whistles at the big Dragon."

You can use contextual pronouns by inserting special codes into your strings.
These codes begin with a forward slash, followed by the name of a mob or item
that is visible in the room, followed optionally by one of the following:
-h : singular possessive pronouns "his" or "her"
-m : singular personal pronoun "him" or "her"
-s : name alone, or reflexive pronoun "himself" or "herself"
-e : subjective case personal pronoun "he" or "she"
's : possessive contraction john's, your
-ms: reflexive/intensive pronouns "himself" or "herself" or "yourself"
* While many codes may be used, only one unique name is allowed per string!

You can also end verbs with (s) or (es) to make contextually correct.

EMPLOYMENT

See the HIRE command.

EMPTY

Command : EMPTY 
Usage : EMPTY [CONTAINER(S)] ([TARGET]/ME/SELF/GROUND/INVENTORY/HERE)
Example : empty sack here
Example : empty sack chest
Short(s):
Attempts to empty the contents of a container, either into your inventory, onto
the floor, or into another container.

ENCHANTER

Char Class: Enchanter (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Enchantment/charm as
levels advance. At 10th level, receives double duration on your
Enchantment/charm magic, and half duration from malicious
Enchantment/charm magic.
Limits : Unable to cast Abjuration spells. Receives penalty damage from
Abjuration as levels advance. Receives double duration from
malicious Abjuration magic, half duration on other Abjuration
effects.
Desc. :
Enchanters are specialist mages who can always seem to bring out the best
magical aspects of whoever or whatever they turn their attention to. And when
angered, the Enchanter can also twist their enemies to their will. So adept
are they at this art of change that they gain all known enchantment spells,
even those which only the enchanter may learn.

Enchanters love change so much that they neglect the protective magic of
abjuration, and find themselves unable to use that magic. However, the
Enchanter does not fear the snake's poison, or the dragon's breath, especially
when he can snap his fingers and make them both his pets!

ENCUMBRANCE

Your ratio of equipment weight being carried over the maximum amount of weight
you may carry. The amount of stuff you can carry depends on your weight and
Strength.

ENTER

Command : ENTER 
Usage : ENTER [EXIT OR ROOM NAME]
Usage : ENTER [EXIT OR ROOM NAME]
Example : enter door
Example : enter portal
Moves the player or creature through some exit or portal as specified by the
EXITS command. Can be an alternative to the standard N,S,E,W,U,D commands.

EQUIPMENT

Command : EQUIPMENT 
Usage : EQUIPMENT (LONG)
Example : equipment
Example : equipment long
Short(s): eq
List the items you are wearing, wielding, holding, or are allowing to float
nearby. Use the LONG modifier to also see wearing positions you may not have
occupied, and anything being worn at other layers, including piercings and
tattoos.

EVOKER

Char Class: Evoker (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Invocation/evocation as
levels advance. At 10th level, receives double duration on your
Invocation/evocation magic, and half duration from malicious
Invocation/evocation magic.
Limits : Unable to cast Alteration spells. Receives penalty damage from
Alteration as levels advance. Receives double duration from
malicious Alteration magic, half duration on other Alteration
effects.
Desc. :
Evokers are specialist mages who can bring from nothing the powers of light and
darkness, heat and cold, lightning and ferocious wind. So adept are these
mages are the creation of these magical elements that they automatically gain
all evocation/invocation spells, even those known only to evokers.

Evokers are so impatient to create from nothing that they have neglected the
study of the alteration of already existing things, and will find themselves
unable to use alteration magic. However, the Evoker is the horror of all
specialist mages, death in both fingers, and is envied by all for his power.

EXAMINE

Command : EXAMINE 
Usage : EXAMINE [ITEM NAME](.[NUM])
Example : examine shelf
Example : examine door
Example : examine sword.2
Example : longlook
Short(s): EXAM, EXA, LONGLOOK, LL, ID
Take a much 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. As with LOOK, you can target similar items using the .1,
.2, .3, etc syntax.

EXCHANGE

Players can exchange items using the GIVE command, the Marketeering skill,
Auctioneers, and by DROPing stuff.

EXCLAMATION_POINT

Command : ! 
Usage : !
Example : !
Short(s):
Repeats the last command you entered.

EXIT

Command : EXIT 
Usage : EXIT
Example : exit
Short(s):
If your character is presently riding or sleeping in or on something, this
command will get you out.

EXITS

Command : EXITS 
Usage : EXITS (SHORT/BRIEF)
Example : exits
Example : exits brief
Short(s): ex
List the exits available to your character from the current room or area. The
"brief" (or "short") qualifier will leave out the exits details and just show
you the directions.

EXPERIENCE

Command : EXPERIENCE 
Usage : EXPERIENCE
Example : experience
Short(s): exper, xp, exp
List the amount of experience earned, and the number of hours played.

EXPERIENCE_POINTS

Gaining experience points is the way in which your character gains in levels. 
Experience points are gained in many different ways, with the most popular
being the defeat of monsters of or near your level.

EXPERTISES

Command : EXPERTISES 
Usage : EXPERTISES
Example : expertises
Short(s): exps
This command will list any expertises you have gained. Expertises are specific
areas of knowledge your character has learned about, and usually enhance skills
in one way or another. See also the QUALIFY and GAIN command.

FACTIONS

Command : FACTIONS 
Usage : FACTIONS ([RANGE]/[FACTION]/[NAME])
Example : factions
Example : factions loved
Example : factions midgaard
Short(s): fac
This command shows all Factions you have standing with, or those matching a
search string. It shows what level of standing you have and how close you are
to gaining or losing that level of standing. See also help on REPUTATION.

FAERIE

Race Name : Faerie (Fairy-kin) 
Stat Mods.: Dexterity+5, constitution-1, save vs poison+10, save vs magic+25,
max dexterity adj.+5, max constitution adj.+3
Abilities : Infravision, flies, Winged Flight(100%), Foraging(50%)
Languages : Fey(100%)
Life Exp. : 430 Years
Immunities:
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Faeries are slightly smaller and lighter than Pixies (another Fairy-kin), but
are nevertheless a little less frail than them, even if not quite as nimble.
They have glittering butterfly wings on their backs of various amazing colors
and shades, the biggest difference between the two races. Their skin likewise
has various hues to it, predominantly greens and blues but some other shades
are not unknown. They are even more reclusive in spite of their flamboyant
nature, but enjoy playing pranks on each other as well as any wanderer
happening near their villages.

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 the target mob a piece of food or drink from the
players inventory. The target mob must be a follower of the player for this to
be successful.

FIGHTER

Char Class: Fighter (Fighter) 
Max-Stats : Strength (25), Others (18)
Qualifiers: Strength 9+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[7X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest experience and bonus duel experience.
Limits :
Desc. :
Fighters are brutish weapon masters, skilled in the art of killing. They may
specialize in any weapon type, and learn numerous new fighting techniques as
they advance in level. Fighters receive more hit points and attack bonuses per
level than any other class, and are invaluable in a close melee.

Fighter is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Monk, Ranger,
Paladin, and Barbarian.

How to play: The fighters strength is in his domination of pure combat. When
playing alone, a fighter is fully capable of gaining the necessary experience.
However, the fighter may choose to lead a group to gain an even greater
advantage. As the tank (primary melee combatant) in a group, the fighter will
give the group the benefit of his superior armor and fighting skill, while
benefitting from the healing spells of a cleric, or the magical aids of a mage.


The fighters greatest weakness is his inability to move secretly, or get into
or out of tricky spots. For this reason, the fighter outside of a group should
steer towards simple combat areas, and be content only with the treasures
obtains from his kills.

FILL

Command : FILL 
Usage : FILL [CONTAINER NAME] ([DRINK SOURCE])
Example : fill bottle spring
Short(s):
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source. In many cases, containers can be refilled from other containers.
If no source is specified, and the player is at a source of fresh water, then
the fill will occur from the freshwater source.

FIRE

Something that is really hot.  See FIREBUILDING, or SPELL FIREBALL, or CHANT
CONTROL FIRE.

FLEE

Command : FLEE 
Usage : FLEE ([DIRECTION])
Example : flee
Short(s):
While in combat, your character may need to quickly disengage and flee the
room. A direction may be specified, but if one is not specified, a direction
will be chosen for you. Fleeing from combat can cause you to lose experience
points in many cases, so use this command sparingly. If all of your opponents
are asleep, paralyzed, or bound, however, no loss is recorded for using this
command.

FOLLOW

Command : FOLLOW 
Usage : FOLLOW [MOB NAME]
Example : follow gunther
Short(s): FOL
In order to form adventuring groups, one or more characters may choose to
follow a leader character. The leader then becomes the group leader, and is
able to lead his or her followers around the map without their intervention.
Followers may also come to the defence of a leader who is attacked, or who
attacks another MOB. Lastly, leaders have the privilege of the ORDER command,
to keep the followers in line. The number of followers one may have depends
upon their Charisma score.

Use FOLLOW SELF to stop following someone else.
To force a follower to stop following you, use NOFOLLOW <MOBNAME>

See also GROUP, NOFOLLOW, ORDER, FORMATION, and GTELL.

FOREWARD

Command : FOREWARD 
Usage : FOREWARD
Example : foreward
Short(s):
Travel towards the front of a ship.

FOREWARD_PORTSIDE

Command : FOREWARD PORTSIDE 
Usage : FOREWARD PORTSIDE
Example : foreward portside
Short(s):
Travel towards the front left of a ship.

FOREWARD_STARBOARD

Command : FOREWARD STARBOARD 
Usage : FOREWARD STARBOARD
Example : foreward starboard
Short(s):
Travel towards the front right of a ship.

FORMATION

Command : FORMATION 
Usage : FORMATION ([MOB NAME] [ROW NUMBER])
Example : formation
Example : formation joe 2
Short(s):
When a player has followers, this command can be used to show where in the
group order the player is located. The "front line" is considered row 0. The
lead player must always be on a row ahead or on the same row as his followers.
When formations are used in conjunction with AUTOMELEE, it can effectively aid
archers and mages with ranged spells in battle. The range of the group members
in formation, with respect to enemies, is always relative to the initial range
of the lead player in combat. That is to say, if a group member is set to be
at row #1, and the leader uses a bow to start off at range 3, then that group
member will be at row #4 instead (1 off from the leaders position).
Any member of a group can enter the FORMATION command without parameters to
view the current marching order. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and
GTELL.

FORUM

A place to leave longer messages that other players can read. There are many
forums, each with their own subject matter. Forums are available from the web
site at http://coffeedev.net:27777/forums.html

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. For the spell of this name, use HELP SPELL
FRIENDS.

GAIAN

Char Class: Gaian (Druid) 
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : Aarakocran, Centaur, Elf, Githyanki, Half Elf, Human, Lizard Man
and Merfolk
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Attains Greenskin (sunlight based bonuses/penalties) at level 5.
At level 30, becomes totally undetectable in wilderness settings
while hidden. Can create a druidic connection with an area.
Benefits from animal/plant/stone followers leveling. Benefits
from freeing animals from cities.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Gaian is the druid of the green earth, watching over the plants, trees and
all growing things. The gaian has a very special relationship with the plants
and trees, having special abilities to make almost any location he steps into a
sanctuary for his leafed friends. So in tune with green things is the gaian
that sunlight can actually give his green tinted skin additional powers, though
the darkness will slightly weaken his chanting stamina. The gaian can also
call on the plants and trees around him to aid in him combat, to hide him from
foes, or even to provide him with the things one would normally have to seek
civilization for.

How to play: The Gaian, so long as he stays around green plants, is a
formidable foe to all enemies of nature. The gaian can call all aspects of the
plants to his aid, and can always find sanctuary in the green plants during
times of trouble. The gaian is weak in native combat abilities, like the other
druids, but can make up for it with creative pre-casting, and good use of the
power of nature during combat.

GAIN

Command : GAIN 
Usage : GAIN [SPELL NAME]
Example : gain blunt specialization
Short(s):
Gain is a command, supported in most DikuMUD derivatives, which allows you to
gain new abilities from certain kinds of mobs capable of teaching them. In
CoffeeMud, *anyone* can TEACH an ability to another, provided the student is
qualified to learn. However, since there are a few MOBs in CoffeeMud with the
MOBTrainer behavior, it should be noted that, so long as the request is phrased
as a SAY command, this command will still work.

GAOLER

Char Class: Gaoler (Commoner) 
Max-Stats : Strength (24), Dexterity (24), Others (18)
Qualifiers: Strength 5+, Dexterity 5+
Races : All
Prime Stat: Strength Attack Pts: +(Str/18)-1 per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/10)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use flailed weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Gains experience when using certain skills, the screams of
victims from certain skills per hr, sleeping by an occupied cell,
feeding inmates bad food.
Limits :
Desc. :
The Gaoler (pronounced like Jailer), is the ancient dungeon keeper. He
specializes in those implements and activities which reflect the worst and most
sadistic side of human nature. Although not much use as an adventurer, a
player with a Gaoler background can be a valuable member of a clan, or a
man-for-hire.

GCONSIDER

Command : GCONSIDER 
Usage : GCONSIDER [MOB NAME]
Example : gconsider dragon
Short(s):
Sizes up a monster or character against your group, so that you can determine
whether a fight with such a creature is wise, or just a waste of time. Unlike
consider, this command will take into account the damage which your entire
group will do against the creature, while limiting the creatures return attacks
only against the leader of your group.

GET

Command : GET 
Usage : GET (ALL/[NUMBER]) [ITEM NAME] (FROM) ([CONTAINER NAME])
Example : get all dagger backpack
Example : get all body
Example : get pie
Example : get all
Example : get pie.2
Example : get all.pie container.3
Example : get 5 pie
Example : get 5 from bundle
Example : get 10 from package
Short(s):
Places an item that is presently not in your carried inventory into your
inventory. If the item is inside a specified container, it will be retrieved
from the container. If it is in the room or area you are occupying, it will be
retrieved from there.

GITHYANKI

Race Name : Githyanki (Humanoid) 
Stat Mods.: Dexterity+1, wisdom+1, save vs mind+10, max dexterity adj.+1, max
wisdom adj.+1
Abilities : Darkvision, Hide(25%), Astral Step(5%)
Languages :
Life Exp. : 260 Years
XP Adjust.: -20%
Immunities: Planar Instability
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Githyanki are planar travelers from an ancient race whom have taken residence
in the Astral Plane. They are tall and gaunt, but also quite powerful. They
use their knowledge of the planes to take brief jaunts around obstacles,
appearing to teleport into well protected areas.

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.

GNOLL

Race Name : Gnoll (Canine) 
Stat Mods.: Strength+2, intelligence-3, wisdom-2, save vs fire-10, save vs
cold+15, save vs mind-10, save vs poison+10, save vs disease+20,
max strength adj.+2, max intelligence adj.+1, max wisdom adj.+1
Abilities : Infravision, Devour Corpse(50%)
Languages : Orcish(75%)
Life Exp. : 64 Years
Immunities:
Equipment : A loincloth
Desc. :
Gnolls are vicious anthropomorphic hyena-men. They stand 6 feet to 7 and a
half feet tall, are lean and violent. Gnolls enjoy displays of cruelty and
mercilessness, often pulling limbs from their living prey. They hunt creatures
of all sorts, but particularly enjoy hunting intelligent species.

GNOME

Race Name : Gnome (Gnome) 
Stat Mods.: Intelligence+1, wisdom-1, save vs mind+10, max intelligence
adj.+1, max wisdom adj.+1, save vs overlooking+10
Abilities : Infravision, Burrowspeak(100%), Gem Digging(50%), Burrow Hide(25%)
Languages : Gnomish(100%)
Life Exp. : 260 Years
XP Adjust.: 5%
Immunities: Syphilis
Equipment : A small patchy tunic, a pair of small shoes, a pair of small
patchy pants, a knitted weapon belt
Desc. :
Gnomes are curious and quick-witted folk, resembling small dwarves. They
receive one bonus Intelligence point, but lose one Wisdom point due to their
carelessness. They also have Infravision, are skilled at Gem Digging, though
their class choices will be limited.

GO

Command : GO 
Usage : GO ([NUMBER]) [DIRECTION] (etc..)
Example : go east
Example : go east north
Example : go 4 north 2 east
Short(s):
Allows your player to automatically travel in the given path. Multiple
directions may be specified.

GOBLIN

Race Name : Goblin (Goblinoid) 
Stat Mods.: Strength-1, intelligence+1, dexterity+2, charisma-1, wisdom-1,
max strength adj.+1, max intelligence adj.+1, max dexterity
adj.+2, max charisma adj.+1, max wisdom adj.+1
Abilities : Infravision, Mining(75%), Excavation(25%)
Languages : Goblinese(100%), Orcish(50%)
Life Exp. : 63 Years
Immunities:
Equipment : A small ratty tunic, a cotton loincloth, a knitted weapon belt
Desc. :
Goblins are small twisted creatures, quick on their feet, and natural tinkerers
with all manner of wicked traps and devices Their class choices are limited,
but they excel at thieving, and make great miners and delvers.

GRAPPLES

Grapples are primarily used to connect two ships together so that neither can
sail away. To use grapples, HOLD them in your hand and THROW them at the other
ship when it is in range. Once connected, the grapples can be ENTERed to
quickly board the other ship. Once picked up, the grapples no longer connect
the ships.

GROUP

Command : GROUP 
Usage : GROUP
Example : group
Short(s):
Lists the members of any group to which you may belong. See the FOLLOW,
NOFOLLOW, ORDER, GTELL and FORMATION commands for more information on groups.
See also the help on UNDRESS, AUTOMELEE, RANGE, and FEED.

GROUPING

A group is formed when a player uses the FOLLOW command to follow another
player.

GTELL

Command : GTELL 
Usage : GTELL
Example : gtell So when do we kill this thing?
Example : gtell last 10
Short(s):
Sends a private message to the members of your characters group. If the first
parameter is "last" and a number X follows, this command will show you the last
X group tells. See also GROUP, FOLLOW, NOFOLLOW, ORDER, and FORMATION.

HALFELF

Race Name : Half Elf (Elf) 
Stat Mods.: Justice save+5, save vs magic+5
Abilities : Infravision, Fishing(50%), Cultural Adaptation(50%)
Languages : Elvish(75%)
Life Exp. : 137 Years
Immunities:
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Half Elves are a mixture of humans and elves, possessing human drive and elven
grace. They have Infravision, are skilled Fishermen, and have almost as many
class choices as normal Humans.

HALFLING

Race Name : Halfling (Halfling) 
Stat Mods.: Strength-1, dexterity+1, paralysis save+10, max strength adj.+1,
max dexterity adj.+1, save vs detection+10
Abilities : Infravision, Cooking(75%), Sling Proficiency(25%), Fast
Slinging(25%)
Languages : Elvish(25%)
Life Exp. : 120 Years
Immunities:
Equipment : A small tunic, some small pants, a knitted weapon belt
Desc. :
Halflings are a very short fur-footed folk. They receive one bonus Dexterity
point, but lose one point of Strength. They have Infravision, make excellent
Cooks, though their class choices will be limited.

HEALER

Char Class: Healer (Cleric) 
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races : Aarakocran, Dwarf, Elf, Githyanki, Half Elf, Human, Lizard Man,
Merfolk, Pixie and Svirfneblin
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : All healing prayers give bonus healing. Attains healing aura
after 30th level.
Limits : Always fumbles evil prayers. Qualifies and receives good
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Healers project the most benevolent aspects of their gods by bringing life and
good health to those around them. The Healer is so adept at these arts that
his or her healing prayers are more powerful than those cast by any other
cleric. The Healer gets a special prayers known only to the Healer, including
the great Aura of Healing at 30th level. The Healer is a good aligned class and
chaotically inclined.

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.
Finally, the description, a summary of what the command actually does.

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 property`s unique lot number identifier. Write this down!

The next step is to find the local Property dealer for that area. He shouldn't
be too far away! Some property dealers deal in player property, and some only
deal with Clans. Make sure you find the right one to buy your lot from. When
the property dealer is found, you can use your lot number to purchase the
correct lot from the dealer.

Once the property is purchased, you will need to develop it. Skills such as
Masonry, Construction, and Locksmithing are used to develop the properties you
purchase. If you don't have these skills, or don't want them, you might be
able to find mobs nearby which you may HIRE to perform these tasks.

HUMAN

Race Name : Human (Humanoid) 
Stat Mods.: Justice save+10, trains+2
Abilities : Diligent Studying(100%), Wood Chopping(50%)
Languages :
Life Exp. : 78 Years
Immunities:
Equipment : A nice tunic, a pair of shoes, a pair of pants, a knitted weapon
belt
Desc. :
Just like you and me! Humans are versatile and successful adventurers. They
receive 2 bonus training points at first level, make powerful lumberjacks.
Humans also have the broadest class choices.

HUNGER

From time to time, your character may get hungry.  If this happens, then you
should find something to eat to satiate that hunger. Failing to do so will
affect your characters attack and defensive capabilities, and may eventually
lead to death. If you were looking for help on the Spell Hunger, try HELP
SPELL HUNGER.

I3

This refers to the InterMud3 system, which may or may not be available on your
system. Enter I3 by itself for a list of available commands. For more help,
enter HELP I3 LIST, HELP I3 LOCATE, HELP I3 WHOIS, or HELP I3 INFO.

I3_INFO

Command : I3 INFO 
Usage : I3 INFO [MUD NAME]
Example : i3 info coffeemud
Short(s):
Give some special information about the InterMud3 mud listed.

I3_LIST

Command : I3 LIST 
Usage : I3 LIST
Example : i3 list
Short(s):
Lists all the muds available on the InterMud3 channels.

I3_LOCATE

Command : I3 LOCATE 
Usage : I3 LOCATE [NAME]
Example : i3 locate bob
Short(s):
Sends a player locate message to the InterMud3 router, which will hopefully
respond some day with the name of a mud where a player of the given name is
located.

I3_WHOIS

Command : WHOIS 
Usage : WHOIS [NAME]@[MUD NAME]
Usage : WHOIS @[MUD NAME]
Example : whois bob@coffeemud
Example : whois @coffeemud
Short(s):
If the InterMud network is enabled on your mud, this command can be used to
retrieve a list of players at the given mud, and to retrieve more information
about a particular player on a mud. Use I3 LIST to see a list of all InterMud3
muds, or IMC2 LIST to see a list of IMC2 muds.

IDEA

Command : IDEA 
Usage : IDEA [REPORT]
Example : idea I want a spell that kills everything everywhere.
Short(s):
Please use this command to submit ideas for the MUD.

IDLE

The amount of time since someone has entered a command into CoffeeMud.  See
also AFK.

IGNORE

Command : IGNORE 
Usage : IGNORE (ADD/REMOVE [PLAYER/ACCOUNT NAME])
Example : ignore
Example : ignore list
Example : ignore add bob
Example : ignore remove bob
Short(s):
This command allows the player to add or remove names from his or her ignored
players list. The ignored list consists of some number of other players by
name. A player will never receive channel messages from players on this list,
nor will they receive any TELL messages from players on this list.

ILLUSIONIST

Char Class: Illusionist (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Illusion as levels
advance. At 10th level, receives double duration on your
Illusion magic, and half duration from malicious Illusion magic.
Limits : Unable to cast Divination spells. Receives penalty damage from
Divination as levels advance. Receives double duration from
malicious Divination magic, half duration on other Divination
effects.
Desc. :
Illusionists are specialist mages who have mastered the art of deception and
illusion. They can make anyone believe anything, and can fool the senses into
believing whatever they wish. Illusionists are sly and playful, and so adept
at their art that they gain all known illusion spells, even those known only to
illusionists.

So lost in their dreamworld is the Illusionist, that he forgets what is true,
and finds himself unable to remember his divination spells. However, the
Illusionist is the greatest and most fun of the social mages, with a nice mix
of defensive magic that can save him in times of need.

IMC2

This refers to the InterMud Chat 2 system, which may or may not be available on
your system. Enter IMC2 by itself for a list of available commands. For more
help, enter HELP IMC2 LIST or HELP IMC2 INFO.

IMC2_CHANNELS

Command : IMC2 CHANNELS 
Usage : IMC2 CHANNELS
Example : imc2 channels
Short(s):
List all the channels potentially available to this mud.

IMC2_INFO

Command : IMC2 INFO 
Usage : IMC2 INFO [MUD NAME]
Example : imc2 info coffeemud
Short(s):
Give some special information about the IMC2 mud listed.

IMC2_LIST

Command : IMC2 LIST 
Usage : IMC2 LIST
Example : imc2 list
Short(s):
Lists all the muds available on the IMC2 channels.

IMC2_LOCATE

Command : IMC2 LOCATE 
Usage : IMC2 LOCATE [PLAYER NAME]
Example : imc2 locate bob
Short(s):
Find the muds where Player Name is.

IMMORTALS

See WIZLIST.

INCLINATION

Your social order inclination is rated from Lawful to Chaotic, with Lawful
representing cultural acceptance and social order, Chaotic representing
heightened importance on free will and rule fluidity, and Moderate representing
the balance between Lawful and Chaotic. See also help on alignment.

INFORMATION

You need to be more specific.  Try HELP or HELP HELPLIST.

INTELLIGENCE

Memory and concentration, mana, critical spell/skill damage, and the ability to
gain greater proficiency in skills and spells through practice are reflected in
Intelligence.

INTERMUD

See the I3 and IMC2 commands.  Intermud is one of the communication protocols
that allows many different muds to share channels and send instant messages to
each other.

INVENTORY

Command : INVENTORY 
Usage : INVENTORY (LONG) ([MASK])
Example : inventory
Example : inventory long
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. The long argument can be
used to see what's in all containers.

JAIL

Where you are taken when a judge pronounces a jail sentence as penance for a
crime committed. See also COURT and JUSTICE.

JESTER

Char Class: Jester (Bard) 
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Dexterity 9+
Races : Githyanki, Gnome, Half Elf, Halfling, Human, Merfolk and
Svirfneblin
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[7X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives 2%/level bonus to saves versus poison. Receives extra
natural damaging skill. Receives group bonus combat experience
when in an intelligent group, and more for a group of players.
Receives exploration and pub-finding experience based on danger
level.
Limits :
Desc. :
The Jester is the joking, annoying, and sneaky fellow that few Bards like to
claim. Like the Charlatan, they remain associated with Bards due to their
highly social nature and their charismatic attitudes. The Jester is also
amazingly dextrous and slippery, due to the slapstick style of maneuvers he
practices and specializes in.

How to play: As the levels progress, however, few could argue the seriousness
of the Jesters power, should his goofy smile, for some reason, be turned
around. The Jester is still, clearly, a group player. He needs the strong
tanking of fighters, and other support classes to flourish, though he can still
hold his own if he manages not to take life too seriously.

JOBS

See the HIRE command.

JOURNALS

A journal is a log that you can use to communicate with other people, as long
as each person has a copy of the journal or has access to the journal in a
room. Use the WRITE command on the journal to make an entry. Private entries
can only be seen by the author and the recipient.

JUSTICE

Justice is that which man contemplates, and the virtuous seek.

KILL

Command : KILL 
Usage : KILL [MOB NAME]
Example : kill dragon
Short(s):
Causes your character to attack the mob given with the command. If you are
wielding a weapon, it will be used in the attack. If you have any followers,
they will also join in on the attack. The mob being attacked will also likely
defend itself against you, and try to attack you.

LADDER

Ladders are things you can use to help with climbing.  See also ROPE.

LAMP

An item used to generate light in places or times of darkness.  To light a
lamp, either use the FIRE BUILDING skill, or just hold the lamp to
automatically light it. Lamps must periodically be refilled with lamp oil
using the FILL command.

LANGUAGES

Command : LANGUAGES 
Usage : LANGUAGES
Example : LANGUAGES
Short(s): LANGS
Lists any languages that you know, along with your proficiency in them. To use
a language type SPEAK [LANGUAGE NAME].

LANTERN

A light giving object which must be FILLed with oil and then held (HOLD). It
can be turned off with the "PUT OUT [lantern]" command.

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.

LICH

Race Name : Lich (Undead) 
Stat Mods.: Constitution-4, charisma+6, paralysis save+100, save vs gas+100,
save vs mind+100, save vs poison+100, save vs undead+100, save vs
disease+100, max constitution adj.+1, max charisma adj.+6, save
vs pierce+50, save vs slash+50
Abilities : Infravision
Languages :
Life Exp. : 2147483647 Years
Immunities: Royal Rot
Equipment :
Desc. :
Lichs are the most feared of the skeletal undead. Although they were a normal
race before they died, the decay and corruption makes their former race hard to
determine. Lichs lose some constitution for being dead, but gain charisma for
their formidable presence. In fact, they walk around with a weak aura of fear
at all times. Like other skeletal undead, they take half-damage from piercing
or slashing weapons, are never hungry or thirsty, have infravision, stink of
grime and decay, take damage from positive healing spells, are healed by
negative energy spells, and are immune to poison, mind, gas, paralysis,
disease, and negative energy attacks. The most common way to become a lich is
to study Necromancy and die.

LIEGE

A liege is a person whom you serve and have sworn fealty to. The liege will
gain a small amount of experience from all of your actions. A good liege will
compensate you for this experience with money, experience or training. For more
information, see help on SERVE and VASSALS.

LIGHT

See help on either FIRE BUILDING or SPELL LIGHT

LINEWRAP

Command : LINEWRAP 
Usage : LINEWRAP [COL NUMBER]/DISABLE
Example : linewrap 100
Example : linewrap disable
Short(s):
This command will allow the player to disable the default CoffeeMud
linewrapping system, or to set it to a higher or lower number to accommodate
their terminal.

LIST

Command : LIST 
Usage : LIST ([SHOPKEEPER]) (FOR [ITEMNAME])
Example : list
Example : list weaponsmith
Example : list shopkeeper for shield
Short(s):
The normal player version of this command will display the items which a
particular shopkeeper MOB may be selling, along with the prices being offered
to your characters. If more than one shopkeeper is in the room, you may have to
specify the shopkeeper name in the parameters. You may add the key word FOR
and an item name to the end to filter the results. See also BUY, SELL,
DEPOSIT, WITHDRAW, VIEW, BID.

LIZARD_MAN

Race Name : Lizard Man (Reptile) 
Stat Mods.: Strength+1, intelligence-1, constitution+1, charisma-1, save vs
water-10, save vs electricity+10, max strength adj.+1, max
intelligence adj.+1, max constitution adj.+1, max charisma adj.+1
Abilities : Swim(100%), Long Breath(100%), Hunting(50%), Tail Swipe(25%)
Languages : Draconic(25%)
Life Exp. : 78 Years
Immunities: Eczema, Lycanthropy, Leprosy, Scabies
Equipment : A loincloth
Desc. :
These large, bipedal humanoids stand about a head taller than humans. They have
a thick three to six foot tail which they use for improved swimming and to
protect themselves. Lizard men prefer temperate to tropical environments and
can hold their breath underwater for extended periods.

LOAD

Command : LOAD 
Usage : LOAD [AMMUNITION NAME] [WEAPON NAME]
Example : load arrows bow
Example : load bolts.2 crossbow
Short(s):
Prepares a ranged weapon for use by loading it with its required ammunition.
This command will attempt to load the weapon up to its capacity.

LOCAL_COINS

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

LOCAL_CURRENCY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

LOCAL_MONEY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

LOCK

Command : LOCK 
Usage : LOCK [ITEM NAME]
Example : lock door
Short(s):
Attempts to lock, by ordinary means, the item, door, or any other entity
specified.

LOGOFF

Command : LOGOFF 
Usage : LOGOFF
Example : LOGOFF
Short(s):
Exit from the mud, back to login/char selection.

LOOK

Command : LOOK 
Usage : LOOK [ITEM NAME](.[NUM])
Example : look shelf
Example : look door
Example : look sword.2
Example : look book on shelf
Example : look key on chest
Example : look
Short(s):
Take a look at the item, mob, or other entity specified. If no entity is
specified, this command will take a look around the room or area your character
is presently in. You can target similarly named items using the .1, .2, .3,
etc syntax. See also EXAMINE or LONGLOOK.

MAGE

Char Class: Mage (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses :
Limits :
Desc. :
Mages are masters of magic, and wielders of the great elemental powers. While
weak in hit points and in fighting skill, their spells are the most widely
prized and powerful of all the classes. They may not wear any metal or leather
armors, or use most weapons. However, the sting of their magic missiles and
the armor of magic they wear makes up for any loss.

Mage is the basis for numerous sub-classes which the player may choose to gain
levels in at any time. These sub-classes include: Abjurer, Alterer, Conjurer,
Diviner, Enchanter, Evoker, Illusionist, Transmuter, and Wizard.

How to play: Mages are among the most versatile of classes, being able to make
spell choices which carve out the path the Mage would like to take. For the
loner Mage, the emphasis on offensive magic will make him a powerful opponent
in battle. In groups, the mage may focus on protective magic to make him a
more desirable companion. And even the playful mage may focus on the
role-playing magic to make his mudding as fun as possible!

The mage is almost useless in weapon combat. The mage must be smart and
creative to use his spells to give him the edge. But the versatility of the
mage gives him the ability to do just that, using magic and guile to trick
monsters to their death, granting experience for the mage.

MAGIC_MISSLE

A common misspelling of MAGIC MISSILE.

MANA

The amount of energy your character has to use on skills, prayers, spells,
songs, or chants. This number will go up as your character advances in level.
Resting will replenish lost mana.

If you entered HELP MANA expecting help on the "Song of Mana", try HELP SONG
MANA.

ME

A name I call myself.

MEANINGOFLIFE

%0D%0DCoffee, Black.%0D%0DAlso, 42.

MER

Char Class: Mer (Druid) 
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Dexterity 9+
Races : Drow, Elf, Githyanki, Gnoll, Goblin, Half Elf, Human, Lizard Man,
Merfolk and Ogre
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d5) /lvl] Mana : 100 +[(Int/4)+(1d6)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : May use polearms of any kind or other weapons made from wood,
plant-based materials, or leather.
Armor : Must wear non-metal armor.
Bonuses : May breathe and cast spells underwater. Attains Tidal Changes
(tidal phase based bonuses/penalties) at level 5.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The Mer Druid is an aquatic nature lover who has mastered the ability to live
and dwell with sea creatures. The Mer Druid is most suited for aquatic areas,
and excels at water and ship combat, using the forces of the ocean with an
amazing display of power and destruction. So connected is he to the tides that
his strength and powers will fluxuate during the day, ebbing and rising with
the high and low tide.

How to play: Like a fish, the Mer Druid is nearly useless out of the water.
But when either above or beneath the waves, the Mer is an unstoppable force.
Grouping with others on land and taking charge of the situation when the waves
roll in is the way for a Mer Druid to flourish.

MERFOLK

Race Name : Merfolk (Fish) 
Stat Mods.: Dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs
electricity-15, max dexterity adj.+2, max wisdom adj.+1
Abilities : Infravision, AutoSwim(100%), Swim(100%), Fishing(100%), Land
Legs(25%)
Languages : Aquan(25%)
Life Exp. : 215 Years
Immunities: Sea Sickness, Lycanthropy, Scurvy
Equipment : A delicate scaley green shirt, a knitted weapon belt
Desc. :
Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air
and water, enabling trade with surface dwellers. Merfolk are the dominant
underwater race.

METAMSGCOMMAND

Command : METAMSGCOMMAND 
Usage : METAMSGCOMMAND
Example : metamsgcommand
Short(s):
Generates the HUH? message. A command that's not a command.

MINDFLAYER

Race Name : Mindflayer (Illithid) 
Stat Mods.: Strength-4, intelligence+4, constitution-2, charisma+2, save vs
mind+100, save vs magic+50, max strength adj.+1, max intelligence
adj.+4, max constitution adj.+1, max charisma adj.+2
Abilities : Darkvision, Mind Suck(100%), Combat Precognition(30%), Detect
Sentience(50%), Mind Fog(100%), Charm(50%)
Languages : Undercommon(25%)
Life Exp. : 430 Years
XP Adjust.: -25%
Immunities:
Equipment : Grey robes, a knitted weapon belt
Desc. :
Mindflayers, or Illithid, are alien humanoids with a smooth, leathery face with
four tentacles surrounding and protecting their mouths. They are taller than
humans, but lighter and more frail due to millennia of reliance upon
mind-controlled slave labor to do their manual work.

MINSTREL

Char Class: Minstrel (Bard) 
Max-Stats : Intelligence (22), Charisma (22), Others (18)
Qualifiers: Charisma 9+, Intelligence 9+
Races : All
Prime Stat: Charisma Attack Pts: +(Cha/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(2d6) /lvl] Mana : 100 +[(Int/6)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 10 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear non-metal armor.
Bonuses : Receives group bonus combat experience when in an intelligent
group, and more for a group of players. Receives exploration and
pub-finding experience based on danger level.
Limits :
Desc. :
The Minstrel is the master of instruments and musical tools. So capable is a
minstrel in this art that he or she is able to draw forth magical and wonderous
powers from the instruments played. The Minstrel is able to craft and draw
unique powers from any of dozens of different musical instruments, with the
only drawback being how the chosen instrument impacts fighting or speaking
ability while it is being played.

How to play: The Minstrel is as social of a bard as the others, but due to his
many hours of lonely practice, the Minstrel also has an almost arcane like
ability to use instrumental magic for more solitary or unique benefits than the
simple Bard or Dancer. In the end, the Minstrel may become an orchestra of
power unto himself, capable of bringing tremendous benefit and joy to his
group, or terrible retribution to his foes. Therefore, if a player is looking
for a bard to play when groups are not available, this is the one to pick.

MISSIONARY

Char Class: Missionary (Cleric) 
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Dexterity 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use swords, staves, natural, ranged, or blunt weapons
Armor : May wear any armor.
Bonuses : Never fumbles neutral prayers, and receives 1pt/level luck bonus
to all saving throws per level. Receives 1pt/level electricity
damage reduction.
Limits : Using non-neutral prayers introduces failure chance. Vulnerable
to acid attacks.
Desc. :
Missionaries are the crusading adventurers for the gods, exploring and
spreading the good word of their deity far and wide. So energetic and mobile
are the Missionaries that they seem like the wind, and in fact gain many powers
of wind and electricity. The Missionary is a neutral aligned class and
lawfully inclined.

How to play: Although Missionaries can flourish with other missionaries, they
do their best work alone, bringing the word of their god, as well as his wrath
when necessary, to the unwashed masses. Missionaries will sometimes be asked
to join groups so as to deliver some of that "olde-tyme neutral punch", and can
even be useful to them if he strikes a careful balance with the good and evil
prayers he qualifies for.

MONEY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

MONIES

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

MONK

Char Class: Monk (Fighter) 
Max-Stats : Strength (22), Dexterity (22), Others (18)
Qualifiers: Strength 9+, Dexterity 9+
Races : Drow, Elf, Githyanki, Goblin, Half Elf, Human, Mindflayer and Orc
Prime Stat: Strength Attack Pts: +(Str/18)+1 per level
Practices : 3 +[(Wisdom/6)-1 per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/3)+(2d7) /lvl] Mana : 100 +[(Int/8)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 20 level(s)
Weapons : May use any weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Receives defensive bonus for high dexterity. Receives unarmed
attack bonus. Receives bonus attack when unarmed. Has Slow Fall
ability. Receives trap avoidance. Receives bonus conquest and
duel experience.
Limits :
Desc. :
Monks are the agile and graceful masters of their own bodies. Combining quick
reflexes with intense study of the martial arts makes them a powerful and
intimidating opponent. Although Monks may use weapons, most of their power and
unique ability comes when they are completely unarmed. And since they depend
so heavily on their agility, they will find themselves wearing only light cloth
armors.

How to play: Either alone or in groups, the Monk is a dizzying class to play.
Capable of more pure attacks than any other class, and loaded down with dozens
of Monk-specific physical feats makes the Monk almost mage-like in complexity.
In fact, the player who loathes worrying about staying up-to-date on equipment,
but who enjoys the pure fight may be especially attracted to Monk.

Like all fighters, the Monk will gain experience principally through the
vanquishing of foes. Although the armor restriction can seem daunting, the
Monks extra dexterity bonus to armor, and the wide variety of attacks and
defences makes them every bit as powerful (if not much more) than the other
fighter classes.

MORGUE

The place where ones body is when one dies.

MOTD

Command : MOTD 
Usage : MOTD (ON/OFF/PREVIOUS ([NUM])/AGAIN)
Example : motd
Short(s):
Allows the player to review the news and daily messages. Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud. Using AGAIN will re-show the current new daily message, while
PREVIOUS will show all the old daily messages, with an optional limit.

MOUNT

Command : MOUNT 
Usage : MOUNT [RIDEABLE NAME] ([RIDEABLE NAME])
Example : mount horse
Example : mount cart horse
Short(s): ride
Your character attempts to mount a horse, or other rideable creature, carriage,
boat, or item. Once mounted, the creature can be navigated around by use of
the normal N,S,E,W navigation commands. Some rideables may also be mounted on
others, such as a cart or wagon that must be pulled. See also DISMOUNT, LEAVE,
BOARD. Bound creatures can be mounted onto beds or chairs against their will
with this command also.

MOVEMENT

The amount of energy your character has to use on moving around, using movement
based skills, or retreating in combat. This number will go up as your
character advances in level. Resting will replenish lost movement.

MUD

Stands for Multi-User Dungeon.  It's also a common word for dirt saturated with
water.

MULTICLASS

Each class was designed to reach it's peak of gainable skills at level 30.
Changing to another class is done by going to your respective guild and
training in the class of your choice. The classes you can become are listed
when you type QUALIFY. Changing to another class is done using the TRAIN
command.

When multiclassing, always keep in mind the classes you want to become and how
far you would want to go in them. Some classes affect others in a negative way.
If you plan to get to level 30 with three subclasses, train in the first before
your first level of the game. This ensures level 30 status with all the
classes.

Just keep track of how far you feel like taking each class, whether it is to a
certain skill or to it's full potential. It is not required, but can add a
dimension to playing.

MULTIPLAY

Better ask an Archon before you try it!

MULTI_PLAY

Better ask an Archon before you try it!

MXP

Command : MXP 
Usage : MXP (OFF)
Example : mxp
Example : mxp off
Short(s):
Turn MXP (MUD Exchange Protocol) tags on or off. This command will auto-detect
whether your client supports the tags by sending the <VERSION> tag. Use NOMXP
or OFF argument to disable this feature.

NAGA

Race Name : Naga (Ophidian) 
Stat Mods.: Dexterity+5, save vs poison+100, max dexterity adj.+5
Abilities : Stigma(100%)
Languages : Draconic(100%), Snake Speak(100%)
Life Exp. : 42 Years
Immunities:
Equipment :
Desc. :
A sharp-featured humanoid head crowns the powerful, sinuous body of this
snake-like monstrosity. Two slender arms extend from the body of the Naga just
below the head.

NECROMANCER

Char Class: Necromancer (Cleric) 
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use polearms, axes, swords, daggers, or edged weapons.
Armor : May wear any armor.
Bonuses : Can sense deaths at Necromancer level 15, and becomes a Lich upon
death at 30. Undead followers will not drain experience.
Limits : Always fumbles good prayers. Qualifies and receives evil
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Necromancers are the dark lovers of death and the dead, serving the gods in
this special and little appreciated realm. The Necromancer is an evil aligned
class but moderate inclined, and so will fumble good prayers. However, the
Necromancer can use many dangerous edged weapons, any kind of armor, and gets
numerous special prayers known only to the Necromancer, such as the ability to
animate all kinds of wicked undead, even at low levels. Eventually, the
Necromancer may even become a Lich himself!

How to play: Unlike most clerics, the Necromancer is not a good group player.
He does best alone with the friends he "makes" out of the dearly departed, so
long as he is careful to keep them magically Fed and Healed long enough to gain
useful levels. The necromancer is hated in towns, and may even be arrested if
he brings his undead "friends" to town for a visit. If the Necromancer keeps
his charisma high, he can lead a truly formidable army before which all others
will surely tremble.

NEWS

Command : NEWS 
Usage : NEWS (ON/OFF/AGAIN/PREVIOUS)
Example : news
Short(s):
Allows the player to review the news and daily messages. Using ON and OFF, you
can also set whether or not you see the message of the day when you log in to
the mud.

NOANSI

Command : NOANSI 
Usage : NOANSI
Example : noansi
Short(s):
Turn off ANSI color output. Use ANSI to turn this feature on again.

NOBATTLESPAM

Command : NOBATTLESPAM (ON/OFF) 
Usage : NOBATTLESPAM (ON/OFF)n
Example : nobattlespam
Example : nobattlespam on
Short(s):
Changes whether you see normal combat messages, including standard weapon hits
and misses, and most damage messages. When turned on, the player will only
receive a brief summary of all damage taken by each combatant. By itself, this
command will toggle the state of the flag. Use ON or OFF to specify whether
the flag is on or off. See also CONFIG.

NOCHANNEL

Command : NO[CHANNEL] 
Usage : NO[CHANNEL]
Example : no[channel]
Short(s):
This command turns off the [CHANNEL] channel. See [CHANNEL] for more info.

NOFOLLOW

Command : NOFOLLOW 
Usage : NOFOLLOW ([NAME])
Example : nofollow
Example : nofollow my dog
Short(s):
When used without a parameter, this command toggles whether or not your
character will accept new followers. When a name is specified, this command
causes a follower of that name to no longer follow you. See also REBUKE,
GROUP, FOLLOW, FORMATION, ORDER, and GTELL.

NOMXP

Command : NOMXP 
Usage : NOMXP
Example : nomxp
Short(s):
Turn off MXP (MUD Exchange Protocol) tags. You may use the MXP command to turn
them on, if your mud client supports them.

NOPOSE

Command : NOPOSE 
Usage : NOPOSE
Example : nopose
Short(s):
Turns off your current pose. See the POSE command.

NORTH

Command : NORTH 
Usage : NORTH
Example : north
Short(s): N
Travel northward from the present room or location.

NORTHEAST

Command : NORTHEAST 
Usage : NORTHEAST
Example : northeast
Short(s): NE
Travel northeastwardly direction from the present room or location.

NORTHWEST

Command : NORTHWEST 
Usage : NORTHWEST
Example : northwest
Short(s): NW
Travel northwestwardly direction from the present room or location.

NOSELL

Usage   : NOSELL (ON/OFF) [ITEM NAMES] 
Example : nosell dagger
Example : nosell on all
Short(s):
This command can flag an item in the players inventory as being unsellable,
allowing the player to do sell all without accidentally selling things they
don't want to. By default, NOSELL [ITEM] will toggle the flag, while NOSELL ON
[ITEM} will always turn it on, and OFF will turn it off.

Dropping an item marked unsellable will also remove the flag.

NOSOUNDS

Command : NOSOUNDS 
Usage : NOSOUNDS
Example : nosounds
Short(s):
Turn off MSP (MUD Sound Protocol) sound codes. You may use the SOUNDS command
to turn them on, if your mud client supports them.

NOTEACH

Command : NOTEACH 
Usage : NOTEACH
Example : noteach
Short(s):
This command toggles whether you can teach, practice, or train, or be taught,
practiced with, or trained. It does not affect the auto-gains in skill
proficiency.

NOTES

See the IDEA, BUG, or TYPO commands.  If you are looking for general message
areas, you may have to find a standing board, or a journal you can carry
around. If you wish to leave a note for a player who isn`t online, see JOURNAL.

OBJECTS

Objects are items you can GET, PUT, DROP, GIVE, REMOVE, WEAR, WIELD, HOLD,
DESTROY, etc.

OBSERVATION_SCORE

Your ability to see hidden things.  This score appears when searching, or when
under the affect of a spell which allows you to see hidden. It has based on
your Wisdom, proficiency in your detection skill/spell, and your height.

OGRE

Race Name : Ogre (Giant-kin) 
Stat Mods.: Strength+4, intelligence-1, dexterity-2, charisma-1, save vs
mind-10, save vs poison+10, max strength adj.+4, max intelligence
adj.+1, max dexterity adj.+1, max charisma adj.+1
Abilities : Bad Reputation(100%), Butchering(75%)
Languages : Gigantic(100%), Orcish(50%)
Life Exp. : 148 Years
Immunities:
Equipment : A large patchy tunic, some torn leggings, a knitted weapon belt
Desc. :
Ogres are the less enlightened kin to the giants, possessing great strength and
ferociousness at the expense of their intellect and dexterity . As they are
naturals at ripping things apart, they make excellent butchers. Their class
choices are limited, but any kind of Fighter or Barbarian would suit an ogre
very well.

OOC

An acronym for "Out of Character" as well as a chat channel on some muds. Use
CHANNELS to get a list of chat channels here.

OPEN

Command : OPEN 
Usage : OPEN [ITEM/DIRECTION NAME]
Example : open chest
Example : open door
Example : open east
Short(s):
Attempts to open, by ordinary means, the item, door, or any other entity
specified.

ORACLE

Char Class: Oracle (Cleric) 
Max-Stats : Intelligence (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Intelligence 9+
Races : Aarakocran, Centaur, Dwarf, Elf, Githyanki, Half Elf, Human,
Merfolk, Pixie and Svirfneblin
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : Receives a non-class skill at 30th level, and every Oracle level
thereafter.
Limits : Always fumbles evil prayers. Qualifies and receives good
prayers. Using non-aligned prayers introduces failure chance.
Desc. :
Oracles are those who seek the infinite wisdom of their god, forever probing
the vastness of divine knowledge. So knowledgable are the Oracles that they
actually begin to gain arcane divination spells in addition to their assortment
of prayers. Beyond 30th level, the Oracle begins to gain skills from other
classes previously unknown to him, as the mysteries of the universe begin to be
revealed. The Oracle, being a seeker of knowledge, is a good aligned class and
moderate inclined.

How to play: The Oracle is an often consulted player, much like the Arcane
diviner, for his ability to see beyond the obvious to the important truths
around him. For this reason, the Oracle may be often picked for grouping. The
Oracle himself, however, will need to determine if such a course is divinely
inspired.

ORC

Race Name : Orc (Porcine) 
Stat Mods.: Strength+2, intelligence-1, charisma-1, wisdom-1, save vs
water-10, save vs poison+10, max strength adj.+2, max
intelligence adj.+1, max charisma adj.+1, max wisdom adj.+1, crit
weapon damage pct+50
Abilities : Infravision, Taint of Evil(100%), Butchering(50%), Vicious
Blow(25%)
Languages : Orcish(100%), Undercommon(25%)
Life Exp. : 220 Years
Immunities:
Equipment : A tattered tunic, a pair of tattered pants, a knitted weapon belt
Desc. :
Orcs are powerful, brutish porcine humanoids that take great joy in the agony
of others. Their society is dictated by the strongest, most-vicious alphas of
the tribe, who often band together to create great war-parties to destroy other
species? civilization.

ORDER

Command : ORDER 
Usage : ORDER
Example : order dog flee
Short(s):
If your character has any followers, whether characters or mobs, this command
will allow you to force that follower to perform any command listed in the
COMMANDS or SOCIALS list. See also GROUP, FOLLOW, NOFOLLOW, FORMATION, and
GTELL.

OUTFIT

Command : OUTFIT 
Usage : OUTFIT
Example : outfit
Short(s):
Should your character ever be without clothing or weapon (usually due to
death), this command will give your character some newbie equipment to get by
with.

PACKAGE

Command : PACKAGE 
Usage : PACKAGE [NUMBER] [ITEM NAMES]
Example : package 10 daggers
Example : package all bottles
Short(s):
This command packages together several identical items. Thus grouped, the
items may be easier to sell to shopkeepers and easier to carry. The items must
all be exactly the same. Currency may not be packaged. Raw resources, such as
wood or ore metals, may be packaged, but will not then be available for use by
crafting skills. To do that, you would need to bundle the resources instead.
Items can be removed from packages using the GET [NUMBER] FROM [PACKAGE]
syntax.

PAGEBREAK

Command : PAGEBREAK 
Usage : PAGEBREAK [LINE NUMBER]/DISABLE
Example : pagebreak 25
Example : pagebreak disable
Short(s):
This command will allow the player to disable the default mud page break
system, or to set it to a higher or lower number to accommodate their terminal.

PALADIN

Char Class: Paladin (Fighter) 
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : Githyanki and Human
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/8)+(1d3)/lvl]
Movement : 100 +[7X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives bonus conquest and duel experience.
Limits : Must remain good to avoid spell/skill failure chance.
Desc. :
Paladins are holy fighters, possessing many of the traits of both Fighters and
Clerics, though in less intensity than either class alone. They may learn
Cleric spells at higher levels, and possess numerous fighting techniques.
Their weapons and armor choices are unlimited, but Paladins are restricted to a
good and lawful alignment.

How to play: Paladin's have the potential of being the most powerful of
classes, and the most desired of group members. Their powerful combat skills
and auras of power make them the perfect tanks for groups, especially since
their Cleric healing abilities can allow them to fill this gap in a group.
Alone, they can also flourish, vanquishing evil with the efficiency of the
fighter.

The only weakness of the Paladin is his reliance on purity. In most muds, this
limits his adventuring choices greatly. However, his strengths for lasting and
winning in combat are so broad, he will quickly advance.

PAROLE

Parole is a sentence someone receives instead of jail time.  A player that is
paroled may not leave the area, and is restricted from Recall and other similar
spells for the duration of the parole. A paroled player may not flee combat.

PARTY

An adventuring party is formed when a player uses the FOLLOW command to follow
another player.

PASSWORD

Command : PASSWORD 
Usage : PASSWORD
Example : password
Short(s):
Allows you to change your characters password.

PAST_LIFE

When a character REMORTs, they gain achievement(s) based on the classes and
levels in those classes that they have at the instance before REMORTing. Remort
achievements are numbered to display how many times a character must remort at
or above the level requirement to gain that achievement (and the associated
benefits). All Remort benefits are cumulative, so a level 90 character with 60
levels of fighter and 30 levels of barbarian would gain a fighter past life
achievement, a fighter savant past life achievement and a barbarian past life
achievement. Remorting a subsequent time in the same class would increment the
Past Life number, so a player will receive the benefits of Past Life II on the
next REMORT after receiving the Past Life I achievement from a particular
class. The bonuses from each of those achievements are also cumulative, so if
two achievements each offer a Attack +2 bonus, then all subsequent characters
on the account would gain Attack +4. Skills and Expertises are granted for free
at the level indicated. For specific achievement rewards from remorting, see
help (class) past life I, (class) savant past life I, and prodigal (class) past
life I.

PERFUME

Perfume is something that makes you smell pretty.  You WEAR it.

PETS

Players, especially at lower levels, may wish to purchase or charm animals or
other creatures to follow them. These creatures are called pets, and will
usually assist the player in combat. This can aid a player who has trouble
surviving, though pets will also siphon off some experience the player would
otherwise receive alone. Rangers and Druids adventuring with pets are not
hindered in this way, however. The number of pets or followers you can have
depends on your Charisma score.

PIRATE

Char Class: Pirate (Thief) 
Max-Stats : Dexterity (22), Charisma (22), Others (18)
Qualifiers: Dexterity 5+, Charisma 5+
Races : Aarakocran, Drow, Duergar, Dwarf, Elf, Githyanki, Gnoll, Gnome,
Goblin, Half Elf, Halfling, Human, Lizard Man, Merfolk,
Mindflayer, Ogre, Orc, Pixie and Svirfneblin
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus XP in ship combat, and combat bonus for each fake limb.
Limits : Get less leniency from the law, no limb recovery after death, and
can be paid to leave combat.
Desc. :
The Pirate is a rogue and scourge of the high seas, a master of ship combat,
and ruthless to those who refuse to surrender their booty. The Pirate is most
suited for combat from the deck of huge sailing ships, being able to get the
most out of their ship, their weapons, and their landlubber contacts. Their
brutal lifestyle even gives them combat bonuses with fake limbs. However,
Pirates also get harsher treatment from the law, and are so greedy for gold
that they can literally be paid to walk away from combat.

How to play: The Pirate is a middlin' fair rogue on the land, and can survive
well enough among landlubbers, but absolutely excels in command of a ship in
pursuit of weak seabound targets. Clans would do well to keep a
former-independent Pirate around to captain their ships for when the real ones
come calling.

PIXIE

Race Name : Pixie (Fairy-kin) 
Stat Mods.: Strength-6, dexterity+7, constitution-7, charisma+2, save vs
poison+10, save vs magic+50, max strength adj.+1, max dexterity
adj.+7, max constitution adj.+1, max charisma adj.+2
Abilities : Infravision, Winged Flight(100%), Foraging(50%), Improved
Invisibility(100%)
Languages : Fey(100%)
Life Exp. : 430 Years
XP Adjust.: -10%
Immunities: Poison Ivy
Equipment : A delicate green shirt, a pair of sandals, some delicate
leggings, a knitted weapon belt
Desc. :
Pixies are playful fairy-kin, standing roughly two feet tall. These pranksters
rarely venture into society, but sometimes enjoy pranking villagers near their
woodland habitats. Pixies have transparent butterfly wings and the innate
ability to remain invisible as long as they wish. Pixies are vegetarians and
eating meat can make them violently ill.

PLAYERKILL

Command : PLAYERKILL 
Usage : PLAYERKILL
Example : playerkill
Short(s): PKILL PVP
Toggles whether or not your character may kill, and be killed by other players.
The area permitting, you may only kill another player when both your
playerkill flag and the other players playerkill flags are both on. If you do
engage in combat with another player, you will not be permitted to logoff or
turn off your playerkill flag for 5 minutes.

POLITICS

Use HELP CLAN to get information on Clan Politics

POLL

Command : POLL 
Usage : POLL
Example : poll
Short(s):
Lists any polls that the player can participate in, or view the results of.

POOF

Command : POOF 
Usage : POOF
Short(s):
This command can be used to change your death message to some alternative.
This is the message seen both by you and others when you die.

PORTSIDE

Command : PORTSIDE 
Usage : PORTSIDE
Example : portside
Short(s):
Travel towards the left side of a ship.

POSE

Command : POSE 
Usage : POSE [STANDING DESCRIPTION] ...
Example : pose is standing here talking to himself.
Short(s):
Changes the message that is seen when a player is standing passively in a room.
Use NOPOSE to turn off.

POUR

Command : POUR 
Usage : POUR [DRINK SOURCE] [CONTAINER NAME]
Example : pour spring bottle
Example : pour waterskin bottle
Example : pour bottle out
Short(s):
Attempts to refill a liquid container, such as a bottle or a cup, from the
given source. In many cases, containers can be refilled from other containers.

POWERS

Powers are what a deity bestows upon Clerics for performing the required
ritual. Clerics receive a random power of their god.

PRACTICE

Command : PRACTICE 
Usage : PRACTICE [SKILL OR SPELL NAME] ([TEACHER MOB NAME])
Example : practice sneak Horice
Short(s):
Once your character has acquired some skill or spell, the only way to increase
the proficiency of your ability is to practice it. A skill or spell can only
be practiced with those characters or mobs who already know the skill or spell
sufficiently. You must also have at least 1 practice point to practice a skill
or spell.

PRACTICES

Practice points are used to improve skills, spells, prayers, chants, or songs. 
They may also be spent on certain new skills. Use the SKILLS, SONGS, PRAYERS,
CHANTS, or SPELLS commands to see what skills you may practice. Use the
QUALIFY command to see what skills you may gain.

Skills are improved by going to a player or mob that knows the skill you wish
to improve, and then using the PRACTICE command. See HELP PRACTICE for more
information on how to use this command to improve skills.

PRAY

Skill    : PRAY 
Usage : PRAY [PRAYER NAME] [TARGET NAME]
Example : pray "cure light" orc
Short(s) : PR
Clerics, and at later levels, Paladins can invoke their magical abilities using
the pray command. Some prayers require that you direct the energy at a target,
while others only apply to the cleric. For help on a particular prayer, enter
help and then the name of the prayer. Prayers typically consume mana at
amounts that decrease as the player gains levels.

PRAYERS

Command : PRAYERS 
Usage : PRAYERS (HOLY PROTECTION, HEALING, etc../[NAME]) ([LEVEL])
Example : prayers
Example : prayers healing
Example : prayers ?
Example : prayers cure light wounds
Short(s):
Lists any prayers that you know, along with your proficiency in them. Can also
be qualified to list your prayers by domain, or use ? to list domains. You can
get your level and proficiency for a particular prayer by listing it by name. A
level parameter may be given to show prayers only up to that level.

PROMOTE

Use HELP CLAN to get information on promoting clan members.

PROMPT

Command : PROMPT 
Usage : PROMPT ([NEW PROMPT STRING])
Example : prompt ^N^h%hhp ^m%mm ^v%vmv^N>
Example : prompt default
Short(s):
Display or change your prompt string. Typing PROMPT DEFAULT will reset your
prompt to the default setting. You can enter PROMPT ^N to effectively turn
"off" your prompt.
Valid embedded codes for custom prompts include:
%h : Display your current hits %H : Display your maximum hits
%m : Display your current mana %M : Display your maximum mana
%v : Display your current moves %V : Display your maximum moves
%p : Action points remaining/tick %P : Display maximum action pts
%x : Display your current experience %X : Display your needed experience
%g : Display the value of your money %G : Display amount/name of money
%a : Display alignment in percent %A : Display your alignment as text
%w : Display your weight encumbrance %W : Display max carryable weight
%c : Display item encumbrance %C : Display max carryable items
%e : Display person under attack %E : Display attacked persons state
%t : Display the time of day %T : Display the hour of the day
%Kh: Display the tanks current hits %KH: Display the tanks maximum hits
%Km: Display the tanks current mana %KM: Display the tanks maximum mana
%Kv: Display the tanks current moves %KV: Display the tanks maximum moves
%Ke: Display the tanks name %KE: Display the tanks health
%I : Display hidden/invis. status %@ : Display the weather here
%d : Display the range to your victim %D : Display ammo remaining
%B : Go to a new line %z : Display current area name
%r : Display name of the room %R : Display room number (ADMIN ONLY)
%y : Display common skill % progress %Y : Display common skill time remain
%u : List skills on cooldown

MISC:
%fFACTION NAME : Display faction value as percent %
%FFACTION NAME : Display faction value as text
%-STAT NAME : Replace STAT NAME is one of the following:
STRENGTH, INTELLIGENCE, WISDOM, etc..
MAX STRENGTH, MAX INTELLIGENCE, MAX WISDOM, etc..
BASE STRENGTH, BASE INTELLIGENCE, BASE WISDOM, etc..
ATTACK, ARMOR, WEIGHT, HEIGHT, LEVEL
HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, STINK,
HEAD, NECK, TORSO, ARMS, LEFT WRIST, WIELD, EYES, etc..

COLORS:
^h : Standard hit point color ^m : Standard mana color
^v : Standard movement color ^N : Normal color
^w : White ^W : Grey
^g : Light green ^G : Dark Green
^b : Light blue ^B : Dark Blue
^r : Light red ^R : Maroon
^y : Yellow ^Y : Dark yellow
^c : Cyan ^C : Dark Cyan
^p : Light purple ^P : Dark Purple
^? : Previous color/End color
-----

PUBLIC_SHAMING

One who is being publicly shamed, and cannot be interacted with, or even
directly spoken to or about.

PULL

Command : PULL 
Usage : PULL [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : pull door
Example : pull orc east
Short(s):
Gives a hard pull on an item or any other entity specified. A target mob must
be bound to be pulled successfully without resistance.

PURGE

If you wish to destroy your character, use the RETIRE command.  If you wish to
purge something else, and you are an Archon, use the DESTROY command.

PURIST

Char Class: Purist (Cleric) 
Max-Stats : Charisma (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Charisma 9+
Races : Aarakocran, Dwarf, Elf, Githyanki, Half Elf, Human, Merfolk,
Pixie and Svirfneblin
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use hammers, staves, flailed, natural, or blunt weapons.
Armor : May wear any armor.
Bonuses : Receives 1pt/level cold damage reduction.
Limits : Always fumbles evil prayers, and fumbles all prayers when
alignment is below pure neutral. Qualifies and receives good
prayers, and bonus damage from good spells. Using non-aligned
prayers introduces failure chance. Vulnerable to fire attacks.
Desc. :
Purists are the idyllic representatives of the goodness of divinity. They are
so strict in their goodness that they seem to many cold and unyielding. This
nature is so ingrained, in fact, that the purist gains many cold and cold-based
attacks and defensive prayers. This includes special powers over water and
purity. The Purist is a good aligned class and lawfully inclined.

How to play: The Purist is a wonderfully social cleric, though only in the
sense that he is often found with other people. His strict unyielding prayers
can sometimes get annoying glances from group members, though the Purist should
remain resolute in his convictions that he is right. Overall, the Purist is a
good balanced cleric who can hold his own, as well as a valued group member (so
long as he keeps his mouth shut).

PUSH

Command : PUSH 
Usage : PUSH [ITEM NAME]/[MOB NAME] [DIRECTION]
Example : push door
Example : push orc east
Short(s):
Gives a good hearty push on an item or any other entity specified. A target mob
must be bound to be pushed successfully without resistance.

PUT

Command : PUT 
Usage : PUT (ALL/[NUMBER]) [ITEM NAME] [CONTAINER NAME]
Example : put all dagger backpack
Example : put all backpack
Example : put pie backpack
Example : put pie.2 backpack
Example : put 4 berries backpack
Short(s):
Takes an item from your carried inventory or from the area or room and places
it into the specified container.

PUT_OUT

To extinguish something that's on fire.  See help on the PUT command.

QUALIFY

Command : QUALIFY 
Usage : QUALIFY (SPELLS,PRAYERS,SONGS,CHANTS,THIEF,SKILLS,etc..)
Usage : QUALIFY (ILLUSION, POISONING, WARDING, MARTIAL LORE, etc..)
Example : qualify
Example : qualify skills
Example : qualify poisoning
Short(s): qual
Lists all of the skills, spells, languages, prayers, and/or songs which your
character presently qualifies for, but does not know, along with the
requirements to gain the new skill. You can use the parameter (spells, songs,
chants, prayers, thief, skills, common, expertises, crafting, non-crafting,
etc) to get a more focused list. You can also use a domain name (illusion,
trapping, blessing, etc) to focus the list in that way. Specifying the
expertise parameter will also show you the stat qualifications for each.

QUEST

Quests are tasks which can be completed by players for prizes, typically quest
points, experience, money, or all three. Some quests are driven by Archons,
while others are automated by the system. See also QUESTCHAT and QUESTWINS.
See HELP QUESTS for more information on the QUESTS command.

QUESTCHAT

QUESTCHAT is the default Questing channel for CoffeeMud.  If you see someone,
especially a non-player mob, chatting on this channel, it is likely because he
is announcing the beginning of a quest.

QUESTS

Command : QUESTS 
Usage : QUESTS (WON/[QUEST NAME]/DROP [QUEST NAME])
Example : quests
Example : quests won
Example : quests fido quest
Example : quests drop fido quest
Example : questwins
Short(s):
This command is for listing quests you are either involved in, or were involved
in. Entering the command without any parameters will list quests you have
expressly accepted, excepting those which are competitive, area-oriented, and
therefore non-personal.

Using the WON parameter will list quests you are listed as having won in the
past. Having a quest on this list does not necessarily mean you can not
complete it again, but usually it does.

Using the DROP parameter will let you, usually, drop a quest, so that you can
start it over again. This does not work with all quests.

Enter a quest name as a parameter will attempt to redisplay any pertinent
information about that personal quest. The quest name entered here must be one
listed in the QUESTS command.

QUEST_POINTS

Quest Points, gained through completing quests, can be spent with special
shopkeepers who exist for this purpose.

QUIET

Command : QUIET 
Usage : QUIET (ON/OFF)
Example : quiet
Example : quiet off
Short(s):
Turns off all global channels, such as GOSSIP, GRATZ, and others. To turn them
back on, you may issue the GOSSIP, GRATZ command again, or reissue the QUIET
command to turn them all back on.

QUIT

Command : QUIT 
Usage : QUIT
Example : quit
Short(s):
Exit the mud and close your connection.

RACE

Try HELP: Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome
Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie
Svirfneblin.

RACES

Try HELP: Aarakocran Centaur Drow Duergar Dwarf Elf Githyanki Gnoll Gnome
Goblin Half Elf Halfling Human Lizard Man Merfolk Mindflayer Ogre Orc Pixie
Svirfneblin.

RANGE

When combat is initiated, CoffeeMud will instantly determine the distance
between the two combatants. The initial distance will be based on the size of
the room the players are in, and the maximum range of the weapon or spell used
by the initiator of combat. If either combatant is in a group, the initial
distance of the group members from their combatant will be based on their
formation (see FORMATION) if one was specified.

During combat, if a combatant is out of range of their primary weapon, they
will automatically advance towards their opponent until they are within the
minimum range of their primary weapon. If a combatant has AUTOMELEE turned
*off*, however, they will do the opposite -- they will not advance if they are
out of range, but WILL spend actions retreating if they are too close to their
opponent (outside the minimum range of their weapon). AUTOMELEE should
therefore be turned on for fighters who use melee weapons and need to make sure
they constantly advance, and should be turned off for mages using ranged
spells, or users of ranged weapons like bows.

RANGER

Char Class: Ranger (Fighter) 
Max-Stats : Strength (22), Intelligence (22), Others (18)
Qualifiers: Strength 9+, Intelligence 9+
Races : Aarakocran, Centaur, Drow, Elf, Githyanki, Gnoll, Half Elf,
Human, Lizard Man, Merfolk, Ogre and Orc
Prime Stat: Strength Attack Pts: +(Str/18) per level
Practices : 3 +[(Wisdom/6) per lvl] Trains : 4 +1 per level
Hit Points: 20 +[(Con/2)+(2d6) /lvl] Mana : 100 +[(Int/7)+(1d3)/lvl]
Movement : 100 +[7X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : When leading animals into battle, will not divide experience
among animal followers. Receives bonus conquest and duel
experience. Benefits from animal followers leveling.
Limits : Must remain Neutral to avoid chant failure chances.
Desc. :
Rangers are noted primarily for their ability to track their friends and
enemies, though their knowledge of the natural world has also given them great
magical strength. They are a cross between the fighter and the druid, gaining
druid chants at higher levels, and numerous fighting techniques.

How to play: Rangers can provide a unique opportunity for experience
advancement in a mud. Their combat skills make them desirable as group members
as tanks. Their ability to use scrolls gives them access to magic that grants
them some of the mages versatility. Meanwhile, the druidic chants they learn
gives them a unique affinity with animals, allowing them to form their own
groups as well.

The Ranger, like the Paladin, is not quite as strong a fighter as a pure
fighter, but makes up for this using his magical animal affinity. Also, the
Ranger will have to be careful to maintain a moderate neutral alignment in
order for the druidic chants to become useful. In the meantime, the ranger
must use scrolls and other magical items to supplement his natural fighting
skill.

READ

Command : READ 
Usage : READ ([SPELL] [TARGETS]) (MESSAGE#) (ALL) (NEW) [ITEM NAME]
Example : read sign
Example : read "magic missile" orc scroll
Example : read 121 corkboard
Example : read all corkboard
Example : read new corkboard
Example : read all new corkboard
Short(s):
Attempts to read, by ordinary means, the item, door, journal, or any other
entity specified. For journals (note areas), you can either not specify a
message number to list all messages, or specify the message number as the first
parameter in order to read a particular message. You can also specify the ALL
flag to see older listings, or the NEW flag to only see new activity entries.

For invoking magic off of scrolls, you may specify a particular
spell/prayer/etc to read off of the scroll, thus invoking it. For scrolls with
only one spell, you do not need to specify the spell name. Scrolls do require
that the "Read Magic", "Read Prayers", "Read Music", or "Read Runes" spell be
cast on them before they may be invoked.

REBUKE

Command : REBUKE 
Usage : REBUKE [MOB NAME]
Example : rebuke brutus
Short(s):
This command allows your character to stop serving a liege, or to cause a
vassal serving you or a follower to no longer do so. If you are rebuking a
vassal, they must be in the same room. If you are rebuking your liege, or a
follower, you need only enter their full name. This command can also be used
to stop worshiping a deity. See the SERVE and VASSALS commands and the CONVERT
skill.

RELIGION

The worship of the gods not only has a role playing aspect to it, but can have
tangible benefits for players as well.

The DEITIES command may be used to list the gods, and to learn about the
blessings given by and the rituals demanded by each deity. Once a player is a
worshipper of a deity, they may use the rituals to receive one of the listed
blessings. Gods may have alignment or other requirements which, if broken, can
bring their wrath down upon those they rebuke.

To worship a deity, the player must find a Cleric who can use the CONVERT skill
to convert the player to the worship of their deity. Clerics may use the
CONVERT skill to change their own deity at any time, though they will suffer a
severe penalty when they abandon their previous deity.

See also the help for CONVERT, SERVICES, BLESSINGS, and RITUALS.

RELIQUIST

Char Class: Reliquist (Thief) 
Max-Stats : Dexterity (22), Wisdom (22), Others (18)
Qualifiers: Dexterity 9+, Wisdom 9+
Races : Aarakocran, Drow, Duergar, Dwarf, Elf, Githyanki, Gnome, Goblin,
Half Elf, Human, Merfolk, Pixie and Svirfneblin
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : May use any weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Magic resistance, 1%/level. Huge discounts when buying holy
potions after 5th level. Ability to memorize prayers learned
through PrayerCraft. Can see prayer scroll charges at level 30.
Limits :
Desc. :
Reliquists are devout thieves who seek out divine artifacts that don't belong
to them, and are able to "borrow" and store divine power into relics and other
objects.

How to play: Reliquists often work directly with the clergy to recover
artifacts for the faithful, and to deliver powerful enhancements to the
equipment of fellow members of the faith. Some Reliquists work as agents of
their god to sew discontent and anarchy amongst other deities' faithful, or go
it as loners, seeking artifacts and power for themselves with their deity's
blessing.

REMORT

Command : REMORT 
Usage : REMORT
Example : remort
Short(s):
Causes your player to lose all or most of their levels, skills, stats, and
other personal attributes, without ever losing your equipment, bank accounts,
properties, or clan affiliation. This allows you to try a different direction
with your character. See also help on PAST LIFE.

Remorting requirements: Allows only levels greater than or equal to 30.

REMORTING

For direct REMORTING, if your mud supports it, please see help on the REMORT
command. Otherwise, remorting requires careful planning and, if you don't have
the benefits of certain Druidic chants, lots of time. Legacy remorting is done
through your children. Children are created by using the MATE social with a
member of the opposite sex while the both of you are suitably undressed. If
pregnancy occurs in the female, birth will occur some 10 mud-months following
this, though the time required to give birth is highly race-dependent. The
child should remain in the mothers inventory until it can walk, which occurs 9
mud- months following birth (more or less, depending on race again). If the
baby is Christened by a Cleric with a player legal name, and if the child
remains as a follower of either the father or the mother until it grows up, it
will become a player, which occurs 18-27 mud-months after birth. If the child
does not remain an active follower, or if it is never Christened, it will grow
up to be a mob, or perhaps not grow up at all! Should the named child grow up,
the child will cease to be a following mob, and become a player which can be
logged-in as. The child may be a mixed breed of the mother and father if one
of them is a Human and the other is not. Racial benefits will be split between
the mother and father, though children will have a bonus to one of their
maximum stats when they become a player, making them a good choice for playing!

REMOVE

Command : REMOVE 
Usage : REMOVE [ITEM NAME]
Example : remove sword
Short(s): rem
Will remove the specified item that is being worn, held, or wielded, and place
it back into your carried inventory. See the INVENTORY, WIELD, HOLD, or WEAR
commands for more information.

REPAIR

If your equipment falls into disrepair, you may use one of your skills to
repair the item, or take the item to a repair shop to pay for the work to be
done. The skill required to mend an item depends on the type and material of
the item. Skills capable of mending include: Leatherworking, Armorsmithing,
Weaponsmithing, Carpentry, Sculpting, Scrimshaw, Tailoring, and Weaving.

REPLAY

Command : REPLAY 
Usage : REPLAY [NUMBER]
Example : replay
Example : replay 20
Short(s):
Redisplays the last lines of text your player has received.

REPLY

Command : REPLY 
Usage : REPLY [MESSAGE]
Example : reply What did you say?
Short(s): rep
If your character is the target of a TELL or SAY command, this will allow you
to quickly respond with a TELL message to them.

REPORT

Command : REPORT 
Usage : REPORT ([SONGS/SPELLS/PRAYERS/CHANTS/SKILLS/...])
Usage : REPORT ([...LANGUAGES/EXPERTISES/AFFECTS/STATS/ALL])
Example : report
Example : report spells
Short(s):
Quickly say outloud your hit points, mana, movement, and experience, or list
out your spells, skills, stats, or other abilities.

REPUTATION

Reputation refers to the feelings that mobs in particular places, or particular
races, or with particular names have about each player. Reputation can be
gained or lost on a per-Area basis, a per-Race basis, or for each individual
mob name. By default, players start off with a Neutral reputation, meaning that
the mobs will not react one way or another towards the player. Player behavior
towards the mobs, over time, will increase or decrease reputation.

Reputation is increased from neutral to Liked, Loved, and Hero by the following
methods:
1. Peacefully hanging around the mobs for a long time, or within their Area for
Area-based reputation.
2. Chatting with mobs who will talk to players will increase reputation even
faster than simply hanging around them.
3. Giving mobs money will increase reputation with them, though this benefit
decreases as the mobs become richer.

When a player is Liked by mobs, the mobs will be in a brighter mood when around
the player. When Loved, the mobs will be more chatty with the player, may cast
benevolent spells on them, and will seem slightly more charismatic (for area
based reputation). When a Hero, the mobs will do all the above, as well as
guard the player from aggression. A Hero player will not be attacked by
aggressive mobs.

Reputation is decreased from neutral to Disliked, Hated, and Villain by one of
two methods:
1. Killing them.
2. Getting arrested (for area based reputation).

When a player is Disliked by mobs, the mobs will be in a more sour mood when
around the player. When Hated, the mobs will be slightly more aggressive
towards the player. When a Villain, the mobs go out of their way to slaughter
the player, even if normally peaceful.

See also help on FACTIONS command.

REQUEST

Try the IDEA, BUG, or TYPO commands.

RESIZE

Lots of the crafting-style Common Skills let you resize armor or clothing to
fit a new person.

REST

Command : REST 
Usage : REST
Example : rest
Short(s):
Makes your character sit down and take a rest. When resting, movement, hit
points, and mana are regained more quickly.

RETIRE

Command : RETIRE 
Usage : RETIRE
Example : retire
Short(s):
If you REALLY think there is no hope for your character, this command will
delete your adventurer from the system forever. If there is still SOME hope,
and you qualify, you might consider the REMORT command.

REVOLT

What a conquered area might do if you don't keep them happy with clan items to
keep them busy.

RIDE

 
See the BOARD or MOUNT commands.

RITUALS

Actions or steps which must be taken to receive the Blessings or Powers of a
god. Rituals are also performed to complete religious services.

ROLEPLAY

Role Playing is pretending that you really are the character in this MUD.  By
placing yourself in the characters shoes, and entering commands you believe
such a person would actually do, you are Role Playing.

ROOM_ID

If you are trying to find out the ID of a room you want to buy, then find a
room that you believe is for sale and enter LOOK ID. Write down the number you
see there, as it will be the number on the title for that property.

ROPE

Ropes and chains are great for helping with climbing problems, such as being in
a pit. Throwing ropes into rooms one must otherwise climb will cause them to
hang there, allowing people in those rooms, or even in adjacent rooms, to use
them for climbing.

RUINED

Items obtained from creatures and mobs can be ruined during combat.  A ruined
item has no value, and can not be worn or used for its original or obvious
purpose.

RULES

Command : RULES 
Usage : RULES
Example : rules
Short(s):
See a little message listing the rules.

RUN

Command : RUN 
Usage : RUN ([NUMBER]) [DIRECTION] (etc..)
Example : run east
Example : run east north
Example : run 4 north 2 east
Short(s):
Allows your player to travel in the given path. Multiple directions may be
specified. This is faster than normal travel, but expends movement more
quickly as well.

SAILING

The captains of their own large multi-room sea vessels have many commands at
their disposal for sailing the ship.

The first thing to know is that, whenever you are on the deck of your ship, you
can see what is in the waters or port around the ship almost as easily as you
can see the deck itself. To do this, you can either use the EXAMINE or
LONGLOOK command to see both the deck and surrounding space, or LOOK directly
at one of the exits from the ship. If there are other ships in the same place
as yours, you can also look directly at the other ship.

When your ship is at port, you will want to have the ANCHOR lowered so that it
can not move around. To do this, use the LOWER ANCHOR command. When you want
to get underway again, you'll have to RAISE ANCHOR. You can lower and raise
the anchor as often as you like in order to keep your ship in place or in
motion.

Friendly ships at sea may want to exchange cargo or visit each other, and this
is done by using the TENDER command. By entering TENDER [OTHER SHIP NAME],
your ship will offer to connect the ships via their gangplanks. If the captain
of the other ship likewise enters the TENDER command, then crews will be able
to move freely between the ships using the gangplank. Sailing away or combat
will disconnect them. If the friendly is a little boat, then the boat can
TENDER [YOUR SHIP NAME], allowing you to RAISE [BOAT NAME] in order to get the
little boat and its cargo onto your deck. Small boats can be likewise lowered
back to sea by using LOWER [BOAT NAME].

To move a sailing ship, the simplest way is to enter SAIL [DIRECTION]. If the
anchor is up, and the direction is one in which there is water, the ship will
move in that direction. For example, SAIL WEST will sail the ship west.

Your ship can also move under-sail without constant direction using either the
STEER or COURSE command. To make your ship move constantly in the same
direction, use STEER [DIRECTION] command. So long as the anchor remains up,
and there remains more sea to travel, the ship will continue in that direction.
If your directions are more complex, you can use the COURSE [DIRECTION]
[DIRECTION] ... command to give the ship a series of directions to follow
without supervision.

See also help on SHIP_COMBAT

SAILOR

Char Class: Sailor (Commoner) 
Max-Stats : Dexterity (24), Constitution (24), Others (18)
Qualifiers: Constitution 5+, Dexterity 5+
Races : Drow, Duergar, Dwarf, Elf, Githyanki, Gnoll, Gnome, Goblin, Half
Elf, Halfling, Human, Lizard Man, Merfolk, Mindflayer, Ogre, Orc
and Pixie
Prime Stat: Dexterity Attack Pts: +(Dex/18)-1 per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 15 level(s)
Weapons : May use any weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Sailors earn twice as much XP as other commoners when trawling,
sea explore xp, and double experience in ship combat.
Limits :
Desc. :
Sailors are the workmen of the high seas. These common folk spend their lives
gathering resources, traveling, transporting goods, and exploring seas, rivers,
and lakes. On large sailing vessels, their skills are unparalleled, and no
ship should be without plenty of them.

SAVES

Your saving throws can indeed help you in a pinch.  Every player has them. 
They aid against everything from magic affects to fire damage. Gas attacks,
Acid burns, Cold chills, Undead magic, Water blasts, Diseases, Poisons,
Electric burns, Paralysis, Mind influences, and Traps can all be saved from.

SAY

Command : SAY 
Usage : SAY ([MOB NAME]) [MESSAGE]
Example : say Hello all!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You may specify the mob to speak to, or just speak in
general.

SAYTO

Command : SAYTO 
Usage : SAYTO [MOB/ITEM NAME/NOBODY] [MESSAGE]
Example : sayto orc Hello orc!
Short(s): '
Causes your character to speak to one or more characters or mobs in the same
room as yourself. You must specify the mob or item to speak to. You can also
specify nobody, to make sure you aren't addressing anyone or anything in
particular.

SCHOLAR

Char Class: Scholar (Commoner) 
Max-Stats : Intelligence (24), Wisdom (24), Others (18)
Qualifiers: Intelligence 9+, Wisdom 6+
Races : All
Prime Stat: Intelligence Attack Pts: +(Int/18)-1 per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/9)+(1d3) /lvl] Mana : 100 +[(Int/9)+(1d2)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 50 level(s)
Weapons : Must use staffs or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Earn experience from teaching skills, making maps, writing books,
visiting bookstores/libraries, and using certain skills daily.
Gives bonus proficiency gains for group members.
Limits : Earns no combat experience.
Desc. :
Scholars are the researchers, teachers, librarians, curators, students and
other academians that protect the knowledge of advanced civilizations and pass
down the wisdom from previous generations. They excel at educating, organizing,
cataloging, and categorizing. Fighting? Not so much.

A Scholar earns no combat experience, but won`t hinder their party`s experience
either. Scholars should focus on teaching others what they learn, writing
about their adventures, seeking out libraries and bookstores, and using various
lore and calligraphy abilities. Scholars may level slower than traditional
adventurers, but they can also level without putting themselves at great risk.

SCORE

Command : SCORE 
Usage : SCORE (BASE)
Example : score
Example : score base
Short(s): sc
Lists some general information about your character, such as level, experience,
attributes, and other statistics.

You can add the BASE parameter to see your primary stats as unadjusted base
scores (what they would be without magical equipment or spells).

SELL

Command : SELL 
Usage : SELL [ITEM NAME] ([SHOPKEEPER])
Example : sell sword
Short(s):
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will sell the specified item in your carried inventory to the
shopkeeper for the price he names. This is also the command used with an
auctioneer to auction an item. If more than one shopkeeper is in the room, you
may have to specify the shopkeeper name in the parameters.

Shopkeepers will only buy the items they are interested in. This usually means
the kinds of items they sell. Shopkeepers may refuse an item because of its
low worth, or because the shopkeeper has enough of them. See the PACKAGE
command for help in selling items of low worth. See also LIST, BUY, DEPOSIT,
WITHDRAW, VIEW, BID.

SERVE

Command : SERVE 
Usage : SERVE [MOB NAME]
Example : serve king of the hobgoblins
Short(s):
Allows your character to be placed in the service of another mob or character
in the same room, who may order the vassal. A player may only serve one liege
at a time. A liege will receive 10% of all of your experience gains, which
should encourage lieges to help them out. The REBUKE command is used by either
party to end this relationship. REBUKE is also used to stop worshipping a
deity. See also the VASSALS command.

SERVICES

A service is a ritual performed by a Cleric in the service of a deity. The
service must be performed in a room which has had holiness infused within it
with one of the prayers Infuse Holiness, Infuse Unholiness, or Infuse Balance.
The service must be performed according to the instructions laid out by the
deity, which may include time and pause requirements, or specific things said
or done. When the first step of a service is performed successfully, any npc
mobs within a particular range from the service location who worship the same
deity will make their way to the room to hear or even participate in the
service. At the end of the service, the cleric performing it will receive
experience based on the number and levels of the faithful mobs and players
present. A service may only be performed in a particular area for a particular
deity once every 30 minutes.

SETTINGS

See the CONFIG command.

SHAMAN

Char Class: Shaman (Cleric) 
Max-Stats : Constitution (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Constitution 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use swords, staves, natural, ranged, or blunt weapons
Armor : May wear any armor.
Bonuses : Never fumbles neutral prayers, receives smallest prayer fumble
chance, and receives 1pt/level of acid damage reduction.
Limits : Using non-neutral prayers introduces small failure chance.
Vulnerable to electric attacks.
Desc. :
Shaman are those who worship the gods in the most primitive and basic ways of
the earth. The Shaman is thus granted special powers over the earth by the
gods, including resistances to acid attacks, at the expense of vulnerability to
electricity. The Shaman is a moderate and neutral aligned class, meaning that
he will never fumble on neutral prayers, and has a much smaller fumble chance
on good and evil prayers. The Shaman is restricted to neutral weapons, any
kind of armor, and gets numerous special prayers known only to Shaman.

How to play: The Shaman is a typical village priest, having powers from his
deity well suited to almost any daily concern. His neutrality shows his
wisdom, and his power earns him respect. The Shaman can fill almost any role
in the game, whether it be as a group member, or a lone adventurer seeking an
inner peace far from home.

SHARDS

Skill    : Shards 
Example :
A magic shard is a holdable item that can be used to create druidic magical
chant affects.

This skill allows one to effectively use a druidic "wand" or "staff"-like shard
or shillelagh. To invoke a shard, it must first be held. Then the magic word
is spoken to the target. For instance, if the magic word is `zuy`, you would
enter the following to invoke your shard: sayto orc zuy. Using SAYTO instead
of SAY is important because SAY might target the wrong person or thing. You
can also use SAYTO NOBODY <magic word> to make sure you aren't targeting
anyone.

If the chant on the shard requires extra parameters, then you can include those
after the casting words.
Shards generally require a small amount of mana to use, and less if the shard
user is capable of learning the chant invoked by the crystal shard.

SHARE

See the SPLIT and AUTOSPLIT commands.

SHEATH

Command : SHEATH 
Usage : SHEATH ([WEAPON NAME]) ([SHEATH NAME])
Example : sheath
Example : sheath sword
Example : sheath sword sheath
Example : sheath holster
Short(s):
Takes one or more weapons you are wielding or holding and places them in either
an appropriate, or the specified sheath. This is useful for roleplaying, and
may keep you out of trouble in places where walking around with a weapon in
your hand is illegal.

SHIP_COMBAT

Ship combat can be entered into by two or more ships whose captains are in PVP,
two clans at war, or where one of the ships is driven by mobs.

To enter into combat, one captain need only use the command TARGET [other ship
name] to put both ships into tactical combat mode. In tactical combat mode, a
ship can no longer simply sail away to the next room, but must navigate the
local ocean room whose dimensions reflect the size of the body of water. The
TARGET command can be used again and again to change the targets of all weapons
or to get tactical information about another ship. Once in tactical mode, the
only way to get out of it is to get away from enemy ships by putting as much
space between your ship and their ship as there is space in the room, while
sailing towards another ocean room.

Sailing in tactical mode is very similar to normal sailing, except that ship
tactical actions are only taken every 8-12 seconds, called tactical rounds,
instead of the usual 4-second ticks. You can RAISE and LOWER your ANCHOR to
prevent movement. You can use STEER to change which way your ship is facing, or
SAIL to move your ship one space in the direction that your ship is facing.
The COURSE command is most important for tactical mode, however, as it is the
only command that will allow you to move and change direction, depending on the
speed of your ship. In tactical mode, the last direction given to the COURSE
command may be a direction change, while all prior directions must be the same
as the ship is presently facing. For example, if your ship is facing north,
and your ship has a speed of 3, you may enter "COURSE north north east" to move
your ship two north and turn east.

To attack in tactical mode, you must first build appropriate siege weapons onto
the deck of your ship. Then, you need to issue the TARGET command at least
once to specify which ship your weapons will be aimed at. Each tactical round,
you must then also use the LOAD command to load your weapons with ammunition,
and the AIM command to aim each siege weapon. The AIM command requires you to
enter a number which corresponds to how many times you believe your target ship
will move in their current facing direction. If you don't believe the ship
will move at all, you may use 0 as a value. At the end of each tactical round,
all sailing instructions are executed, and all weapons that are both loaded and
aimed will fire at the target ship. A ship that receives damage will begin to
lose speed as it takes more damage. A ship that takes complete damage will
sink.

Once at sea, a ship can only be boarded by flying to it, through the use of
grapples from another ship, or by climbing from a smaller rowboat type vessel.

See also help on SAILING for more information about normal non-tactical
sailing.

SHOPPING

See the BUY, LIST, and SELL commands.

SHOW

Command : SHOW 
Usage : SHOW (ALL) [ITEM NAME] [MOB NAME]
Example : show pie Gunther
Example : show all dagger Gunther
Example : show all Gunther
Short(s):
Shows an item from your carried inventory to another MOB.

SING

Skill    : SING 
Usage : SING [SONG NAME]
Example : sing lullaby
Short(s) : SI
Bards can invoke their magical abilities using the sing command. Some songs
require that you direct the energy at a target, while others only apply to the
bard. For help on a particular song, enter help and then the name of the song.
Songs typically consume mana at amounts that decrease as the player gains
levels.

SIT

Command : SIT 
Usage : SIT ([TARGET NAME])
Example : sit
Example : sit chair
Short(s):
Makes your character sit down and take a rest. When resting, movement, hit
points, and mana are regained more quickly.

SKILLS

Command : SKILLS 
Usage : SKILLS (STEALTHY, etc../[NAME]) ([LEVEL])
Example : skills
Example : skills stealthy
Example : skills ?
Example : skills carpentry
Short(s):
Lists any skills that you have, along with your proficiency in them. Can also
be qualified to list your skills by domain, or use ? to list domains. You can
get your level and proficiency for a particular skill by listing it by name. A
level parameter may be given to show skills only up to that level.

SKYWATCHER

Char Class: SkyWatcher (Druid) 
Max-Stats : Intelligence (22), Constitution (22), Others (18)
Qualifiers: Intelligence 9+, Constitution 9+
Races : Aarakocran, Centaur, Elf, Githyanki, Half Elf, Human, Lizard Man,
Merfolk and Ogre
Prime Stat: Constitution Attack Pts: +(Con/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/2)+(2d7) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use wooden, plant-based, or leather weapons.
Armor : Must wear non-metal armor.
Bonuses : Attains Lunar Changes (lunar phase based bonuses/penalties) at
level 5. Can create a druidic connection with an area. Benefits
from freeing animals from cities. Benefits from balancing the
weather.
Limits : Must remain Neutral to avoid skill and chant failure chances.
Desc. :
The SkyWatcher is the master druid of the stars and heavens, being the very
powerful steward of the great wheel in the sky. The SkyWatcher maintains a
special connection with the moon, and gains numerous special abilities to
summon great powers from luna. So connected are they to the moon that strength
will wax during a new moon phase, and wane during the full moon. A master of
wind and weather, the SkyWatcher is also very capable of bringing the heavens
down upon his enemies at need.

How to play: More even than the other druids, the SkyWatcher must concern
himself with pre-casting. That is to say, the SkyWatcher must be aware of his
environment at all times in terms of weather, time, temperature, and locale,
and must be fully prepared to alter these conditions to make them favorable to
the chants he means to use against his enemies in combat. All SkyWatchers must
also realize that their effectiveness when not outdoors will be almost nil, as
practically every chant requires the use of outside conditions and resources.

SLAVE

A slave is an intelligent mob broken down and sold to a liege master. Once
enslaved, a mob can be sold to slave traders with the Slave Trading skill,
brought to the players clan homes or personal homes to remain as permanent
residents, ORDERed as vassals of the owner, and, of course, command them to
perform tasks. Tasks for the slave to perform must be directed to the slave
with the SAY command, and must begin with the words "I command you to" or "I
order you to". The slave will then wander around as in a GEAS trying to
perform the task. The slave can be released from the task by saying "cancel"
to them. Slaves are different from pets in that they require food and drink to
survive. If given the food and water, they will eat and drink as necessary
from what they have been given. Slaves eventually lose loyalty as well. If
they starve, or if they take damage for any reason, their loyalty will
decrease, making them more and more likely to leave their masters homes, or
attack their masters.

SLEEP

Command : SLEEP 
Usage : SLEEP ([TARGET NAME])
Example : sleep
Example : sleep bed
Short(s):
Makes your character lay down and take a nap. When sleeping, movement, hit
points, and mana are regained more quickly.

If you were looking for help on the sleep spell, enter HELP SPELL SLEEP.

SOCIALS

Command : SOCIALS 
Usage : SOCIALS
Example : socials
Short(s):
Lists the social commands available in the mud. Socials are friendly
pre-defined emotings for use in the presence of other players, which don't have
any actual gameplay consequences(*). Social commands can usually be used with
targets, such as "KISS Orc". Also, if a social conflicts with a command or
skill, you can specify the social by preceding it with a comma (e.g. ,smile).

SONGS

Command : SONGS 
Usage : SONGS (SINGING, DANCING, ETC../[NAME]) ([LEVEL])
Example : songs
Example : songs singing
Example : songs ?
Example : songs flamenco
Short(s):
Lists any Bard songs or dances that you know, along with your proficiency in
them. Can also be qualified to list your songs by domain, or use ? to list
domains. You can get your level and proficiency for a particular song by
listing it by name. A level parameter may be given to show songs only up to
that level.

SOUNDS

Command : SOUNDS 
Usage : SOUNDS (FORCE/OFF)
Example : sounds
Example : sounds force
Example : sounds off
Short(s):
Turns MSP (Mud Sound Protocol) sound codes on or off. Do not turn this on
unless you know your mud client supports them. You may use NOSOUNDS or the OFF
argument to turn the codes off again.

Enter the optional FORCE parameter if your client does not respond to telnet
codes, but DOES support MSP.

SOUTH

Command : SOUTH 
Usage : SOUTH
Example : south
Short(s): S
Travel southward from the present room or location.

SOUTHEAST

Command : SOUTHEAST 
Usage : SOUTHEAST
Example : southeast
Short(s): SE
Travel southeastwardly direction from the present room or location.

SOUTHWEST

Command : SOUTHWEST 
Usage : SOUTHWEST
Example : southwest
Short(s): SW
Travel southwestwardly direction from the present room or location.

SPEAK

Skill    : SPEAK 
Usage : SPEAK [LANGUAGE]
Available: All
Example : speak orcish
Example : speak common
Use the speak command to select a new default language. Whenever say or
channel messages are written, they will be translated into the selected
language automatically. Those who know the language will receive the
translation back to common automatically.

SPELLNAME

See help on SPELLS, CHANTS, PRAYERS, SONGS, CAST, PRAY, SING, CHANT

SPELLS

Command : SPELLS 
Usage : SPELLS (CONJURATION,ABJURATION,etc..)/[NAME] ([LEVEL])
Example : spells
Example : spells conjuration
Example : spells ?
Example : spells fireball
Short(s):
Lists any spells that you know, along with your proficiency in them. Can also
be qualified to list your spells by spell domain, or use ? to list domains.
You can get your level and proficiency for a particular spell by listing it by
name. A level parameter may be given to show spells only up to that level.

SPLIT

Command : SPLIT 
Usage : SPLIT ([BUNDLE NAME]) [AMOUNT]
Example : split 50
Example : split wood 50
Short(s):
When specifying only a number, this command will allow the leader of a group to
split the amount of gold specified evenly amongst the members of your group.
When a specific item is given, then this command will attempt to split the
bundle.

STAND

Command : STAND 
Usage : STAND
Example : stand
Short(s): st
If your character is SLEEPing or SITing, this command will make them wake up
and stand up.

STARBOARD

Command : STARBOARD 
Usage : STARBOARD
Example : starboard
Short(s):
Travel towards the right side of a ship.

STARVE

If you don't eat, this will eventually happen, and you may just die.

STAT

Command : STAT 
Usage : STAT [STAT_NAME] ([STAT_NAME]...)
Example : stat hits
Example : stat hits mana strength
Short(s):
This command allows you to quickly and simply view one or more of your stats.
Enter STAT by itself to see a list of available stats to show, which includes:

HITS, MANA, MOVE, HUNGER, THIRST, FATIGUE, MAXHITS, MAXMANA, MAXMOVE,
MAXHUNGER, MAXTHIRST, MAXFATIGUE, STRENGTH, INTELLIGENCE, DEXTERITY,
CONSTITUTION, CHARISMA, WISDOM, GENDER, PARALYSIS, FIRE, COLD, WATER, GAS,
MIND, GENERAL, JUSTICE, ACID, ELECTRICITY, POISON, UNDEAD, MAGIC, DISEASE,
TRAPS, MAXSTRENGTH, MAXINTELLIGENCE, MAXDEXTERITY, MAXCONSTITUTION,
MAXCHARISMA, MAXWISDOM, AGE, DETECTION, DOUBT, FAITH, WEIGHTADJ, RESISTS,
LEVEL, SENSES, ARMOR, DAMAGE, ATTACK, DISPOSITION, REJUV, WEIGHT, STINK,
ABILITY, HEIGHT, XP (experience), XPFNL (experience for next level), and XPTNL
(experience to next level), QUESTPOINTS, TRAINS, PRACTICES, and any factions
shown in the score command, such as ALIGNMENT.

STATS

Try HELP STRENGTH, DEXTERITY, CONSTITUTION, INTELLIGENCE, WISDOM, or CHARISMA

STRENGTH

Physical strength and fighting prowess is reflected in strength.  If you were
looking for help on the Song of Strength, try HELP SONG STRENGTH.

SUBSCRIBE

Command : SUBSCRIBE 
Usage : SUBSCRIBE LIST/ADD [JOURNALNAME]/REMOVE [JOURNALNAME]
Example : subscribe list
Example : subscribe add Journal of the Clan Awesome
Short(s):
This command allows you to subscribe or un-subscribe from journals. This can
include web forums, or in-game journals or dynamic public books. When
subscribed, you will receive an in-game message when a new post is added, or
when a post you made is replied to. Notifications will also appear when the
player logs in, or when using MOTD.

SUICIDE

See the RETIRE command to destroy your character.

SVIRFNEBLIN

Race Name : Svirfneblin (Gnome) 
Stat Mods.: Strength+2, intelligence+1, constitution-2, wisdom-1, save vs
mind+10, max strength adj.+2, max intelligence adj.+1, max
constitution adj.+1, max wisdom adj.+1, save vs overlooking+10
Abilities : Darkvision, Untraceable(100%), Gem Digging(50%), Blur(50%)
Languages : Gnomish(100%), Undercommon(75%)
Life Exp. : 260 Years
Immunities: Syphilis
Equipment : A small patchy scale tunic, a pair of small scaley shoes, a pair
of small patchy scale pants, a knitted weapon belt
Desc. :
Svirfneblin, or Deep Gnomes, are earthy-toned gnomes that live deep below the
surface. They prefer to isolate themselves from other underground societies,
which are often cruel and conniving by deep gnome standards.

SWIM

Skill    : SWIM 
Usage : SWIM [DIRECTION]
Available: ALL
Example : swim e
This skill allows the character to travel on a water surface. The amount of
weight being carried can affect this skill.

SWITCH

Command : SWITCH 
Usage : SWITCH [PLAYER]
Example : switch joe
Short(s):
Allows your player to switch sessions with another character on the same
account. If the other character is already logged on, then the two players
will switch sessions/screens; the window that the switch player is typing in
will now control the other character, and vice versa. If the other character
is NOT currently logged in, then this command will log the current player out
and quickly re-log the other character in, while remaining in the same
connected session.

TABAXI

Race Name : Tabaxi (Feline) 
Stat Mods.: Strength+3, intelligence-4, dexterity+3, wisdom-2, max strength
adj.+3, max intelligence adj.+1, max dexterity adj.+3, max wisdom
adj.+1
Abilities : Darkvision, infravision, Climb(100%), Hide(50%), Sneak(50%)
Languages : BigCat Speak(100%)
Life Exp. : 22 Years
Immunities:
Equipment :
Desc. :
Half human, half cat, and all claws. The Tabaxi are a honorable warrior race,
using their skills to ambush prey from within the shadows and atop trees -
though their skills can be bought for a price. Usually solitary hunters, the
Tabaxi will follow a leader and form a pack if they deem one to be strong
enough

TAKE

Stealing is wrong! Try GET, REMOVE, GIVE, and other less illegal commands.  If
you're an Archon, try AHELP TAKE.

TANK

What you call the person in your group who takes all the damage.

TEACH

Command : TEACH 
Usage : TEACH [STUDENT MOB NAME] [SKILL OR SPELL NAME]
Example : teach Horice sneak
Short(s):
This command allows any character who has at least a 25% proficiency at the
specified skill or spell to teach that skill or spell to another character.
The student must be of the correct class or race to receive the skill, and must
be of sufficient level and intelligence to learn the skill or spell. Once the
skill or spell is gained, the student may then use the PRACTICE command to
improve proficiency in that skill or spell.

TELL

Command : TELL 
Usage : TELL [MOB NAME] [MESSAGE]
Example : tell Horice Hey dude!
Example : tell Horice@AnotherMud Hey dude!
Example : tell last 10
Short(s):
Causes your character to speak to the specified character, regardless of what
room they presently occupy. If the first parameter is "last" and a number X
follows, this command will show you the last X tell messages. The @ sign
followed by the name of a MUD on the InterMud3 network can also be used.

TEMPLAR

Char Class: Templar (Cleric) 
Max-Stats : Strength (22), Wisdom (22), Others (18)
Qualifiers: Wisdom 9+, Strength 9+
Races : All
Prime Stat: Wisdom Attack Pts: +(Wis/18) per level
Practices : 5 +[(Wisdom/6)+2 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/4)+(1d4)/lvl]
Movement : 100 +[5X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : May use any weapons.
Armor : May wear any armor.
Bonuses : Receives Aura of Strife which increases in power.
Limits : Always fumbles good prayers. Using non-evil prayers introduces
failure chance.
Desc. :
Templar are those who pursue power and glory in the name of their god. They
are the great weaponmasters, wielding their arms to conquer the world in their
gods name. The Templar can use any weapons and armor, and can specialize in
many weapons as they increase in levels. Their Aura of Strife, and their
increased number of attacks makes them a formidable foe of all who oppose the
will of their god. The Templar is an evil aligned class and lawfully inclined.


How to play: The Templar is a brutal and formidable warrior, who wields death
and power in the name of his god. His devastating power makes him a great ally
for groups, but also a successful glory seeker when alone.

THIEF

Char Class: Thief (Thief) 
Max-Stats : Dexterity (25), Others (18)
Qualifiers: Dexterity 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Bonus experience for using certain skills.
Limits :
Desc. :
Thieves are skillful, sly, and devious. They may only use daggers and swords,
and may only wear leather armor at best. However, they come with numerous
skills allowing them to survive in the dog-eat-dog world, including swiping and
stealing; hiding, peeking, and sneaking; trapping, poisoning, and many others.
Thieves also qualify for many devious fighting abilities.

Thief is the starting point for numerous sub-classes which the player may
choose to gain levels in at any time. These sub-classes include: Assassin,
Arcanist (Arcane Rogue), Burglar, and Trapper.

How to play: The thieves strength is in his ability to obtain money, and in his
ability to navigate tricky situations. By accumulating the wealth of others,
the thief can stay comfortably equipped with the latest and best money can buy.
When playing alone, the thief thrives as the only class able to get into and
out of any secret place without stirring up unnecessary trouble. Although not
generally appreciated in groups, a group benefits from these skills, as well as
the thiefs unique ability to deliver enormous amounts of backstab damage.

The thief is only moderately skilled at combat, but can make up for it by using
his wealth to obtain favors, good equipment, and the necessary potions and
scrolls necessary to survive the experience gaining battles.

THIEF_FALSE_FAITH

THIEF_FALSEFAITH=

THIEF_MASK_FAITH

THIEF_MASKFAITH=

THIRST

From time to time, your character may get thirsty.  If this happens, then you
should find something to drink to satiate that thirst. Failing to do so will
affect your characters attack and defensive capabilities, and may eventually
lead to death.

THROW

Command : THROW 
Usage : THROW [ITEM NAME] [DIRECTION/MOB NAME]
Example : throw rope east
Example : throw spear orc
Short(s): toss
Causes your character to throw something in the specified direction, or at the
specified target. The item being thrown must first be held or wielded.

TIME

Time in CoffeeMud is divided into 6 "hours", each of which is about 10 real
minutes long. Hours in CoffeeMud are numbered from 0-5. Dawn is at hour 0,
dusk is at hour 4, and night at hour 5. There are 20 mud "days" to each month,
and 8 mud "months" to each year. The months are divided into four seasons.

TITLE

Command : TITLE 
Usage : TITLE
Example : title
This command allows players who have been awarded 1 or more titles to select
which title is displayed when their character is seen.

TOP

Command : TOP 
Usage : TOP (PLAYERS/ACCOUNTS)
Example : top
Example : top accounts
Short(s):
See the top 10 players in several statistics over different periods.

TOPICS

Command : TOPICS 
Usage : TOPICS
Example : topics
Short(s):
List all of the topics in the help file, alphabetically.

TORCH

An item used to generate light in places or times of darkness.  To light a
torch, either use the FIRE BUILDING skill, or just hold the torch to
automatically light it.

TRAIN

Command : TRAIN 
Usage : TRAIN ([ATTRIBUTE/CLASS]) ([TEACHER MOB NAME])
Example : train strength Horice
Example : train monk Horice
Short(s):
If your character has at least one training point, this command will allow you
to raise the ability score of the specified trait. In addition to specifying
the ability to train, you must also specify a MOB who is present in the room
who can train you in that skill. The traits abbreviated above refer to the
following:
STR = +1 STRENGTH per 1 training points
DEX = +1 DEXTERITY per 1 training points
INT = +1 INTELLIGENCE per 1 training points
WIS = +1 WISDOM per 1-5 training points
CON = +1 CONSTITUTION per 1-5 training points
CHR = +1 CHARISMA per 1-5 training points
* Training up to 18 costs 1 training point, up to 22 costs 2, up to 25 costs 3,
and above that costs 5.
HIT = +10 HIT POINTS per 1 training point
MANA = +20 MANA per 1 training point
MOVE = +20 MOVEMENT per 1 training point
GAIN = +1 TRAINING POINTS per 7 practices
PRAC = +5 PRACTICES per 1 training point

In addition to attributes, the train command is used to switch to a new class.
This costs a single training point, and will give the player a 0 level in the
chosen class. From this point on, the player will gain levels in the new
class, while retaining skills and qualifications from the old class up to the
level at which the class switch was made. Use the QUALIFY command to find out
what other classes you may be able to TRAIN for.

The TRAIN command, by itself, can also be used to officially gain any deferred
experience, or just to see how many Training points you have.

TRAINERS

Mobs or players who know the skills you wish to learn.  See the TRAIN,
PRACTICE, GAIN, and TEACH commands.

TRANSLUCENT

Maybe a spirit?  Maybe someone with the PASS DOOR spell cast on them?

TRANSMUTER

Char Class: Transmuter (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : At 5th level, receives bonus damage from Transmutation as levels
advance. At 10th level, receives double duration on your
Transmutation magic, and half duration from malicious
Transmutation magic.
Limits : Unable to cast Conjuration spells. Receives penalty damage from
Conjuration as levels advance. Receives double duration from
malicious Conjuration magic, half duration on other Conjuration
effects.
Desc. :
Transmuters are specialist mages who can transform the likeness and composition
of anyone they touch. Transmutation is the most feared of magics, and the
Transmuter is so skilled at his art that he gains all known transmutation
spells automatically, including the most secret and ugly of spells only the
specialist may learn.

Transmuters care nothing for conjuration, and so they soon neglect that kind of
magic, being more fascinated with the many shapes of things right here at home.
Although the Evoker believes himself the king of specialists with his harmful
beams, the Transmuter is the most feared and hated of specialists for the
terrible and awesome consequences of his spells.

TRAPPER

Char Class: Trapper (Thief) 
Max-Stats : Dexterity (22), Constitution (22), Others (18)
Qualifiers: Dexterity 9+, Constitution 9+
Races : All
Prime Stat: Dexterity Attack Pts: +(Dex/18) per level
Practices : 5 +[(Wisdom/6)+1 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/3)+(1d10) /lvl] Mana : 100 +[(Int/6)+(1d3)/lvl]
Movement : 100 +[6X(Str/18) /lvl] Damage Pts: +1 damage per 5 level(s)
Weapons : Must use swords, daggers, natural, or ranged weapons.
Armor : Must wear leather, cloth, or vegetation based armor.
Bonuses : Benefits from animal followers leveling. Gets experience for
selling foreign unconjured animals of comparable level.
Limits : Sneak and Hide attempts will fail outside of the wild.
Desc. :
The trapper, possibly the most cowardly of thieves, has spent late nights
tinkering with springs and switches, learning to kill indirectly through the
devices of his art. Trappers also view fauna as means to his ends,
accumulating animals both live and dead with amazing efficiency. Trappers
alone have the greatest access to the most deadly traps, as well as exclusive
access to skills that turn animals into his own personal play things, whether
it be as items of sale, or as trained devilish pets.

TROPHIES

Clans can earn one or more of the available trophies for having all time high
statistics, or having the best statistics in the previous month. Each trophy
will award some amount of bonus experience. The available trophies include:

A: Most controlled/conquered areas all time.
a: Most areas conquered in the previous ended month.
C: Most control points all time.
c: Most conquest control points earned in the previous ended month.
E: Most clan experience all time.
e: Most member player experience gained in the previous ended month.
H: Highest median level members.
K: Most rival clan-kills in the last year.
L: Most player levels gained.
l: Most clan levels gained in the previous ended month.
M: Most members.
m: Most new members in the previous ended month.
T: Most member play-time/activity.
t: Most member play-time/activity in the previous ended month.
x: Most clan xp gained in the previous ended month.

See HELP CONQUEST and HELP CLANS for more information.

TYPE

Command : TYPE 
Usage : TYPE [COMMAND OR MESSAGE] (INTO [DEVICE NAME])
Example : type login bob password
Example : type activate sensors into console
Short(s): =
Interacts with an electrical or technical device, such as a computer panel,
hand-held scanner, or similar devices. Specifying the device to type is not
permitted if the user is already seated at a computer console. Otherwise, the
user must specify "into" and the name of the device to type commands into.

TYPO

Command : TYPO 
Usage : TYPO [REPORT]
Example : typo nothing is spelled right in this room!
Short(s):
Please use this command to submit typos against the MUD.

UNDRESS

Command : UNDRESS 
Usage : UNDRESS [MOB NAME] [ITEM NAME]
Example : undress joe tunic
Short(s):
Allows the player to remove a piece of armor, clothing, barding, or whatever
from the target mob. The target mob must be a follower of the player for this
to work.

UNLOAD

Command : UNLOAD 
Usage : UNLOAD [AMMUNITION NAME]
Example : unload bow
Short(s):
Removes any readied ammunition from a ranged weapon and puts the loose
ammunition into the players inventory, so that it can be LOADed into another
weapon.

UNLOCK

Command : UNLOCK 
Usage : UNLOCK [ITEM NAME]
Example : unlock door
Short(s):
Attempts to unlock, by ordinary means, the item, door, or any other entity
specified.

UNWIELD

See the REMOVE command.

UP

Command : UP 
Usage : UP
Example : up
Short(s): U
Travel upward from the present room or location, whether it be up aladder,
upstairs, or flying into the sky.

VALUE

Command : VALUE 
Usage : VALUE [ITEM NAME] ([SHOPKEEPER])
Example : value sword
Short(s):
If you are in the same room as a shopkeeper who is selling and buying goods,
this command will get the shopkeeper to tell you how much he or she will give
for your item.

VASSALS

Command : VASSALS 
Usage : VASSALS
Example : vassals
Short(s):
This command will list the players who are in your service. See the SERVE and
REBUKE commands for more information.

VERSION

Command : VERSION 
Usage : VERSION
Example : version
Short(s): VER
Show the version information for this software.

VIEW

Command : VIEW 
Usage : VIEW [ITEM NAME] ([SHOPKEEPER NAME])
Example : view sword
Short(s):
When a shopkeeper is present in the same room or area as your character, this
command will allow you to ask about an item being sold by that shopkeeper. The
level of the item, as well as any available descriptive information will be
given. If more than one shopkeeper is in the room, you may have to specify the
shopkeeper name in the parameters. See also LIST, BUY, SELL, DEPOSIT, WITHDRAW,
BID.

VISIBLE

Command  : VISIBLE 
Usage : VISIBLE
Example : visible
This command can be used to revoke any spell or skill which makes you
invisible, hidden, or undetectable.

WAGON

A transport pulled by horses.

WAKE

Command : WAKE 
Usage : WAKE ([TARGET NAME])
Example : wake
Example : wake bob
Short(s):
If your character is SLEEPing, this command will make them wake up and stand
up. If someone else is sleeping, this will wake them up.

WANDS

Skill    : Wands 
Available: Almost All
Example :
A wand is a holdable item that can be used to create magical affects.

This skill allows one to effectively use an arcane wand or staff. To invoke a
wand or staff, it must first be held. Then the magic word is spoken to the
target. For instance, if the magic word is `zuy`, you would enter the
following to invoke your wand: sayto orc zuy. Using SAYTO instead of SAY is
important because SAY might target the wrong person or thing. You can also use
SAYTO NOBODY <magic word> to make sure you aren't targeting anyone.

If the spell on the wand requires extra parameters, then you can include those
after the casting words. For a wand of Summon, for instance, you might try:
say zuy cityguard.
Wands generally require a small amount of mana to use, and less if the wand
user is capable of learning the spell cast by the wand.

WEALTH

Command : WEALTH 
Usage : WEALTH
Example : wealth
Short(s):
List the amount of money in your pocket and in your bank accounts.

WEAR

Command : WEAR 
Usage : WEAR (ALL) [ITEM NAME] (ON [LOCATION])
Example : wear shirt
Example : wear shirt on torso
Short(s):
This command will attempt to place the specified item onto the proper location
on your body. If a location is specified, the player will attempt to wear the
item on that location. If you have a special outfit container, it can be the
target of this command also.

WEATHER

Command : WEATHER 
Usage : WEATHER
Example : weather
Short(s): weath
Reminds you about the weather where you are.

WEST

Command : WEST 
Usage : WEST
Example : west
Short(s): W
Travel westward from the present room or location.

WHERE

Command : WHERE 
Usage : WHERE (LEVEL ADJUSTMENT) (GOOD/NEUTRAL/EVIL)
Example : where
Example : where good
Example : where -10
Example : where -10 evil
Example : where 20
Short(s):
This command shows the name of the area where the player is presently, and also
attempts to list the best areas for the player based on alignment, level, and
the population of the area. An optional level adjustment may be included to
see higher or lower level areas.

When searching by alignment, keep in mind that you should put YOUR alignment in
order to search for the best areas for that alignment. For example, if you are
good, enter WHERE GOOD.

(Archons who want help on WHERE should use AHELP WHERE).

WHISPER

Command : WHISPER 
Usage : WHISPER ([MOB NAME]) [MESSAGE]
Example : whisper "Be careful!"
Short(s):
Causes your character to whisper to one or more characters or mobs riding the
same horse, cart, boat, or at the same table as yourself. You may specify the
mob to whisper to, or just whisper in general to the table.

WHO

Command : WHO 
Usage : WHO ([OPTIONAL PARAMETER])
Example : who
Example : who @CoffeeMud
Example : who friends
Example : who playerkill
Short(s):
This command will list all of the characters presently online, regardless of
where they are. If an @ sign is used, this command will list all the players
at a particular MUD. If "friends" is given, then the list will consist only of
those from the players friends list (see the FRIENDS command). If "Playerkill"
is given, then the list will consist only of those players who have their
playerkill flags on.

WHOIS

Command : WHOIS 
Usage : WHOIS [MOB NAME]
Example : whois Horice
Short(s):
Provides some basic information about the specified character name, assuming
they are online, regardless of where they are located. See also I3_WHOIS for
information on using the WHOIS command across the intermud network.

WIELD

Command : WIELD 
Usage : WIELD (ALL) [ITEM NAME]
Example : wield sword
Short(s):
Places a weapon that is presently in your carried inventory into one of your
free hands for wielding. Only a wielded weapon will be used during combat.

WILLQUALIFY

Command : WILLQUALIFY 
Usage : WILLQUALIFY ([LEVEL]) ([CLASS NAME]) ([(NO)SKILLTYP]/(NO)EXPER)...
Example : willqualify 10
Example : willqualify 30 fighter
Example : willqualify expertise
Example : willqualify 50 divination invocation/evocation noexpertise
Short(s): qual
Lists all of the skills, spells, languages, prayers, expertises, and/or songs
which will be qualified for by the given class, level, and skill type, along
with the requirements to gain the new skill. The default is the players
highest level, the players own class, and all skills/expertises.

WIMPY

Command : WIMPY 
Usage : WIMPY [HIT POINTS]/[PCT]
Example : wimpy 5
Example : wimpy 15%
Short(s):
Sets the minimum number of hit points your character must have in order for you
to remain in a fight. Should your character drop below that level during
combat, he or she will automatically FLEE the room. See the FLEE command for
more information.

WISDOM

Intuition, wit, mana, and the ability to gain more practice points per level is
reflected in Wisdom.

WITHDRAW

Command : WITHDRAW 
Usage : WITHDRAW [ITEM NAME] ([CLERK NAME])
Example : withdraw 1000
Example : withdraw "jewel sword"
Example : withdraw "10 gold coins" "Joe Banker"
Example : withdraw "500 archon notes" banker
Example : withdraw letter clerk
Short(s):
When a banker or postal clerk is present in the same room or area as your
character, this command will allow you to withdraw an item from your account or
postal box with that banker. See also LIST, BUY, SELL, DEPOSIT, VIEW, BID.

WIZARD

Char Class: Wizard (Mage) 
Max-Stats : Intelligence (25), Others (18)
Qualifiers: Intelligence 9+
Races : Drow, Elf, Githyanki, Gnome, Half Elf, Human, Merfolk,
Mindflayer, Orc, Pixie and Svirfneblin
Prime Stat: Intelligence Attack Pts: +(Int/18) per level
Practices : 6 +[(Wisdom/6)+4 per lvl] Trains : 3 +1 per level
Hit Points: 20 +[(Con/6)+(1d5) /lvl] Mana : 100 +[(Int/3)+(1d4)/lvl]
Movement : 100 +[3X(Str/18) /lvl] Damage Pts: +1 damage per 30 level(s)
Weapons : Must use daggers, staves, or natural weapons.
Armor : Must wear cloth, vegetation, or paper based armor.
Bonuses : Can memorize any spell for casting without expending a training
point.
Limits : Unable to learn spells permanently; can only memorize them.
Desc. :
Wizards are great specialist scholar mages who have mastered the study (but not
the art) of arcane magic. They are capable of memorizing and casting any basic
arcane spell, but their lack of mastery means they forget the spell as soon as
it is cast. This means that the wizard is constantly engaged in study,
carrying around and/or creating numerous arcane scrolls to serve as the source
for their next bit of magic. Since they don't specialize or train in
particular arcane spells, but can learn any spell, the Wizard is the most
versatile Mage, though not necessarily the easiest to engage in combat with.

The Wizards manner of study requires that he expend his spell-casting mana when
he learns or memorizes a spell, but this mana is released for use after the
spell is cast. Wizards can be invaluable as group members, and as clan
members, but will struggle adventuring alone. A wizards lack of need to expend
training time on individual spells means he can work on other aspects of
himself, including stats or expertises, making the Wizard very powerful in the
long run.

WIZLIST

Command : WIZLIST 
Usage : WIZLIST
Example : wizlist
Short(s):
Shows a list of all the Archons on this mud.

WORLD_CURRENCIES

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

WORLD_CURRENCY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

WORLD_MONEY

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

WORLD_MONIES

 
World Currencies :
Currency : default
gold coin(s) : (exchange rate is 1.0 of base)
golden note(s) : Equal to 100 gold coins.
whole note(s) : Equal to 10000 gold coins.
Archon note(s) : Equal to 1000000 gold coins.

Currency : Peis
peis (s) : (exchange rate is 1.0 of base)

Currency : Alramian

WORSHIP

This is a social, though there are related commands.  See the help entries for
RELIGION, DEITIES, BLESSINGS, SERVICES, RITUALS, SERVE, REBUKE, and CONVERT for
more information.

WORTH

Command : WORTH 
Usage : WORTH
Example : worth
Short(s):
Shows all of your money on-hand.

YELL

Command : YELL 
Usage : YELL ([MOB NAME]/[DIRECTION]) [MESSAGE]
Example : yell HELLO ALL!
Example : yell bob YOU ARE BOB!!!!
Example : yell east COME BACK!!
Short(s):
Causes your character to yell at one or more characters or mobs in the same
room as yourself. You may specify the mob to yell at, a direction to yell in,
or just yell outloud. Yelling also broadcasts to surrounding rooms in some
cases.