Grindy Mud help

Everything the Help pane tells you in the game, on one page. Pick a topic on the left or search for one; links go to related topics.

Newbie · Intro · Rules, Guideline and Policies of Grindy Mud · Map

Everything about playing Grindy Mud. New here? Start with the topics below, then search for any command, skill, spell or place. Typing help <topic> in the game opens that topic here.

Download this guide to read it offline (one file; search and links work without the game).

Commands

The Hellhole

help hell · help hellhole

enter crack          (at the crack of hellfire, on Daleville's North Ride)
hellhole             (your Hellhole: how deep, when it resets)
hellhole reset       (start it again)

A crack of hellfire hangs over Daleville's North Ride, south of the Common, a little way past the Hearthstead's portal. It leads down into the Hellhole: a pit one goes down alone, one room a floor, each floor harder than the one above. Nobody has found its bottom, and nobody is meant to. How deep you get is the measure of you: the deepest floor you clear (every demon on it killed) goes on the leaderboards.

Alone. Only a lone player may step through: no pets, no mount, no followers, no group. Once inside, pets are fine: every pet spell works there, at the Brink and on the floors (monsters summoned, elementals and animals called, familiars, golems and demons made, the dead raised, any monster but a demon charmed). Send them a floor ahead of you if you like. They come out with you.

Your own. Everyone who enters gets their own Hellhole, a copy no one else can enter. Its floors are the same for everyone, though, so what you learn of a floor holds for the next player.

Once you are in, you are in. There is no fleeing, no recall, no magic that takes you out. There is no climbing back up either: the Hellhole only goes down. You can rest on a floor you have cleared, and quit and come back to where you were. The only ways out are death, or giving your Hellhole up with hellhole reset.

The floors. The top, the Brink, is for getting ready: a pool to drink from, and nothing else. The first floors below hold a couple of weak demons; deeper they come in threes and fours, stronger every floor. From floor 10 some of them cast spells; from floor 20 some breathe fire (protection from fire breath turns it, as a dragon's). None is so huge that it can't be bashed: a multiclass with a fighter in it has the best chance. The demons never flee and never leave their floor, so they can't be lured away; nothing can be shot or thrown from one floor into another.

No slipping past. The demons bar the way down: the stairs to the next floor open only when every demon on your floor is dead. Nothing carries you past a floor, no spell or portal. The demons can't be charmed, and a demon's corpse crumbles to ash if you try to raise it.

The bottom. There is none: each floor is made as you reach the one above it, and they go on getting harder for ever.

Dying. You wake up outside, as anywhere. Your corpse stays in your Hellhole, where you fell, and it doesn't rot: get it back yourself if you can. You never lose it: when your Hellhole resets, any corpses in it come up to the crack on the North Ride.

Resets. Your Hellhole resets by itself a day after you last played in it, or when you type hellhole reset. Then it begins again from the top (the leaderboard keeps your deepest), and any corpses in it come up to the portal.

Rewards. Experience and gold, no gear. Each floor's demons are their own kind, so killing the same ones over and over pays less and less (from level 20), as anywhere.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Free gear

Commands

Help

help help

help
help <topic>

The help is read in the Help pane: its button on the side panel opens it on the index, with the topics to start with first. Search it for any command, skill, spell or place: a topic's name finds it, and so does a word in its text. Typing help <topic> in the game opens that topic in the pane; help alone opens the index. The pop-out button shows the help in a large window over the game.

A topic is found by the start of its name, as you type it:

You type It finds
help spell magic mis the magic missile spell
help mag MAGE or MAGIC, whichever comes first

Names written in capitals in a topic, and its related topics at the end, are links to those topics.

See also: USAGE, INFO COMMANDS

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Info Commands

help info commands

There is much help for players of Grindy Mud available. Below are topics that introduce the concepts behind the game and how to play.

Beginners: HELP, NEWBIE, INTRO, RULES, COMMANDS, MAP

Your character: SCORE, ATTRIBUTES, WHO, WHOIS, GWHO, STUDY, PRACTICE

The world: WEATHER, TIME, WORLD, ZONES

How the game works: CLASSES, SKILLS, RACES, COMBAT, ALLSPELLS, ALLSKILLS, ARMOR, MOVES, HP, MANA, LINK, ALIGNMENT, IDENTIFY

Shortcuts: ALIAS, TRIGGERS, VARIABLES, PATHS, SPEEDWALK, !

Commands

'

help '

See: SAY

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

!

help !

!

Repeat the last command typed at the keyboard.

See also: ALIAS

Commands

Abilities

help abilities

abilities

This command will tell you any special abilities you have based on race, class, or form.

See: SPELL POLYMORPH, SPELL CHANGE FORM, SPELL TREE

Game data

  • Level: any
  • Position: resting or better
The world and its rules

AC

help ac

Socials

Actions

help actions

See: SOCIALS

Commands

AFK

help afk

afk

This command will notify users that you are AWAY FROM YOUR KEYBOARD. If someone tells/gtells/sending/messenger you they will also see that you are AFK. if someone steps into the room, or looks in the room, they will see a (AFK) at the end of your name. As soon as you hit return anytime after starting AFK, you will return to normal mode (not AFK).

See also: LINK

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Alias

help alias · help aliases · help scripts

/alias <name> {<commands>}     (or /al)
/alias                         lists your aliases
/unalias <name>                removes one

An alias is a word of your own that runs one or more commands. Separate commands with ";", and put the commands in braces when they have spaces or a ";":

/al fb {cast 'fireball';say eat my fireball!}
fb

Words typed after the alias are its arguments: %1 is the first, %2 the second... up to %9, and %0 all of them. A group in braces is one word. An alias that uses none of them gets the words added to its end.

/al k {kill %1;say Die, %1!}
k orc kills the orc and says "Die, orc!"

/al c cast
c 'magic missile' orc

An alias can use other aliases, variables (@name) and paths. Type ";;" for a ";" that is not a separator (say a;;b says "a;b").

Your aliases, triggers, variables and paths belong to your account: all your characters have them, in any browser. The Scripts pane lists them to add, change and remove.

An alias can go on the hotbar like a skill: drag it there from the Scripts pane, or click an empty slot (or right-click one) and pick it from the list. Its slot shows the first three letters of its name, and using it runs the alias as if you had typed it, so a hotbar slot can do almost anything.

Related: Triggers, Variables, Paths

The world and its rules

Triggers

help trigger · help triggers

/action {<pattern>} {<commands>}   (or /ac, /trigger, /tr)
/action                            lists your triggers
/unaction {<pattern>}              removes one
/t- {<pattern>} or /t+ {<pattern>} turns one off or on
/ignore                            turns all triggers off, or on

A trigger watches the game's text: when a line has the pattern in it, its commands run, as if you had typed them.

/ac {the grate is closed} {open grate}

Patterns ignore case, and can hold these:

  • any text %d a number %w a word {a|b|c} any one of these ^ first the line must start with the pattern $ last the line must end with it ~ the next character as itself (~* is a star)

What the wildcards matched is %1, %2... in the commands. Put ( ) around the parts to keep when not all of them matter:

/ac {%w gives you *} {say Thanks, %1!}
/ac {You get (%d) gold coins from *} {/add gold %1}

If triggers fire more than 20 times in two seconds (a trigger setting off itself), they all turn off; /ignore turns them on again.

Related: Alias, Variables

The world and its rules

Variables

help variable · help variables

/variable <name> {<value>}   (or /var)
/variable                    lists your variables
/unvariable <name>           removes one
/add <name> <number>         adds to a variable (1 if no number)
/echo <text>                 shows text to you only

@name anywhere in a command you type, an alias or a trigger is the variable's value (@@ is an "@"):

/var target {big orc}
kill @target
/al k {kill @target;bash @target}

A trigger can keep what it saw:

/ac {You get (%d) gold coins} {/add gold %1}
/echo Gold so far: @gold

Related: Alias, Triggers

The world and its rules

Paths

help path · help paths

/path <name> <speedwalk>     (or /pa)
/path                        lists your paths
/unpath <name>               removes one

A path is a speedwalk with a name:

/path comyulash .34e12newsenu
You type It does
comyulash walks it (so does .comyulash)
..comyulash walks it back, from the end to the start

".." before plain directions walks them back too: ..3n2e is .2w3s.

A path's name cannot be made of directions only (that is a speedwalk), and an alias of the same name comes first. A path is at most 100 steps.

Related: Speedwalk, Alias

Classes and races

Aging

help age · help aging

Characters do age. Age is your starting age plus the number of game years that have passed since your character was created, regardless of how much of that time you spent rented, and how much playing. To see the current game year use 'time'. The haste spell adds to your age (permanently) as does some equipment (temporarily.)

Age has several game effects. From character creation to middle age (40 for humans) your move (vitality) regeneration and hit point regeneration rate increases. From middle age to old age (60 for humans), and even more so from old age on, your maximum hit points, move regen, and HP regen decrease. From character creation to ancient age (90 for humans) your mana regen rate increases, and after that it decreases.

Race Starts at Young Mature Middle-Aged Old Ancient Venerable
Human 17 up to 20 21–40 41–60 61–90 91–120 121+
Moon Elf, Gold Elf, Dark Elf 120 up to 250 251–500 501–750 751–1125 1126–1500 1501+
Sea Elf, Wild Elf 120 up to 150 151–300 301–450 451–675 676–900 901+
Gnome, Deep Gnome 45 up to 90 91–180 181–270 271–405 406–540 541+
Dwarf, Dark Dwarf 45 up to 60 61–120 121–180 181–270 271–360 361+
Half-Elf 25 up to 50 51–100 101–150 151–225 226–300 301+
Halfling, Half-Giant, Troll 25 up to 30 31–60 61–90 91–135 136–180 181+
Half-Orc, Half-Ogre, Orc, Goblin 12 up to 14 15–28 29–42 43–63 64–84 85+

Every race starts young. A game year is about ten and a half days of real time.

The haste spell ages whoever it is cast on by a year, which can carry a young character into their best years sooner; the long-lived races can be hasted again and again without growing old. The quest shop's youth takes you back to the age your race starts at.

See also: RACES, SPELL HASTE, QUEST

The world and its rules

Airship

help airship · help airships · help fast travel · help waystone · help waystones

touch waystone
list            (at the airship dock)
buy <place>     (at the airship dock)

An airship is moored at the top of a tower above the Common in Daleville: from the Common, go up. Its captain flies you to the places you have been.

Most lands of the Prime Material plane have a waystone near the way in: a tall grey stone carved with glowing runes. Touch it ("touch waystone") and the place is remembered, for every character of your account.

At the dock, "list" shows the places you can fly to and the fare, and "buy" with the place's name takes you there (or click "buy" beside it). The fare is 100 gold coins for each level of your highest class. Your mount and your pets fly with you; your group does not.

The airship flies only from Daleville: walk there, or type HOME.

Classes and races

All Races

help allraces

These are all the races that have evolved in the Realms:

Unknown, Human, Moon Elf, Gold Elf, Wild Elf, Sea Elf, Dark Elf, Half-Elven, Dwarven, Halfling, Gnomish, Half-Ogre, Half-Orc, Half-Giant, Dark Dwarven, Deep Gnomish, Orcish, Goblin, Trollish, Aasimar, Amphibian, Aquatic, Arachnid, Astral, Avian, Beholder, Bird, Birdman, Bugbear, Canine, Carnivorous, Centaur, Demonic, Devil, Dragon, Black Dragon, Blue Dragon, Brass Dragon, Bronze Dragon, Copper Dragon, Gold Dragon, Green Dragon, Red Dragon, Silver Dragon, White Dragon, Elemental, Equine, Feline, Fish, Fungal, Ghostly, Giantish, Cloud Giant, Fire Giant, Frost Giant, Hill Giant, Stone Giant, Storm Giant, Gnoll, Godly, Golem, Herbivorous, Hybrid, Impish, Insect, Kangaroo, Lizardman, Lycanthropic, Quadruped, Manta, Mindflayer, Minotaur, Mount, Ogre, Omnivorous, Parasitic, Planar, Plant, Plantman, Primate, Reptilian, Rodent, Slime, Slug, Snake, Sylvan, Tentacled, Tiefling, Tree, Troglodyte, Tytan, Undead, Undead Ghast, Undead Ghoul, Undead Lich, Undead Skeleton, Undead Spectre, Undead Vampire, Undead Wight, Undead Zombie, Wisp, Biped, Monstrous.

See also: HALF-GIANT, ELF, HALF-ELF, DARK ELF, GNOME, HALFLING, DWARF, HALF-ORC, HUMAN, HALF-OGRE, GOBLINOID, TROLLISH, ORCISH, DARK DWARF, LEVEL LIMITS, RACES, AGING

Skills

All Skills

help allskills · help skill list

Every skill a class learns, and at what level. Click a skill for its help.

See also: ALLSPELLS, SKILLS, CLASSES

Skills

Skill Learned by
envenom Thief 1
sneak Thief 1, Monk 1, Ranger 4
hide Thief 1, Monk 1, Barbarian 1, Ranger 2
steal Thief 1
backstab Thief 1
pick Thief 1, Monk 1
kick Warrior 1, Monk 1, Paladin 1, Ranger 1
bash Warrior 1, Barbarian 1, Paladin 1, Ranger 1
rescue Warrior 1, Paladin 1, Ranger 1
wholeness of body Monk 10
sending Ranger 1
first aid Barbarian 1, Paladin 1, Ranger 1
switch opponents Monk 1, Barbarian 1, Paladin 1, Ranger 1
dodge Monk 1, Barbarian 1, Paladin 1, Ranger 1
remove trap Thief 1
retreat Thief 1, Monk 1, Barbarian 1
quivering palm Monk 30
safe fall Monk 1
feign death Monk 1
hunt Barbarian 1, Ranger 1
find trap Thief 1
spring leap Monk 1
disarm Monk 1, Barbarian 1, Paladin 1, Ranger 1
spy Thief 1, Barbarian 1, Ranger 1
doorbash Warrior 1, Barbarian 1
necromancy Necromancer 1
disguise Barbarian 1
climb Barbarian 1, Ranger 1
focus ki Monk 1
heave boulder Barbarian 1
charge Paladin 20
shield wall Warrior 1
berserk Barbarian 1
tan Warrior 1, Barbarian 1, Ranger 1
avoid back attack Barbarian 1
find food Barbarian 1, Ranger 1
find water Barbarian 1, Ranger 1
bellow Warrior 1, Barbarian 1
ration Ranger 1
warcry Paladin 5
blessing Paladin 1
lay on hands Paladin 1
heroic rescue Paladin 1
dual wield Ranger 1
messenger Paladin 1
dirt kick Thief 1
spot Paladin 1, Ranger 1
parry Warrior 1, Thief 1, Monk 5, Barbarian 1, Paladin 10, Ranger 8
woodworking Thief 1, Druid 1, Barbarian 1, Ranger 1
provoke Warrior 1
feast Necromancer 12
death frenzy Necromancer 24
devour Necromancer 1
Spells

All Spells

help allspells · help spell list

Every spell, its mana cost and the level at which each class learns it: Cl cleric, Mu magic user, Dr druid, Pa paladin, Ra ranger, Ps psionist. A dash means that class never learns it. Click a spell for its help.

See also: ALLSKILLS, SPELLS, SKILLS, CLASSES

Spells

Spell Mana Cl Mu Dr Pa Ra Ps
armor 5 2 5 – – – –
teleport 33 – 17 – – – –
bless 5 1 – – – – –
blindness 15 14 12 – – – –
burning hands 15 – 6 – – – –
call lightning 20 45 – 18 – – –
charm person 10 – 4 – – – –
chill touch 15 – 4 – – – –
colour spray 20 – 14 – – – –
control weather 25 26 – 15 – – –
create food 5 5 – – – – –
create water 5 2 – 21 – – –
cure blind 5 6 – – – – –
cure critic 11 10 – 13 – – –
cure light 5 1 – 2 9 – –
curse 20 12 13 – – – –
detect evil 5 1 – 6 – – –
detect invisibility 5 5 2 7 – – –
detect magic 5 3 1 5 – – –
detect poison 5 – – 1 – 3 –
dispel evil 15 20 – – – – –
earthquake 15 15 – 15 – – –
enchant weapon 100 – 14 – – – –
energy drain 35 – 22 – – – –
fireball 50 – 25 – – – –
harm 35 25 – – – – –
heal 50 25 – – – – –
invisibility 5 – 4 – – – –
lightning bolt 15 – 10 – – – –
locate object 20 11 – – – – –
magic missile 15 – 1 – – – –
poison 10 13 – 8 – – –
protection from evil 5 7 – – 20 25 –
remove curse 5 8 – – – – –
sanctuary 50 26 – – – – –
shocking grasp 15 – 2 – – – –
sleep 15 – 3 – – – –
strength 10 – 6 – – – –
summon 20 19 27 – – – –
ventriloquate 5 – 1 – – – –
remove poison 5 17 – 8 40 20 –
sense life 5 4 – – – – –
infravision 7 – 8 5 – – –
cause light 8 1 – 2 – – –
cause critical 11 10 – 13 – – –
flamestrike 15 15 – – – – –
dispel good 15 20 – – – – –
weakness 10 – 6 – – – –
dispel magic 15 10 9 9 – – –
knock 10 – 3 – – – –
know alignment 10 4 7 2 5 – –
animate dead 5 8 16 – – – –
paralyze 15 – 20 – – – –
remove paralysis 10 6 – 9 15 – –
fear 15 – 8 – – – –
acid blast 15 – 6 – – – –
water breath 15 – 9 6 – – –
fly 15 22 11 14 – – –
cone of cold 15 – 17 – – – –
meteor swarm 35 – 36 – – – –
ice storm 15 – 11 – – – –
shield 1 – 1 – – – –
monsum one 10 – 4 – – – –
monsum two 12 – 7 – – – –
monsum three 15 – 9 – – – –
monsum four 17 – 12 – – – –
monsum five 20 – 15 – – – –
monsum six 22 – 18 – – – –
monsum seven 25 – 22 – – – –
fireshield 40 – 40 48 – – –
charm monster 5 – 10 12 – – –
cure serious 9 7 – 8 25 – –
cause serious 9 7 – 8 – – –
refresh 5 3 6 4 – – –
second wind 5 9 20 14 35 30 –
turn 5 3 – 12 10 – –
create light 15 2 1 3 – – –
continual light 25 26 10 16 – – –
calm 15 2 4 – 18 – –
stone skin 20 – 26 – – – –
conjure elemental 30 13 16 11 – – –
true sight 20 19 – 24 – – –
minor creation 30 – 8 – – – –
faerie fire 10 4 5 1 – – –
faerie fog 20 11 16 10 – – –
cacaodemon 50 29 30 – – – –
polymorph self 10 – 5 – – – –
astral walk 30 30 – – – – –
resurrection 33 36 – – – – –
heroes feast 40 24 – – – – –
group fly 30 – 24 22 – – –
web 3 – 11 – – – –
minor track 10 – 12 7 – – –
major track 20 – 20 17 – – –
golem 30 15 – – – – –
find familiar 30 – 2 – – – –
changestaff 30 – – 30 – – –
holy word 45 32 – – – – –
power word kill 10 – 23 – – – –
power word blind 10 – 16 – – – –
chain lightning 30 – 25 25 – – –
scare 3 – 4 – – – –
aid 5 4 – – – – –
command 3 1 – – – – –
change form 20 – – 3 – – –
feeblemind 30 – 34 – – – –
shillelagh 10 – – 3 – – –
goodberry 10 – – 4 – – –
flame blade 10 – – 7 – – –
animal growth 20 – – 35 – – –
insect growth 20 – – 33 – – –
creeping death 50 – – 45 – – –
commune 10 – – 20 – 20 –
animal summon one 15 – – 15 – 20 –
animal summon two 20 – – 20 – 25 –
animal summon three 25 – – 25 – 30 –
fire servant 30 – – 35 – – –
earth servant 30 – – 36 – – –
water servant 30 – – 37 – – –
wind servant 30 – – 38 – – –
reincarnate 50 – – 39 – – –
charm vegetable 5 – – 17 – – –
vegetable growth 20 – – 20 – – –
tree 30 – – 15 – – –
animate rock 15 – – 31 – – –
tree travel 2 – – 8 – – –
travelling 2 – – 10 – 15 –
animal friendship 2 – – 5 – 3 –
invis to animals 10 – – 11 – 8 –
slow poison 20 – – 6 10 10 –
entangle 20 – – 16 – – –
snare 10 – – 8 – 5 –
gust of wind 2 – 10 – – – –
barkskin 5 – – 3 – 20 –
sunray 15 – – 27 – – –
warp weapon 20 – – 19 – – –
heat stuff 30 – – 23 – – –
find traps 10 16 – 15 – 13 –
firestorm 15 – – 22 – – –
haste 20 – 23 – – – –
slowness 20 – 19 – – – –
dust devil 10 3 – 1 – – –
know monster 20 – 9 – – – –
transport via plant 20 – – 10 – – –
speak with plants 5 – – 7 – – –
silence 30 23 21 25 – – –
teleport without error 20 – 30 – – – –
portal 50 – 43 – – – –
mount 20 – 47 15 – – –
energy restore 100 47 – – – – –
plant gate 80 – – 49 – – –
detect good 5 1 – 6 – – –
chillshield 40 – 40 48 – – –
blade barrier 40 45 – – – – –
darkness 15 3 5 3 – – –
minor invulnerability 25 – 20 – – – –
major invulnerability 50 – 27 – – – –
protection from drain 40 48 – – – – –
anti magic shell 100 – 48 – – – –
doorway 20 – – – – – 3
psi portal 20 – – – – – 32
psi summon 20 – – – – – 10
psi invisibility 20 – – – – – 1
canibalize 20 – – – – – 2
flame shroud 20 – – – – – 15
aura sight 20 – – – – – 5
great sight 20 – – – – – 11
psionic blast 20 – – – – – 1
hypnosis 20 – – – – – 2
meditate 20 – – – – – 2
scry 20 – – – – – 7
adrenalize 20 – – – – – 14
psi shield 20 – – – – – 1
protection from evil group 45 20 – – 35 45 –
prismatic spray 40 – 17 – – – –
incendiary cloud 60 – 45 – – – –
disintegrate 45 – 48 – – – –
protection from fire 40 21 – 22 – – –
protection from cold 40 20 – 21 – – –
protection from energy 40 19 – – – – –
protection from electricity 40 18 – 19 – – –
enchant armor 100 – 16 – – – –
protection fire breath 50 40 – 41 – – –
protection frost breath 50 38 – 39 – – –
protection electric breath 50 39 – 40 – – –
protection acid breath 50 40 – 41 – – –
protection gas breath 50 37 – – – – –
wizardeye 40 – 35 – – – –
mind burn 15 – – – – – 5
clairvoyance 45 – – – – – 8
psionic danger sense 50 – – – – – 13
psionic disintegrate 50 – – – – – 38
telekinesis 35 – – – – – 35
levitation 20 – – – – – 10
cell adjustment 100 – – – – – 14
chameleon 40 – – – – – 8
psionic strength 15 – – – – – 6
mind over body 60 – – – – – 16
probability travel 40 – – – – – 21
psionic teleport 15 – – – – – 12
domination 30 – – – – – 40
mind wipe 20 – – – – – 21
psychic crush 45 – – – – – 37
tower of iron will 50 – – – – – 34
mindblank 50 – – – – – 17
psychic impersonation 50 – – – – – 3
ultra blast 60 – – – – – 20
group heal 60 30 – – – – –
renew 20 12 – – – – –
rejuvenation 40 – – 20 – – –
barkskin grove 35 – – 28 – – –
smite 15 – – – 12 – –
aura of courage 30 – – – 25 – –
woodland mend 15 – – – – 10 –
mark quarry 20 – – – – 18 –
mana shield 40 – 30 – – – –
mass invisibility 35 – 18 – – – –
arcane ward 30 – 24 – – – –
mind link 40 – – – – – 22
mental barrier 50 – – – – – 30
Classes and races

Alignment

help alignment

Alignment varies from -1000 to 1000 with 0 as perfectly neutral. You are given a rough category for your alignment on SCORE. Alignment of -1000 to -350 is evil, from -350 to 350 is neutral, and from 350 to 1000 is good.

A new character chooses to begin Good (1000), Neutral (0) or Evil (-1000). Rangers and paladins begin Good and druids Neutral, as their oaths demand.

Paladins MUST stay good (350 or more), and Rangers MUST stay good or neutral (above -350). If they fall from grace, they become Warriors forever. Druids MUST stay relatively neutral (between -600 and 600), or they stop being Druids and become Clerics, permanently.

Here are the alignment phrases, as seen on SCORE, from evil to good: Really really bad, Not nice at all, obnoxious as hell, just plain annoying, You feel balanced, Polite, Sweet and caring, A real goody-goody, So good it makes you sick.

Here are partial alignment phrases for the spell 'know alignment', in order: Evil: I'd rather just not say anything, had a bad childhood. Neutral: could be nicer, isn't the worst, doesn't seem to have a firm moral commitment, isn't a bad sort, is often kind and thoughtful. Good: excellent moral character, white as the driven snow.

Here is an oversimplification

If you kill an evil creature, you become more good, and if you kill a good creature, you become more evil. However, random violence is evil, so even killing a neutral creature can make you slightly more evil. If the creature killed is higher level than you, the change in your alignment is more drastic.

See also: DRUID, PALADIN, RANGER, ATTRIBUTE, SPELL KNOW ALIGNMENT, SPELL

DETECT EVIL, SPELL DETECT GOOD

The world and its rules

Allies

help allies

Non-player creatures (mobs) can be forced to follow and obey player characters (PCs) by a variety of spells. These allies, variously called 'followers', 'charmies', 'summoned mobs', 'pets', etc., can be added to their owners group, and ordered by their owner. One you summon (an elemental, an animal, a golem, a necromancer's undead) joins your group and guards you as soon as it appears.

Your allies in the room with you go where you go: by walking, home, the airship, a portal, or a spell or skill that carries you off (teleport, astral walk, dimension door, a psionist's doorway or portal, a druid's trees). Ones asleep, fighting or in another room are left behind, and none go into the Hellhole with you: you can summon new ones inside.

When you are done with your allies, send them away: 'dismiss <name>' for one in the room with you, or 'dismiss all' for every one of them, wherever they are. That reaches allies you have lost or left behind too, and frees their places, so you can summon or raise new ones. Do NOT take allies into areas that are race war sensitive, such as Daleville. Stoal the innkeeper, guild masters, and some others will attack pets on site. You or other players are likely to die during the resulting battle.

NEVER order your ally to attack another player character, or another player character's allies.

The number of allies you may have is based on your charisma, as follows:

CHARISMA 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
# fol. 1 1 2 2 3 4 5 6 7 8 9 10 12 14 17 20

See also: SPELL CHARM (PERSON, MONSTER, VEGETABLE), HYPNOTIZE, SPELL MONSUM, SPELL ANIMAL FRIENDSHIP, SPELL ANIMAL SUMMON, SPELL FIND FAMILIAR, SPELL DUST DEVIL, SPELL CACAODEMON, SPELL CONJURE ELEMENTAL, SPELL (WIND, WATER, FIRE, EARTH) SERVANT, SPELL CHANGESTAFF, SPELL ANIMATE DEAD, SPELL ANIMATE ROCK, GUARD, ORDER, DISMISS, FIGURINE

The world and its rules

Area Effect

help area effect

Some spells or skills affect every player and mob in the room except your group. This can cause all the mobs (even ones you could not see) to attack you or flee. PCs not in your group will flee, or you will flee. However, you can damage other players with area affect spells or attacks if you both have race war enabled.

See also: RACE WAR, BELLOW

The world and its rules

Areas

help areas

See: ZONES

Commands

Arena

help arena

arena
arena info
whoarena

If a god opens the arena, you will see an announcement. Please do NOT ask the gods to open the arena. They will do so when they have the time and inclination. The level range must include your highest level in order for you to get in.

To check the status of the arena, type 'arena info' and to enter the arena just type 'arena' and you will be automatically whisked off to play. You will be healed to full hit points, but all the spells previously cast on you will be dispelled. You will not be able to get out of the arena until either you die, or you are declared a winner and a god kills you. You cannot portal, get summoned, or astral from the arena.

You never quite reach death in the arena, but instead are whisked away to wherever you last rented, so you suffer none of the ill effects of death. Also, your items should stay with you.

Nothing you use up in the arena, such as potions, scrolls, wands, staves, or other limited use items, will be refunded. Your hitpoints and such will be refunded automatically..

No pets or taking equipment in the arena. When you enter the arena, look at the SIGN.

See also: WHOARENA

Game data

  • Level: any
  • Position: standing
The world and its rules

Armor Class

help armor class

Armor Class is based on the AD&D idea that the lower one's AC is, the less often they get hit. Armor classes range from "barely armored" to "armored like a dragon". In numeric terms, this is a range from 100 to -100. If you are acquainted with AD&D, a 100 corresponds to a 10 AC, and a -100 corresponds to a -10 AC.

Identify (and the item search) gives each item one AC number: how much wearing it changes your armor class, where it is worn. Lower is better: "AC -21 worn on the body" takes 21 off your armor class. That number has everything in it, the armor itself and any magic on it, so there is nothing to work out.

A few things worth knowing:

  • Armor protects most on the body, then on the head, legs and back, and least on the feet, hands, arms and as a shield.
  • Magical protection (a ring, an amulet) counts wherever it is worn.
  • In a fight, armor class better than -100 does nothing more: -100 is the best there is.

Your dexterity changes your armor class too, and the AC on your score already has it in, dexterity from your equipment included:

Dexterity AC
3 +40
4 +30
5 +20
6 +10
7–14 0
15 −10
16 −20
17 −30
18–20 −40

Asleep, you lose your dexterity bonus.

Monks get no dexterity bonus. Instead, their training takes 5 off their armor class for every monk level (up to 150).

See also: ATTRIBUTES, SPELL ARMOR, SPELL SHIELD, SPELL STONE SKIN, SPELL ENCHANT ARMOR

Commands

Assist

help assist

ass <name>

If you type "assist <player>" you will begin fighting the same person the <player> is.

ASSIST is similar to RESCUE except the <player> continues fighting. It is better than KILL in many cases because you do not have to choose between 1.golem and 2.golem (or 1.lamia that just entered the room). Even though monsters of the same type assist each other in combat, ASSIST is better because you will eliminate one aggressor much faster.

See also: RESCUE, KILL

Game data

  • Level: any
  • Position: standing or fighting
The world and its rules

Attributes

help attribute · help attributes

att

Shows the Character pane's Your Buffs tab: the spells on you and how long each has left (the last few minutes in yellow), what you have from what you wear or of yourself, and anything harmful on you. Your age, weight, load, armor, abilities and hit and damage bonuses are on the Score tab, under the score.

Here are the armor class phrases in order (they may be affected by DEX and combat situations): Barely armored, Lightly armored, Medium armored, Fairly well armored, Well armored, Quite well armored, Very well armored, Extremely well armored, Armored like a Dragon.

Here are the hit bonus phrases in order (these may be affected by combat situations): Quite bad, Pretty lousy, Not much of one, Not bad, Pretty good, Very good, Remarkable, Awe Inspiring.

Here are the damage bonus phrases in order (these may be affected by combat situations): Quite bad, Pretty lousy, Not much of one, Not bad, Pretty good, Very good, Remarkable, Impressive, Tremendous, Breathtaking, Awe Inspiring.

See also: CHARACTER, SCORE, STATS, ALIGNMENT, ARMOR

The world and its rules

Avoid Back Attacks

help avoid back attacks

none

This skill increases your chances of avoiding a backstab attack.

See also: BACKSTAB, THIEF

Skills

Backstab

help backstab

backstab <target>

Is a way to sneak up on a person, and attempt to place you dagger in his back, at exactly the point where it does most damage. The chance of successfully backstabbing a person depends on how well you have studied backstab at your guild and you knowledge of your enemy. A successful backstab gives a damage multiplier, depending on level.

Damage Multiplier = Level divided by 4, +1

For example, Rath is level 20. His backstab multiplier is 20/4 + 1 = 6, so if Rath's damage is 10, he does 60 hit points of damage (10 × 6) on a successful backstab.

Multiclass thieves can only backstab if few people are fighting and their damage multiplier is limited to that of a level 40 thief.

You must use an appropriate weapon to backstab. It must be a piercing weapon (stab, sting or pierce) and be a shortsword, rapier, wakizashi, dagger, knife, stiletto, dart or javelin.

See also: THIEF, ECHO

Game data

  • Learned by: Thief 1
  • Also taught by: The Assassin (Shadows of the City), up to 80%
Commands

Balance

help balance

balance

Use this in a bank to find out your account's bank balance: the gold all your characters share.

See also: DEPOSIT, WITHDRAW, BANK

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Bank

help bank

Banks may be found in large cities and in some small villages. In Daleville, the bank is on the North Ride: its door is on the south side of the street, across from the Fishmonger's. Here you can store money for use to re-equip at shops after a death in which you were not able to retrieve the coins or equipment from your body.

The bank is your account's: all your characters share one balance. Gold one of them deposits, any of them can withdraw, at any bank, and deleting a character leaves its gold in the bank for the others. Houses can draw on it too.

A bank holds up to 10,000,000,000 coins for an account, whatever your level. Coins in the bank are safe when you die; coins you carry are not.

See also: DEPOSIT, BALANCE, WITHDRAW

Classes and races

Barbarian

help barbarian

Barbarians are impressive fighters with a tendency to go berserk. They can take more damage then any other class. They are, however, completely unable to use, or even hold, and item with the taint of magic. This means they will never be as well armored, or have the magical advantages, of a warrior.

Newbie Barbarian tip: A Barbarian's primary skill is "bash". Study it early and use it often.

Newbie Barbarian tip 2: Half-giant (HG) is the only PC race that can bash huge mobs (in-game monsters) such as dragons. Hence HG barbarians are popular in groups.

Newbie Barbarian tip 3: Because of the severe equipment limitations on barbarians, they are very difficult to equip and therefore to play. If you are new to the game, consider playing a warrior first before you try to play a barbarian.

To see a list of Barbarian skills known, use 'study b'.

See also: STUDY, SKILLS, PRACTICE

Skills

Bash

help bash

bash <monster>
bash

Bashing is a primary skill for all fighting classes (warrior, ranger, paladin, and barbarian). To bash someone is to attempt to knock that person off their feet. If you succeed you will inflict minor damage, and cause the victim to fall to a sitting position.

Note that weapon-based attacks will inflict 1.33*damage to a victim who is sitting.

Bashing an opponent also prevents that opponent from casting or performing other actions (other than basic physical attacks) for 2 rounds of combat.

Likewise, the basher, if successful, will be unable to perform any actions (other than basic physical attacks) for 2 rounds of combat. However, if the basher fails to execute a bash, he/she will lose their balance, fall to a sitting position, and be unable to perform any actions for 3 rounds of combat.

See also: RESCUE, KICK

Game data

Commands

Behead

help behead

behead corpse

This can be used to cut off the head of a corpse to keep for a while as a trophy. The head will not rot, like a head accidentally removed in battle will. You must be wielding a bladed weapon for this to work. (You would look pretty funny trying to sever a head with a club!)

Game data

  • Level: any
  • Position: standing

Related: Carve, Skin

Skills

Bellow

help bellow

bellow

Bellow is a loud war cry used in battle. To use this skill simply type bellow and let'er rip. If you properly shout your battle cries you might inspire fear in your enemies, or even stun them briefly. This spell is a area effect skill and if someone in the same room is not in your group they WILL be effected.

See also: AREA EFFECT

Game data

Skills

Berserk

help berserk

berserk

This is a skill used by Barbarians. When a Barbarian attempts to go berserk he forces his mind to use all his strength and adrenaline in battle. Once he goes berserk he cannot think of anything else (i.e. flee). The good thing about this is when they do go berserk they get special bonuses to damage, however since the Barbarian is not in his right mind he might not hit as well.

See also: BARBARIAN

Game data

Skills

Blessing

help blessing

bless <target>

This is a Paladin's ability to call the blessing of his/her deity upon a lucky person. The paladin must have mana equal to at least twice his level before attempting this skill. The Paladin gets a bonuses for perfect alignment, casting it on himself, and being in a group. The better the Paladin's alignment, and the higher his level, the greater the effect of the blessing. Here are the possible effects: bless, armor, strength, second wind, sense life, true sight, cure critical wounds, sanctuary, heal, remove poison, remove paralysis, heal (again), heroes feast, heal (a third time).\ The skill can only be used once every three days (72 game hours). A level 22 paladin with perfect alignment should be able to receive through sanctuary.

See also: PALADIN, SPELL BLESS, SPELL SANCTUARY, SPELL HEAL

Game data

The world and its rules

Blind

help blind

See: BLINDNESS

The world and its rules

Blindness

help blindness

If you have been blinded you cannot see. You do not fight as well. You can still try to defend yourself. Certain commands won't work. You may not be able to correctly cast or hit the creature you are aiming for causing you to strike other mobs that may be present in the room.

See also: SPELL BLINDNESS, SPELL CURE BLIND

The world and its rules

Blows You Away

help blows you away

See: TRAP

Commands

Board

help board

board <mount>
retrieve

At a stable, board <mount> hands your mount to the stable hand, who keeps it for you (one mount at a time). retrieve at the stable brings it back.

Game data

  • Level: any
  • Position: standing

Related: Mount

Commands

Breath

help breath · help breathe

breath

The breath command allows you to use a breath weapon on another monster. The only way to get a breath weapon is to either be a monster with such an ability (dragons usually have one) or quaff a potion of fire/ice/acid/gas/lightning breath.

If you are already fighting, breath without any arguments will breath on the monster you are fighting. If you are NOT fighting you must supply the name of a target to breath on.

Breath weapons are terrifying and most opponents will flee before you get a chance to breath on them. However, you may blast bystanders with the same breath.

This means breath weapons are not terribly accurate. You will always hit the monster you target and will usually hit his group, followers and his leader. You will also probably blast anyone currently hitting on you. You also have a small chance (less than half) of hitting each bystander (someone not covered above). They will not appreciate this and will probably decide to beat the snot out of you.

When quaffed breath potions modify you so that you can breath ONE time. If you do not breath in 2-3 rounds the potion will explode inside you causing half of its normal damage. These potions also reduce your CON for the duration of the spell. You therefore cannot quaff more breath weapon levels than you have constitution. You also cannot quaff more breath weapon levels than you have levels.

The damage of a breath weapon is a function of its level, your level, and your hitpoints. If your level is equal to the breath weapon's level it will do your hitpoints worth of damage to the target. If your level is double the level of the breath weapon it will only do half your hitpoints of damage. Monsters natural breath weapons exceed the CON restriction and even a 50th level monster can do full damage. Since most huge monsters have huge hitpoints, this can be a LOT of damage. do not ever fight a titanium dragon.

See also: KILL

Game data

  • Level: any
  • Position: standing or fighting
Commands

Brief

help brief

brief

Toggle "brief mode". When in brief mode, you do not see the descriptions of the room you are in; only the name of the room, and the people and objects in there. Unless you are very familiar with the area in which you travel, however, it is not advisable to use this command. Frequently, you will find small, but vital hints in the descriptions of the rooms: An extra peek at your surroundings could mean the difference between life and death!

See also: DT

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Buy

help buy

buy <item>

Command for the shops. To buy an item the shopkeeper must have it on hand.

See also: SELL, LIST, EVALUATE

Game data

  • Level: any
  • Position: standing
Commands

Camouflage

help camouflage

camo

This will allow a Barbarian to hide in the woods (must be outside) and be almost invisible to anyone. This is similar to the Thief hide skill.

See also: HIDE

Game data

  • Level: any
  • Position: standing
The world and its rules

Capper

help capper

See: CAPS

The world and its rules

Caps

help caps

There is a experience cap on people NOT grouped with anyone else, this cap is 150k per kill MAX. If you group with someone the cap then goes up. In other words, you get more experience (if the mob is worth a lot of experience) if you group.

Solo: 150k maximum per kill. In a group: 150k, plus for each other member

Member Adds
within 9 levels of the highest 50k
within 19 levels of the highest 25k
within 29 levels of the highest 17k
within 39 levels of the highest 12k
any other member, or a pet 10k

The highest level char is not counted in (he/she is the base 150.)

For example, people of levels 40, 35, and 10 group: the XP cap is 150k + 50k + 12k = 212k. People of levels 50, 15, and 5 group: the XP cap is 150k + 12k + 10k = 172k.

See also: GROUP, EXPERIENCE, MAXING

Commands

Carve

help carve

See: RATION

Game data

  • Level: any
  • Position: standing
Commands

Cast

help cast

cast '<spell>'
cast '<spell>' <target>
cast '<spell>' self

For magic users. If you want to throw a spell at someone or something. Note that the name of the spell must be enclosed by single quotes. If the spell is a combat spell, the spell will automatically target on the enemy you are attacking once you are engaged in combat. Some spells, such as heal, are harder to cast in combat. You can cast spells on yourself by putting self in as the target.

See also: SPELL <spellname>, ALLSPELLS, SPECIALIZATION, MANA

Game data

  • Level: any
  • Position: sitting or better
Skills

Charge

help charge

charge <target>

This skill allows paladins and certain specialized creatures to charge at opponents with a charging weapon. THe best charging weapons are long, piercing weapons like lances and spears. On a successful charge with a charging weapon, the attack will inflict double damage on the victim. This can be used to charge at opponents in adjacent rooms.

Game data

Related: Paladin, Mount, Ride

Classes and races

Charisma

help charisma

See: STATS

The world and its rules

Charmies

help charmies

See: ALLIES

Commands

Check

help check

check <skill/spell name>

This allows players to check on their ability to use a given skill. The player will receive information about his/her level of expertise with the skill if they know it already and if not, they will learn if they can ever learn it and at which level.

See also: STUDY, SKILLS, GUILDMASTER

Game data

  • Level: any
  • Position: resting or better
Start here

Classes

help classes

Player characters belong to one or more classes. The classes are:

Barbarian: Big fighters who cannot use any magic items. Cleric: Healers and casters of spells.
Druid: Spell casters in tune with the balance of nature. Magic User (Mage): Casters of powerful spells.
Monk: Master of their own bodies.
Necromancer: Evil summoners who raise an army of the dead.
(This class is abbreviated to 'k' so as to not confuse it with Mage.) Paladin: Warriors of light, blessed by the gods.
Psionist: Those who have developed the powers of their mind. (This class is abbreviated to 'i' so as to not confuse it with Paladin.) Ranger: Wilderness fighters for the cause of good.
Thief: These sneaky characters have a mighty backstab.
Warrior: The backbone of any fighting force.

Some classes may be combined to form a multiclass character, such as an Elven Mage/Thief or a Dwarven Cleric/Warrior. Any race may take any class or combination, except half-giants: they are single-class warriors or barbarians only. Monks and barbarians are always single-class.

Multi-classed PCs are slower to advance in levels, since they split their experience (XP) among their classes.

See also: BARBARIAN, CLERIC, DRUID, MAGE, MONK, NECROMANCER, PALADIN, PSIONIST, RANGER, THIEF, WARRIOR, ALLSKILLS, ALLSPELLS, RACES, GUILD, ADVANCED

Classes and races

Cleric

help cleric

Clerics channel the powers of their deity to bestow healing and protection spells on themselves and others. They are especially useful in groups for their ability to heal and protect warriors and other group members. Their most useful spells are "heal" which bestows 100 hitpoints on the target, and "sanctuary" which bestows protection to the target such that they will only incur 1/2 of normal damage from attacks. They can also employ several useful utility spells such as "fly", "true sight", "summon" and "locate object". At higher levels they can even ressurect the dead!

Clerics are also pretty fair fighters if they are properly equipped to fight. They gain a fair amount of hp's and can use a pretty good array of weapons and armor.\ To achieve their maximum powers, clerics need to be wise and intelligent, but to be decent fighters they also need decent strength, health, and dexterity.

To review your spell list, use 'study c'.

See also: PRACTICE, SKILLS, STUDY, CAST, SPELL DAMAGE, MAGIC, MANA, ALLSPELLS

Skills

Climb

help climb

climb <direction>

This skill may be used instead of climb to scale the sides of ravines, cliffs, etc.

See also: SPELL FLY

Game data

  • Learned by: Barbarian 1, Ranger 1
  • Also taught by: a rough looking mountaineer (The Spine of Mon Crewyll), up to 50%
Commands

Close

help close

See: OPEN

Game data

  • Level: any
  • Position: sitting or better
The world and its rules

Color

help color

Start here

Combat

help combat

Killing things (sometimes called Mobs, Monsters or NPCs) is the main activity in the game. Do not kill player characters.
Pre-combat information:

See : CONSIDER, EXAMINE, LOOK, SPY, SPOT, WHERE

Combat initiation

See : KILL, HIT, BASH, KICK, CAST, MIND, TARGET

Group fighting

See : FOLLOW, GROUP, ASSIST, RESCUE, SPLIT, GWHO

Escaping when loosing

See : FLEE, RETREAT, FEIGN DEATH, WIMPY

Using non-player followers

See : ORDER, MOUNT, ALLIES, GUARD

Missile combat

See : SPOT, NOTCH, FIRE, THROW

Healing

See : REST, SLEEP, SPELL CURE LIGHT, SPELL HEAL, FIRST AID, SPELL REFRESH

Arena

See : ARENA, WHOARENA

Start here

Commands

help commands

Every command you can type, grouped by what it is for, each a link to its help where it has one. INFO COMMANDS picks out the ones to know first.

See also: INFO COMMANDS, SOCIALS, ALIAS

Commands

Help and information

help · commands · news · information · iteminfo · levels · allskills · allspells · time · weather · world · credits · wizlist · poll

Your character

score · attribute · abilities · skills · check · equipment · inventory · quests · practice · practise · train · gain · study · title · save · quit · home · sethome · house · professions

Settings

alias · set · brief · cls · wimpy · afk · deafen · nogossip · notell

Moving and exploring

hellhole · north · east · south · west · up · down · look · glance · examine · exits · where · enter · leave · open · close · lock · unlock · pick · push · pull · lift · turn · twist · doorbash · search · spot · track · find · climb · swim · fly · land · run · gallop · mount · dismount · ride · sneak · spy · hide · camouflage · sit · rest · sleep · stand · wake

Objects

freegear · get · take · drop · put · give · wear · wield · hold · grab · remove · junk · empty · pour · eat · devour · drink · sip · taste · quaff · recite · read · write · use · identify · value · evaluate · split · load · notch · throw · fire · shoot · brew · carve · chop · tan · build · gather · mine · mix · smith · craft · fish · cook

Fighting

kill · hit · attack · consider · assist · rescue · guard · flee · disengage · kick · bash · backstab · disarm · parry · berserk · charge · behead · bellow · heave · springleap · quivering palm · feign death · provoke · shieldwall · envenom · dirtkick · wholeness · warcry · heroic · steal · order · call · smash · dive · buck

Magic and powers

cast · pray · mind · meditate · focus · first aid · lay on hands · adrenalize · aura · blast · blessing · breath · breathe · flame · great · hypnotize · psionic invisibility · vis · messenger · sending · shield · summon · telepathy · portal · doorway · scry · disguise · reap · canibalize · activate · deactivate · return

Groups and followers

group · gtell · gwho · follow · join · promote · dismiss · report · free · feast

Talking and others

say · tell · reply · shout · gossip · lgossip · global · newbie · qtalk · mutter · emote · pose · echo · dream · insult · highfive · point · who · whois · whozone

The arena

arena · whoarena

The world and its rules

Communication

help communication

Players talk through the chat (see CHAT): Here (the room), Group, Zone, Global, Newbie and Private messages.

Doing things others see, in the room:

See : EMOTE, SOCIALS, POSE, REPORT, MUTTER, POINT

Talking

See : CHAT, SAY, TELL, REPLY, GTELL, GOSSIP, GLOBAL, NEWBIE

Other communication

See : MAIL, WRITE, PRAY, AFK, SENDING, TELEPATHY, MESSENGER

Reporting bugs, typos and ideas:

See : FEEDBACK

Start here

Chat

help channels · help chat

Talking to other players is one chat system, beside the game: no moves, no languages, and sleep or a silenced room don't stop it. The Chat pane lists the channels down its side; open one to read it and write in it.

Here everyone in the room with you (say, ')
Group your group, wherever they are (gtell)
Zone everyone in your zone; it follows you (gossip)
Global everyone playing (global, shout)
Newbie questions about playing, answered by anyone (newbie)
Private one player, anywhere (tell <name>, reply)

From the main window, @name and #channel send a line: @bob on my way, #global anyone for Moria? A chip then keeps your plain lines going there until you clear it (Esc), and /look runs one game command. A fight clears the chip, so your lines are commands again.

Each channel's "main window" switch shows it in the main window too, so you can follow it while you play. Leaving a channel (the pane, or nogossip, notell, deafen) stops it reaching you.

Channels have rate limits instead of costs: talk too fast, or say the same thing twice, and the chat asks you to wait.

To change something you said, hover over your message in the Chat pane (tap it on a phone) and choose Edit or Delete; ↑ in an empty chat box edits your last one. Everyone who has it sees the change; an edited message says "(edited)".

To show someone an item, drag it from your Inventory into the chat box (drag it over the Chat tab to open it, if it is behind the Gear tab). Its name goes into your message, and in the message it is a link: anyone can click it to see what the item is, as identify shows it. You can also type {{keyword}} for something you carry, as '{{sword}}'. Editing a message turns its items back into plain names.

Private conversations are kept between visits (see TELL). The channels start empty each time you enter the game; if your connection drops and you come back, what was said meanwhile is there.

See also: SAY, TELL, REPLY, GTELL, GOSSIP, GLOBAL, NEWBIE, EMOTE

Commands

Consider

help consider

con <monster>

This command will compare your level with the <monsters> level. You will then receive a rough estimate, which is by no means exact. (Actually, it's usually an outright lie.) Consider does not take hitpoints/special attacks/damage into account.

See also: SPELL KNOW MONSTER

Game data

  • Level: any
  • Position: resting or better
Classes and races

Constitution

help constitution

See: STATS

Commands

Credits

help credits

credits

Who made the game and the games it grew from: the programming and the original concepts. It is mainly historical, as the game has changed a great deal as it passed from implementor to implementor. Typing credits opens this page.

See also: ZONES

Game data

  • Level: any
  • Position: any (even asleep)
Grindy Mud is a new codebase in typescript and vue client with 
many graphical features game balance differences and 
content changes and was greatly inspired by the following:

gnsmud - Implementer Drongo

SDmud under development by Grenville McWilliam (Maxum)
SDmud is based on Shadowdale Mud www.sdmud.org 7777
---------------------------------------------------------------------------
Development of Shadowdale MUD (moving further toward Shadowdale only):
B. Light (Uma) 
Shadowdale MUD was the evolution of DaleMUD
---------------------------------------------------------------------------
Development of DaleMUD by :
M. Wilson  (Celestian)    D. Julitov (Aarcerak)  M. Antich (Hiisi)
DaleMUD was based on SillyMud
---------------------------------------------------------------------------
    SillyMUD was developed on machines at the University of Florida by:
J. Brothers    J. Sievert    K. McClelland    S. Gardner
R. Forsman    P. Martin
            SillyMUD was based on DIKUMud.
----------------------------------------------------------------------------
                     Original game idea, concept, and design: 
         Katja Nyboe               [Superwoman] (katz@freja.diku.dk)
         Tom Madsen              [Stormbringer] (noop@freja.diku.dk)
         Hans Henrik Staerfeldt           [God] (bombman@freja.diku.dk)
         Michael Seifert                 [Papi] (seifert@freja.diku.dk)
         Sebastian Hammer               [Quinn] (quinn@freja.diku.dk)
------------------------------------------------------------------------------
Developed at:
  DIKU - The Department of Computer Science at the University of Copenhagen.
Classes and races

Dark Dwarf

help dark dwarf

(Not a race new characters can choose: you meet them in the world.)

Dark Dwarves are ugly, twisted, Dwarf-like creatures of the Underdark. The dwarves claim no relationship with them, but Dark Dwarves can be assumed to be similar to Dwarves in most respects, except they fight on the side of evil in the race war. It is said Dark Dwarves serve Dark Elven masters.\ Dark Dwarves start at 45, mature at 61, reach middle age at 121, old age at 181, and are ancient at 271.\ They may be any class (see CLASSES).

See also: DWARF, RACES, LEVEL LIMITS, CLASSES, RACE WAR, AGING

Classes and races

Dark Elf

help dark elf

The most evil race of elves, these live under the ground and rarely tunnel out to the surface. They have infravision and are well coordinated, but may not have good constitution. They like to enslave other races, and especially hate other elves. They are cold blooded killers, and masters of magic. The sunlight causes their eyes extreme pain, so they cannot fight well in sunlight. Generally dark elves have black colored skin and white hair. Very occasionally, Dark Elves will automatically cast darkness and levitate on themselves. Dark Elves fight on the side of evil on the race war. In fact, they are the main instigators of the race war, since they would very much go wipe out the good races completely, and enslave the bad races. Not even other Dark Elves trust Dark Elves.\ In comparison to good elves: the same as elves, but higher dexterity and infravision; minus to hit in lighted rooms; they automatically cast darkness and levitate on themselves occasionally.

Dark Elves start at 120, mature at 251, reach middle age at 501, old age at 751, and are ancient at 1126. They may be any class (see CLASSES).

See also: ELF, SPELL DARKNESS, RACES, LEVEL LIMITS, CLASSES, RACE WAR, AGING

Commands

Deafen

help deafen

deafen

Leaves the Global chat channel; type it again to rejoin.

See also: GLOBAL, NOGOSSIP, NOTELL, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
Start here

Death

help death

When you die, and it is not due to a DT:

Level Exp loss
1 to 10 none: deaths are free
11 to 50 a tenth of the experience you have gained since your level

So a death never costs you a level, and dying again soon after (on the way back to your corpse, say) costs little or nothing. The game tells you what you lost.

If you are resurrected or reincarnated after you die, you do not lose the experience, but you do lose 1 point of Constitution. You must exit the game upon death, and not re-enter until after the resurrect or reincarnate, for the spell to work.

Corpses are automatically saved over a crash, but you must get back to it before it dissolves, or it may be gone. It is illegal for players to loot the items from your corpse, but monsters and other NPCs take your things quite happily.

See also: LEVELS, EXPERIENCE, SPELL RESURRECT, SPELL REINCARNATE, DT

Commands

Deposit

help deposit

deposit <number>
deposit all

Use this in a bank to deposit coins into your account's bank, which all your characters share. It holds up to 10,000,000,000 coins.

See also: BALANCE, WITHDRAW, BANK

Game data

  • Level: any
  • Position: resting or better
Classes and races

Dexterity

help dexterity

See: STATS

Skills

Disarm

help disarm

disarm <monster>
disarm <trap>

There are two kinds of disarm. Disarming weapons and disarming traps.

If one types disarm <monster>, then, if the player has the disarm weapon skill, and successfully uses it, the monster's weapon will fly from its hand/tentacle, etc. If the player is already fighting a monster, just disarm will automatically attempt to disarm the monster being fought.

If one types disarm <trap>, if the player has the disarm traps skill, one can attempt to disable the trap.. failure indicates a high probability that the trap will be sprung on the player attempting the disarm.

See also: FIND TRAPS, SPELL FIND TRAPS

Game data

Skills

Dirt Kick

help dirt kick · help dirtkick

dirtkick <monster>
dirtkick

A thief's dirty trick: kick dirt into a foe's eyes. If it works they are blinded for a little while (they hit 4 less often and are easier to hit). It starts a fight, and takes two rounds to do whether it works or not. Typed alone in a fight, it is aimed at the one you are fighting.

See also: POISON WEAPON, SPELL BLINDNESS

Game data

Commands

Disengage

help disengage

disengage

This stops you from continuing to fight. It only can work if you are not currently being attacked yourself. Thieves may not immediately surprise the opponent again with a backstab, but must somehow lose the opponents attention.

See also: FLEE

Game data

  • Level: any
  • Position: sitting or better
Skills

Disguise

help disguise

disguise

Disguise is a skill that allows thieves to disguise themselves. The result of this is that all mobs that hate you will not recognize you and therefor will not hunt you or attack you. This does not work on other players.

See also: SNEAK, HIDE, THIEF

Game data

Commands

Dismiss

help dismiss

dismiss <monster>

dismiss all

This sends summoned creatures back to the plane on which they originated. Sometimes you must dismiss them in a certain order. This only works for monsters under your control, visible to you, and in the same room as you.

'dismiss all' also releases the ones under your control that are somewhere else (lost, or left behind), so you can summon or raise new ones in their place.

Game data

  • Level: any
  • Position: resting or better

Related: Allies, Order

Commands

Dismount

help dismount

See: MOUNT

Game data

  • Level: any
  • Position: standing
Skills

Doorbash

help doorbash

doorbash <doorname>

Doorbashing is a skill that allows one to open locked doors. One must refer to the door by name, not the direction of travel. Success means that the door is unlocked and opened and the attempter is placed in the room on the other side of the door, while failure causes the attempter to be stunned for a short time, and take a fair amount of damage in the process.

See also: PICK, SPELL KNOCK

Game data

Skills

Dodge

help dodge

none

Dodge allows fighters and Monks to avoid damage in combat. Not a lot, 1-3 points, but every little bit helps. Each time you are hit, the game checks your dodge skill, which should not improve with use, only with study. If you make it, the damage is reduced by 1-3 points. This applies to physical attacks only. This skill is automatic, each attack is automatically checked against your dodge skill level.

See also: PARRY

Game data

Commands

Drink

help drink

drink <liquid>

How to take care of that nasty 'You are thirsty' message. Look in the container to get a clue what it might contain. Try: water, beer, wine, ale, dark ale, whisky, lemonade, firebreather, local specialty, green slime, milk, tea, coffee, or blood.

See also: WATER, EAT, TASTE, SIP, POUR, FILL, LOOK

Game data

  • Level: any
  • Position: resting or better
Commands

Drop

help drop

drop <see below for options>

"Drop" is used to drop things you are carrying in inventory, or to drop coins from your purse, into the room you are in.

The various options for this command are:

"drop <item>" drops the first instance of "item" listed in your inventory. Example: "drop bread" drops the first bread item in your inventory.

"drop n*<item>" drops n number of "item"s from your inventory. Example: "drop 4*bread" drops 4 bread items from your inventory.

"drop n.<item>" drops the nth instance of "item" listed in your inventory. Example: "drop 4.bread" drops the 4th bread item listed in your inventory.

"drop all.<item>" drops all instances of "item" listed in your inventory. Example: "drop all.bread" drops all bread items from your inventory.

"drop all" drops all items listed on your inventory.

"drop n" or "drop n.coins" both drop n number of coins. Example "drop 30" or "drop 30.coins" drops 30 coins.

"drop all.coins" drops all your coins.

Note: You need to be able to see any specified item(s) in your inventory that you want to drop, but you can "drop all" regardless. Also, you won't be able to drop cursed items.

See also: GET, INVENTORY, SPELL CURSE

Game data

  • Level: any
  • Position: resting or better
Classes and races

Druid

help druid

Druids are spell casters who are in tune with the balance of nature. They must maintain a neutral alignment (between -600 and 600). A Druid who has fallen from the path may never return to being a Druid, but instead becomes a Cleric.

** Learn flame blade and tree travel as soon as you can. **

To review your spell list, use 'study d'.

See also: STUDY, PRACTICE, SKILLS, CAST, ALIGNMENT, SPELL DAMAGE, MAGIC, MANA, ALLSPELLS

Classes and races

Drow

help drow

See: DARK ELF

The world and its rules

DT

help death trap · help dt · help hardcore

A DT, or death trap, is a room that is your end the moment you walk in: a fall into a chasm, a pool of acid, a crushing ceiling. Usually there are warnings in the rooms next to one, but not always, so look ahead when exploring. The map marks the death traps you know of and never walks you into one.

What a death trap costs you depends on your level and one setting:

  • Up to level 10 the gods are kind: they snatch you away and set you down at home with everything you had.
  • From level 11, normally: the gods still catch you, but at a price: half the gold you carry is lost. Gold in the bank is never touched, and you keep your equipment.
  • From level 11 with hardcore death traps on: the death trap kills you, as in the old days. Your gold and all your equipment are lost (they are recycled back into the game); you do not lose experience.

Hardcore death traps are off unless you turn them on: in Settings (Character), or with set hardcore on, which explains them first and asks you to confirm with set hardcore yes. set hardcore off turns them off again.

See also: ROOM TELEPORT, QUESTS

Skills

Dual Wield

help dual wield

wield <primary weapon>
hold <secondary weapon>

This skill allows one to wield two weapons at once. Generally this means a smaller/lighter weapon in the holding hand. To use your secondary weapon you must HOLD it, not wield it. Most weapons cannot be held.

If you are not very good at this skill you will frequently fumble your weapons in combat.

This skill is primarily used by Rangers but a devoted single-class Thief can also learn to dual wield if only a suitable teacher can be found.

See also: RANGER, FUMBLE

Game data

  • Learned by: Ranger 1
  • Also taught by: The Weapon-Master (Shadows of the City), up to 25%
Classes and races

Dwarf

help dwarf

Wide as a barrel and about as tall. This short stocky race builds the best stone houses/tunnels or anything made of stone around. Perhaps due to their underground existence, Dwarves have developed the ability to see outside the normal range of visible light, into the infrared. Due to their short legs they sometimes have trouble keeping up with companions of taller races. Dwarves are known to have very good constitution, but as also known to be very hard to get along with. Some races hate all dwarves. Some (jealous of fine Dwarven craftsmanship no doubt) claim dwarves are a bit clumsy. Dwarves do seem to gain HP faster, and they are hard to poison. If a dwarf does not have a beard a foot long he must be a baby. Dwarves fight on the side of good in the race war.\ Dwarves start at 45, mature at 61, reach middle age at 121, old age at 181, and are ancient at 271.\ They may be any class (see CLASSES).

See also: GNOME, DARK DWARF, RACES, LEVEL LIMITS, AGING

Commands

Eat

help eat

eat <food>

How to take care of that nasty 'You are hungry' message. Note: You can die of starvation.

See also: POISON, FOOD, DRINK

Game data

  • Level: any
  • Position: resting or better
Commands

Echo

help echo

echo

This toggles the echoing of your emotes off or on. (What you say in the chat always shows: see CHAT.)

This is also a wizard command; This command sends the text of its argument to everyone in the same room as the wizard. The wizard gets no feedback and does not see the message.

See also: UTILITY

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Editor

help editor

A poll's question and a few other long texts are typed a line at a time: each line you send is added to the text. An @ ends it (anything after the @ on that line is left out). A text too long is cut where it stops fitting, and the editor ends.

Classes and races

Elf

help elf

Sharp features such as pointed ears set this race apart from most. They are known to be flighty and not dependable. Elves are also known to be some of the best magicians around, as well as being one of the most dexterous races. They fight on the side of good in the race war. The subraces of elf are:

  • Moon Elf: More Movement, faster Mana gain, higher dex, lower con than humans. Some races have a racial hatred for them. Supposedly they detect secret doors and have infravision.
  • Gold Elf: Same as Moon, except more intelligent and less wisdom.
  • Wild Elf: Same as Moon except stronger, less intelligent.
  • Sea Elf: Same as Moon except healthier and stronger, less dexterous. They can naturally breath water and have innate empathic

abilities to communicate underwater & in silenced rooms. Moon and Gold Elves start at 120, mature at 251, reach middle age at 501, old age at 751, and are ancient at 1126.\ Wild and Sea Elves start at 120, mature at 151, reach middle age at 301, old age at 451, and are ancient at 676.\ (Dark elves, or Drow, are very different and are listed separately.) They may be any class (see CLASSES).

See also: DARK ELF, HALF-ELF, RACES, LEVEL LIMITS, CLASSES, AGING

The world and its rules

Elves

help elves

See: ELF, DARK ELF

Commands

Emote

help emote

emote <text>
: <text>
emote <text> ^<target name> <text>

This places the specified text after your name, for everyone in the room to see. A : (colon) may be used as shorthand for emote. If the character "Player" types 'emote pounds her head against the wall', then everyone in the room will see, 'Player pounds her head against the wall'. This is purely social, no action is truly taken.\ There is also an advanced emote now! You can now select a target for your emote using the symbol "^". An example would be if our character "Player" is in the room with Celestian and he types 'emote prays to ^celestian for help.' Then all in the room *except* Celestian would see: 'Player prays to Celestian for help.' and Celestian would see: 'Player prays to you for help.'

See also: SOCIAL, COMMUNICATION, POINT, MUTTER, INSULT

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Empty

help empty

empty <container> [<new container>]

This allows you to empty a container's contents into another container or onto the floor if no new container is listed.

See also: POUR

Game data

  • Level: any
  • Position: resting or better
Commands

Enter

help enter

enter
enter <object>

If you type 'enter' while you are outdoors, you will enter any nearby shelter. You can also follow 'enter' with an argument; for example, 'enter window' or 'enter pool'.

See also: LEAVE

Game data

  • Level: any
  • Position: standing
Commands

Equipment

help equipment

eq

Opens the Gear tab of the Character pane: the armor, weapon, charms etc. you are wearing, with links to remove or identify each.

Also, things that can be picked up are called equipment or objects. This is sometimes abbreviated to EQ.

On general item handling

  • 2.item: Second item of that name (wear 2.bag)
  • all.item: all items of that name (get all.bread)
  • 9*item: that many of the item, up to 9 (put 9*potion bag)

See also: INVENTORY, CHARACTER

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Evaluate

help evaluate

evaluate <item>

This can be used by anyone in shops to find out how much an item might sell for.

For thieves, this skill tells you the value and some of the vital stats of an object. For example, 'evaluate sword' will tell you interesting stuff about the sword. The numbers may be inaccurate. As you get better at the skill, the numbers become more and more accurate. NOTE: The item must be in your inventory for this to work.

See also: IDENTIFY, INVENTORY

Game data

  • Level: any
  • Position: resting or better
Commands

Examine

help examine

examine <item/monster>

May give you some valuable information about an item, or a monster.

See also: LOOK

Game data

  • Level: any
  • Position: sitting or better
Commands

Exits

help exits

exits

Gives you a list of the obvious exits from your location. Of course, the less obvious ones will not show up here - you have to THINK in order to locate those.

See also: SET

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Experience

help experience

Whenever you kill a monster, you earn experience points. When enough experience points are earned, you raise a level at once, wherever you are (no trip to your guildmaster). There is a cap on experience per kill determined by the group size. You can max out on a creature, see: MAXING.

New characters earn more: triple experience up to level 5, double up to level 10, then a little less each level until level 15, where the bonus ends. The message for each kill gives what you actually receive, and why (for example "You receive 360 experience (×3 newcomer bonus)."). A multi-class character's experience is split between their classes, and the message says so too.

Exploring pays as well: the first time any character of your account enters a zone none of them has been in, that character gains a hundredth of a level's experience (of their highest class). Later characters of the account get nothing there. There is none for the town you start in, and none at level 50.

Using your skills and spells pays too: each that works gives 100 experience for every level of the skill (the level your class learns it at). In a fight that is always paid in full. Out of a fight it comes from your practice pool, a tenth of your level's experience: once it is spent, practice gives nothing more ("You've learned all you can from practice for now") until it fills again. It fills back evenly over an hour, logged in or not, and never past full; a new level keeps it as full as it was.

See also: GROUP, SCORE, DEATH, GAIN, CAPS, MAXING, ADVANCED

The world and its rules

Feedback

help bug · help feedback · help idea · help typo

To report a bug or a typo, or to suggest something for the game, click the Feedback button beside Exit, under the game's text. On a phone, it is the speech bubble beside Exit, and Feedback in the More menu.

Choose what kind of feedback it is (General, Typo, Bug or Feature request) and write as much as you like, up to 10,000 characters. The staff read every one, and see which character sent it and the room it was in, so for a typo it helps to send it from the room where you saw it.

See also: COMMUNICATION

Skills

Feign Death

help feign death

feign death

Allows a Monk to pretend that they are dead. The people/things that are attacking you will stop fighting you, and may leave you alone completely, although it is best to leave the room as soon as possible. In order to pretend to be dead the Monk puts himself in a position similar to sleep.

See also: MONK

Game data

  • Learned by: Monk 1
The world and its rules

Figurine

help activate · help deactivate · help figurine

activate <figurine name>
deactivate <figurine name>

Figurines are objects that turn into pets when held and activated. The pet turns back into the figurine after a period of time, or when you deactivate it. You have to be in the room with the pet to deactivate it. When the pet becomes the figurine again, the figurine drops to the ground. These items may have a limited number of uses, and they may shatter if the pet dies.

See also: IDENTIFY, ALLIES

Commands

Fill

help fill

fill <container>

Do this if you want to fill a container with water at a water source, such as a fountain.

See also: POUR, DRINK, WATER, SPELL CREATE WATER, FIND WATER

Game data

  • Level: any
  • Position: sitting or better
Skills

Find Food

help find food

find food

This skill will allow a person to find food outside. It may only be improved by study, not by practice.

See also: FIND WATER, FIND TRAPS, EAT

Game data

The world and its rules

Find Traps

help find traps

FIND TRAPS

Enables you to detect the presence of traps in a room. If you don't know how to "hunt" for them, seek someone to teach you this skill.

See also: SPELL FIND TRAPS, FIND FOOD, FIND WATER, DISARM

Skills

Find Water

help find water

find water

This skill will allow a person to find water outside. It may only be improved by study, not by practice.

See also: FIND FOOD, FIND TRAPS, DRINK

Game data

Commands

Fire

help fire

fire <target>
shoot <target>

The command parameters for FIRE are 'fire <mobname>' where mobname is the mob you wish to shoot the weapon at. Most items require a load/notch before you can do this.

See also : NOTCH, SPOT, THROW

Game data

  • Level: any
  • Position: any (even asleep)
Skills

First Aid

help first aid

first aid

This skill allows a character of some classes to cure a few hit points per level of the character. This can only be done once per day (supplies etc.). This can only be done on yourself.

See also: SPELL CURE LIGHT, LAY ON HANDS

Game data

  • Learned by: Barbarian 1, Paladin 1, Ranger 1
  • Also taught by: a crotchety cleric (Newbie University), up to 15%
Commands

Flee

help flee

flee

If you are in a fight and things are beginning to get a little uncomfortable (maybe you are about to die), just type 'flee', and presto! you are out of harm's way - that is, IF you are still standing and, IF there is a suitable exit nearby, IF you succeed at your flee, and IF that exit does not simply take you out of the frying pan and into the fire... but then, who wants to live forever? Also, some classes lose experience for fleeing if they cannot retreat, so use it cautiously!

See also: WIMPY, DISENGAGE

Game data

  • Level: any
  • Position: sitting or better
Skills

Focus Ki

help focus ki

focus <target>
focus

This will focus the monk's inner strength on a monster, knocking the monster down. However, a monk can become exhausted. and the monster may stand up at an unpredictable time. Once you are in battle, there is no need to type the target, it targets what you are fighting.

See also: BASH

Game data

  • Learned by: Monk 1
Commands

Follow

help follow

follow <person>
follow <self>

If you happen to be going in the same direction as someone else, why not simply follow that person? In order to be grouped by someone you must be following them. As soon as you follow someone else, including yourself, you are no longer a member of whatever group you may have been in.

See also: GROUP

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Food

help food

The bakers have a small selection of bread. One shop is west of the Old Skull Inn in the village of Daleville. Also, look for food in inns and bars.

See also: EAT, SPELL CREATE FOOD, FIND FOOD, SPELL MINOR CREATION

Commands

Free

help free

free [<target>]

This command allows you to free someone that is being held by someone else. The command can be used to free yourself if you are held, free your hold victim if you are holding them, or help free somone you see that is held. If no target is supplied, the default will go to yourself if you are held, otherwise to your holding victim if you are holding someone.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Paralyze, Flee

Commands

Free gear

help freegear

freegear

Lost everything? If you died and can't get back to your corpse, freegear outfits you again with the plain starting equipment your classes begin with (armor, a weapon if your class uses one, a light, a bag, bread and water).

You can only ask while you wear and carry nothing, and only once a game day (about 26 minutes). While you wait, it shows among your buffs as "freegear" with the time left.

Game data

  • Level: any
  • Position: resting or better

Related: Death, Equipment

The world and its rules

Fumble

help fumble

If you are attempting to dual wield two weapons at once, there's a chance you will fumble your secondary weapon in combat. If you're not too clumsy at it, you'll only drop your secondary (held) weapon. Otherwise, you'll also drop your main weapon as well. In any, you'll have to pick up up the drop weapon(s) from the ground and hold/wield it again.

See also: RANGER, DUAL WIELD

Commands

Gain

help gain

You do not need to GAIN any more: as soon as you have the experience for your next level, you have it, with its hit points and everything else, and the game tells you so. Several levels at once come\ together ("x3"). Monks and druids no longer fight for their levels either.

Each level also teaches you the skills and spells your class learns at it, at 70% (one line each below the level message): see SKILLS.

Typing 'gain' at your guildmaster still works, if ever a level is waiting.

See also: EXPERIENCE, LEVELS

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Get

help get

get <item>
take <item>
get <item> [from] <container>
get all <container>
get all

If you find something interesting on the ground, you may use 'get' to pick it up. If you are in a hurry, or if you just feel very greedy, you may type "get all". You can also use 'get' to extract objects from containers.

  • You may number the item: get 2.fish
  • You may get several: get 3*rock
  • You may hyphenate: get large-skin

See also: DROP, PUT

Game data

  • Level: any
  • Position: resting or better
Commands

Give

help give

give <object> <target>
give <number> coins <target>
give <number>*<object> <target>
give <number>.<object> <target>
give all.<object> <target>

If you feel benevolent, you may give some stuff to someone in need. Also, you may use this command to give gold coins to someone.

On general item handling

  • 2.item: Second item of that name (give 2.bag someone)
  • all.item: all items of that name (give all.bread someone)
  • 9*item: that many of the item, up to 9 (give 9*potion someone)
  • 35 coins: that number of coins (give 35 coins someone)

See also: GET

Game data

  • Level: any
  • Position: resting or better
Commands

Glance

help glance

glance <person>

Use this to look at someone without seeing all their equipment.

See also: EXAMINE, READ, LOOK

Game data

  • Level: any
  • Position: resting or better
Commands

Gossip

help gossip

gossip <text>
#zone <text>   (from the main window)

Talks in the Zone chat channel: everyone in the same zone as you hears it. The channel follows you from zone to zone.

See also: CHAT, NOGOSSIP, GLOBAL

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Global

help global

global <text>
#global <text>   (from the main window)

Talks in the Global chat channel: everyone playing hears it. It costs nothing, but a few lines in a row and the chat asks you to slow down. SHOUT does the same.

See also: CHAT, DEAFEN, NEWBIE

Game data

  • Level: any
  • Position: any (even asleep)
Classes and races

Gnome

help gnome

Some would say that these guys look like a dwarf with a very large nose, I would not say that to a dwarf though. Gnomes are known to be very intelligent, but are not wise at all. They have the low movement and infravision of a dwarf, but have faster mana gain. Gnomes fight on the side of good in the race war.\ Gnomes start at 45, mature at 91, reach middle age at 181, old age at 271, and are ancient at 406.\ They may be any class (see CLASSES).

See also: DWARF, RACES, LEVEL LIMITS, CLASSES, AGING

Classes and races

Goblinoid

help goblinoid

(Not a race new characters can choose: you meet them in the world.)

Goblins are nasty little creatures, about the size of Halflings. They are not as strong as larger races, but make up for it by being more coordinated and less ethical. They live short brutal lives, and are just out for themselves. They have infravision, and like to steal. They fight on the side of evil in the race war.\ Goblins start at 17(mature), reach middle age at 29, old age at 43, and are ancient at 64.\ They may be any class (see CLASSES).

See also: RACES, LEVEL LIMITS, CLASSES, RACE WAR, AGING

Commands

Grab

help grab

grab <item>

For getting a good grip on something; a torch, for example.

See also: WEAR, WIELD, REMOVE, HOLD

Game data

  • Level: any
  • Position: resting or better
Start here

Group

help group

group <player>
group
group all

Use this to travel together and to share the experience from kills.

To make a group, a "leader" must be selected. All members of the group must then "follow" the leader using the follow command. The leader should follow him or herself. The leader can now toggle group membership for each player in the group, by using "group <player_name>". The leader should remember to include him or herself in the group.

Group with no argument show a list of people with whom you are grouped.

Group all groups everyone following you, including yourself.

NOTE: You can only add someone who is visible to you and in the same room as you to your group. Once grouped, group members will remained grouped and can still communicate via gtell even if they are separated.

If you are a group member, then you will share experience points for killing monsters. Experience points will only be shared among group members that are in the same location, at the time of the killing blow. Sharing is regardless of whether the group members have been participating in the fight.

  1. leader of a group gets 3% exp bonus per kill per other PC in group
  2. followers get 1% bonus (per other PC)
  3. Newbie groups (groups in which the highest level in the party is less than 11) get an extra bonus of 10% for groups of 2, 20% for groups of 3 or more.
  4. Chumps get an extra 5% bonus for groups of 3 or more.
  5. A charmed pet's kill gives its master a third of the pet's share.

Example

Quifael and Redferne wishes to group with Dragoun.

  • Quifael: follow dragoun
  • Redferne: follow dragoun

(Dragoun should be following no one but himself)
Dragoun : group all

Later when Dragoun gets upset at Quifael (because he is sleeping all the time) he types : "Group Quifael" to kick Quifael out of the group. If you want to leave the group you are in, follow someone other than the group leader, such as yourself.

There is a limit to the amount of experience you get per a kill based on the size of your group. See: CAPS

See also: SET, EXPERIENCE, GWHO, FOLLOW, ASSIST, PROMOTE, ADVANCED

Game data

  • Level: any
  • Position: resting or better
Commands

Gtell

help gtell

gtell <text>
#group <text>   (from the main window)

Talks in the Group chat channel: everyone in your group hears it, however far away they are.

See also: GROUP, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Guildmaster

help guildmaster

A guildmaster is an accomplished NPC who can teach you your skills. They often have GM or Guildmaster in their name, but not always.

Once at the guildmaster, you can see how good you are at your class's spells and skills. The spells and\ skills themselves come with your levels and get better with use.

Due to construction being done in Daleville, some of the guildmasters can currently be found lodging at the Old Skull. Others live around Daleville or in other home towns.

See also: PRACTICE, STUDY, CHECK, MAP

Commands

Guard

help guard

This is a command to use with order to get followers to assist you automatically if you are attacked.

A pet you summon (an elemental, an animal, a golem, the dead a necromancer raises) guards you from the start and joins your group, so the kills it makes count for you. A guarding ally joins your fight within a round of it starting. 'order <pet> guard off' stops it guarding.

See also: ALLIES, ASSIST

Game data

  • Level: any
  • Position: standing
Commands

Gwho

help gwho

gwho

This command will give a complete list of groups with group names.

See also: WHO, WHOIS, SET

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Half

help half

Classes and races

Half-Elf

help half-elf

A Half breed of human and elf, this race calls no place home and tries to make anywhere s/he stays their home. A Half elf can take on the qualities of either of it human or elvish parents. They usually have the infravision and can detect secret doors like an elf. They have good movement and mana gain. Half elves fight on the side of good in the race war.\ Half-Elves start at 25, mature at 51, reach middle age at 101, old age at 151, and are ancient at 226.\ They may be any class (see CLASSES).

See also: ELF, RACES, LEVEL LIMITS, CLASSES, AGING

The world and its rules

Halfelf

help halfelf

See: HALF-ELF

The world and its rules

Half Elf

help half elf

See: HALF-ELF

Classes and races

Half-Giant

help half-giant

Race of half giant and half human, they look more human than anything and can often be confused as a large human. Half-Giants are known for their high strength and constitution, but are a bit dim, and sometimes foolish. They can take an incredible amount of damage and live to brag about it. They are very large: they are the only race that can bash huge creatures, such as giants and dragons, which makes them the best warriors and barbarians in the Realms. They are only suited to being a Warrior or a Barbarian. They fight on the side of good in the race war. Half-Giants start at 25, mature at 31, reach middle age at 61, old age at 91, and are ancient at 136.\ Warriors and barbarians only (single class).

See also: RACES, LEVEL LIMITS, CLASSES, AGING

The world and its rules

Halfgiant

help halfgiant

The world and its rules

Half Giant

help half giant

Classes and races

Halfling

help halfling

Mini-humans is what they look like, but nothing like humans are they. Halflings like to enjoy good food and lay about. They are good at most Thief skills when born, although they are not a evil race. They are very dexterous, but not very strong. They usually have trouble keeping up with taller companions, but they recover there endurance and health faster than many other races. Halflings are hard to poison. Halflings fight on the side of good in the race war.\ Halflings start at 25, mature at 31, reach middle age at 61, old age at 91, and are ancient at 136.\ They may be any class (see CLASSES).

See also: LEVEL LIMITS, RACES, CLASSES, AGING

Classes and races

Half-Orc

help half-orc

Half human and half orc, this guy looks like a very very ugly human. Not very sure where to live these guys can be very dangerous or very helpful. They are however healthy, have infravision and have good move gain. They fight on the side of good in the race war, to the amazement of many.\ Half-orcs start at 17(mature), reach middle age at 29, old age at 43, and are ancient at 64.\ They may be any class (see CLASSES).

See also: RACES, LEVEL LIMITS, CLASSES, AGING

The world and its rules

Halforc

help halforc

See: HALF-ORC

The world and its rules

Half Orc

help half orc

See: HALF-ORC

Classes and races

Half-Ogre

help half-ogre

Half Ogres are huge hairy human looking race. They are not very smart nor very quick moving about, however they are strong and healthy. They have good move and hit point gain, and are big. They fight on the side of good in the race war, to the amazement of many. Half-ogres start at 17(mature), reach middle age at 29, old age at 43, and are ancient at 64.\ They may be any class (see CLASSES).

See also: RACES, LEVEL LIMITS, CLASSES, AGING

The world and its rules

Halfogre

help halfogre

See: HALF-OGRE

The world and its rules

Half Ogre

help half ogre

See: HALF-OGRE

The world and its rules

Headhunt

help headhunt

A headhunt is a simple type of quest run by the gods. They are NOT run on request. In a headhunt, those who participate try to spell out the announced word or phrase in heads. For instance, if a newbie was trying to spell "TOP" they might get the heads of a treant, otyugh, and priest from around Daleville. Only the name of the creature (the noun) counts for the letter. For instance, "small mouse" would only count for M, not S. To get the head off a corpse, 'behead corpse' while wielding a cutting weapon.

  1. You must collect the heads after the headhunt is announced, not use heads you previously had.
  2. The creatures you kill must not be far far below you in level. For instance, an adept should not kill creatures under level 25 or so. Anything a newbie can kill is acceptable for a newbie.
  3. You may not use more than one of any type of head.
  4. The first to shout or gossip to the gods that they have the complete set of heads wins. Only one person wins for each phrase.
  5. You may not receive help from outside the level range announced for the word you are trying to spell.

See also: QUEST, RESTRING

Skills

Heave Boulder

help heave boulder

heave <boulder> <target>

This command will allow barbarians and certain giant creatures to heave large rocks at targets. This is similar to the throw/fire/shoot command and should be used in conjunction with SPOT. You need to be carrying the item you are heaving in your inventory, and you may miss. Boulders can chip or break when heaved, which makes them smaller and, therefore, less damaging. The creature you hit may charge out and attack you, ignore you, or heave the rock back.

See also: THROW, SHOOT, NOTCH, SPOT

Game data

Skills

Heroic Rescue

help heroic rescue

heroic

This skill allows a Paladin to rescue someone in combat in the room. It is very similar to rescue, but a NAME field is not required. This means a Paladin can rescue anyone in his group simply by typing 'heroic' when a battle begins.

See also: RESCUE, PALADIN

Game data

The world and its rules

HG

help hg

Skills

Hide

help hide

hide

When you type hide there is a chance that you hide in the room. If hidden you can only be "sensed" by the "sense life" spell. Even if sensed your identity will remain hidden. Hide is broken by pressing return, regardless of whether you typed a command or not. You can hide while following someone, as long as you do not enter any commands.

See also: SNEAK

Game data

Commands

Hit

help hit

See: Kill

Game data

  • Level: any
  • Position: standing or fighting
Commands

Hold

help hold

hold <item>

For getting a good grip on something; a torch, for example. If you want to hold the second lantern in your inventory, hold 2.lantern.

See also: WEAR, WIELD, REMOVE, GRAB

Game data

  • Level: any
  • Position: resting or better
The world and its rules

HP

help hp

Hit points (HP) determine how much damage you can take before you die. How many you gain each level is based partially on you CON statistic and on your race, but has a random factor. To regain HP, wait, rest, sleep, or find a Cleric to heal you. If you do not seem to be gaining back hit points, check SCORE to see if you are hungry or thirsty.

See also: SCORE, REPORT, SPELL CURE LIGHT, SPELL HEAL, FIRST AID

Classes and races

Human

help human

Look in the mirror. Humans are the average the other races are compared with. They are subject to the least amount of racial hatreds. Humans fight on the side of good in the race war.\ Humans start at age 17, are mature at 21, middle aged at 41, old age at 61, and are ancient at 91.\ They may be any class (see CLASSES).

See also: RACES, CLASSES, AGING

Skills

Hunt

help hunt

track <target>

Enables you to track a mob or person. Once you start tracking them, you will see a message each time you move, telling which direction to go to find your target.

See: TRACK, SPELL MINOR TRACK, SPELL MAJOR TRACK

Game data

  • Learned by: Barbarian 1, Ranger 1
  • Also taught by: a Pirtatan hunter (Krilastia), up to 80%
Commands

Identify

help identify

identify <item> [worn | carried | here]

Anyone can identify an item, at no cost and at once: something worn, carried or lying here. With no place named, it looks at what you wear first, then what you carry, then what is here. In the Character pane's Gear tab, clicking an item (its icon or its name) does the same. The facts open in a card of their own, with the item's icon, what looking at it says and its buttons (wear, drop...); Escape or ✕ closes it.

The ID is a table, row by row:

Row What it tells
Keywords The words that name the item in commands.
Type Weapon, armor, worn, potion, wand and so on. "special" means the item has powers of its own.
Rarity How rare and good the item is: poor, common, uncommon, rare, epic or legendary (below). Only things you wear, wield, hold or light have one.
Worn on Where it goes. An item with no Worn on row is not worn.
Weapon, Damage The kind of weapon (see WEAPONS), the damage dice with their average roll, and the kind of damage it does (slash, pierce, pound...), which is what a monster's resistances refer to.
Armor What the armor is made of, from cloth to full plate, and its AC (0 to 9, 9 being excellent). Worn items are clothes: they have no AC but are worn instead of armor.
Spells, Spell, Charges A potion's, scroll's, wand's or staff's spells and the level they are cast at. A spell that gives back points says how much at that level, for example "mana (120 mana)". None of them takes you past your maximum.
Condition How worn something you wear or wield is, from 100% down: fighting, breath and acid wear it down, and at 0% it falls apart (see REPAIR); a repairman restores it. The item's icon shows the same as a bar along its foot, amber, or red when it is nearly gone.
Gives What wearing it does for you, like sanctuary or infravision.
Is What it is made of and what it does: glow, hum, magic, brittle (scraps easily), artifact (does not scrap)...
Not for Who cannot use it: classes, an alignment, men or women.
Only for The only classes that can use it (below).
Levels The levels it serves.
Weight, Value, Rent Its weight, its value, and its rent a day (none means free; unrentable items, such as keys, are left on the ground when you leave the game). LIMITED is below.
Affects What it changes while you wear it. Green helps you, red hurts.

Who can use it

You must have at least one class the item is not for. For instance, if you are a mage/warrior and an item is not for mage or warrior, you cannot wear it. But if you are also a cleric, and it is not barred to clerics, you can.

Only for turns this around: you must have only the classes listed. An item only for mage can be used by single-class mages only. An item only for mage and cleric can be used by mages, clerics and mage/clerics, but not by a mage/warrior.

Levels

An item that serves "20 to 30 only" can be worn only by a character whose average level is in that range. If you drop below its range, it falls off. "Gods only" items are for immortals.

Rarity

An item's rarity weighs what it gives against how scarce it is. The bonuses players chase count most: resisting blunt, then slash, extra damage and hit points, weapon spells and slayers, big damage dice, true sight and sanctuary. An item the game allows only one of, or with a high rent, counts as scarcer, and one that is never saved counts less. Any item that resists blunt and can be rented is legendary. Rarity also shows as the colour of the item's icon border: grey poor, green uncommon, blue rare, purple epic, orange legendary (a common item keeps the plain border).

Limited

A LIMITED item is one the world holds only so many of (or one with a rent over 10,000 a day). A new one loads only while fewer than that many exist, counting the ones players keep in rent. If you stay away more than 30 days, the limited things you kept go back into the world (see RENT), and when you are rented out (after going idle), you can keep only so many of them, more as you rise in level. LIMITED is not the same as rarity: a limited item can be of any rarity.

Affects

  • armor: a negative number is better armor.
  • saving: a negative number protects you. Saves are as in D&D.
  • hit means hitpoints; hitroll means 'to hit'; hit-n-dam is both 'to hit' and 'to damage' combined.
  • mana-regen is how much mana you get back each tick (game hour).
  • spellfail is your chance (1 to 100) to fail a spell: casters want negative numbers.
  • resists means half damage, weak to double damage, immune to no damage.
  • slays a race (see ALLRACES) or an alignment: double total damage to them.

The Item Database (a link under the message of the day on the character list, or /items on the game's web address) shows the ID of every item in the world, and which monsters and shops have it.

See also: RECITE, FIGURINE, SPELLFAIL, EVALUATE

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Immortality

help immortality

Some characters have left this mortal coil and become Immortals (sometimes referred to as god or wizards.) You may REQUEST immortality after you earn 200,000,000 experience per class. Very rarely, someone will be given an immortal for some significant service to the mud.

You must find a god to sponsor you into immortality. Each current immortal above level 51 can sponsor a few others to be immortals. The sponsoring immortal oversees your training, and helps you progress to level 52, so that they can sponsor someone else.

We ask that when you request immortality, you do so with ALL your equipment still intact, to keep equipment circulating, and prove your commitment. Please do not get rid of anything that you normally used over the adept portion of your career, and give away NOTHING at all for the last 10 or so million experience. If you played a well equipped adept, we expect you to sacrifice a well equipped adept in order to become an immortal. Trying to weasel around this and find loopholes will show you are not suited to immortality, where you must obey strict rules, enforce the intent of rules, and consider the good of the mud before your own personal good.

Newbie Immortals (level 51) are give limited power and must follow strict rule preventing them from helping (or harming) mortals. They must not interfere with the normal running of the game. The are not allowed to use their immortal character to gain any information about the mud. As immortals perform services to the MUD, such as writing zones, they may be advanced in level. The highest immortals, the true gods of the mud, are bound only by their own code of honor. The rules they set for lower gods express how they expect the mud to be run. Do not ask them to do thing lower gods are not allowed to do, as they may get irritated.

**** THINK carefully before you ask to become an IMMORTAL! *****

Many people find it VERY boring. You can't group with friends, can't kill stuff, can't cast spells on mortals, and can't explore anything. Even what you say to others becomes restricted, as you may have privileged information, and are considered to be representing the MUD when you speak to mortals. Unless you wish to write zones or do other work on the mud, immortality is rather pointless.

See also: WIZLIST, IMPLEMENTOR, PRAY, WHO

The world and its rules

Implementor

help implementor

The most powerful beings in existence. Their function is mostly administrative. Don't whine too much in their presence.

See also: WIZLIST

The world and its rules

Inn

help inn

Inns are places where the weary traveler may rest. Renting a room (RENT) is a safe and comfortable way to leave the game, and you start in that inn when you return. It is never needed: your things are kept for you, free of charge, however you leave.

See also: OFFER, RENT, QUIT

Commands

Insult

help insult

insult <person>

Try it and see! But you had better be sure they are not easily offended first...

See also: MUTTER, SOCIALS, POINT, EMOTE

Game data

  • Level: any
  • Position: resting or better
Classes and races

Intelligence

help intelligence

See: STATS

The world and its rules

Intro

help intro

Things you should know

  • Hit points are AD&D-like, not Diku-like.
  • There are 150+ spells, more than 40 skills, more on the way. Many monsters have special routines.
  • Most monsters that might have poison do, and poison is very dangerous. Some poisonous monsters have instantly fatal poison: take care!
  • Equipment can be damaged, by spells and combat, and can be repaired.
  • Dragons (and others) breathe, doing lots of damage to people and equipment.
  • Non-PC followers only get 1/2 the exp they would get if they weren't charmed; the other 1/2 is lost.
  • Some monsters are too big to bash: in general, dragons, most 'huge' things, purple worms, etc. Giants or Half-Giants may bash huge things.
  • Sneak allows you to avoid aggressive monsters.
  • Monsters develop hatreds very quickly, and will try to hunt you down and kill you for hurting them.
  • Most monsters that should see in the dark do.
  • Some monsters are immune, resistant, or susceptible to the things you might expect them to be (resist = 1/2 damage, susc = 2 × damage).
  • Monsters HELP each other out, usually if they are of the same race. They don't sit by and watch.
  • Player characters are very powerful: many spells, attacks, etc. Monsters are weaker individually, most of the time. However, the monsters here are not as stupid as they are on other muds, and they tend to be tougher, because of that, and because they help each other.

Rule of thumb: Grouping is a good idea.

It is easier to play mages and thieves if you are patient. You don't have to be as patient, if you are more willing to group. Rangers and Paladins have alignment restrictions, making them somewhat difficult. Druids must remain neutral, making them the most difficult to play, especially in groups.

My goals for the classes:

  • Fighters: powerful at lower levels, much less useful at higher.
  • Clerics: reasonably powerful and useful all along.
  • Mages: weak at lower levels, more powerful at higher levels.
  • Thieves: good for scouting, very nice when grouped.
  • Monks: weak at lower levels, more powerful at higher levels.
  • Druids: medium at all levels, like Clerics.

Spell casting is harder to do in combat. Generally, the more powerful the spell, the harder to cast in combat. Magic missile, acid blast, shocking grasp, cause light, serious, critical, are all fairly easy to cast in combat.

While your equipment can be damaged by spells and such, there are some things you can do minimize the damage. #1, if you are fighting something that does fire damage, being immune or resistant to fire yourself will help your equipment out as well. Good saves will also in general reduce the amount of damage.

See also: NEWBIE, RULES

Commands

Inventory

help inventory

inventory

Opens the Gear tab of the Character pane: what you are carrying, with links to use each thing ('i' and 'inv' do the same).\ To see what is in a container, type "examine <container>" or "look <container>"\ To specify a second item, use 2.item.
(Example, "examine 2.bag" or "give 3.sword friendname")

See also: EQUIPMENT, CHARACTER, EXAMINE, LOOK, WEAR

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Invite friends

help invite · help invites · help refer · help referral

Bring your friends to Grindy Mud and you both get gold. Your invite link is in Invite friends, on your characters' screen and in Settings: copy it and send it to a friend.

When your friend makes a new account from your link and any of their characters reaches level 5:

  • you get 100,000 gold in your account's bank;
  • they get 50,000 gold in their account's bank, and the character that reached level 5 gets 5 quest points.

Each friend pays once. Only a new account made from your link counts: someone who already plays can't be claimed afterwards, and your own link doesn't count for you. The link works for 30 days after your friend opens it, through signing in with Google or Discord too.

You can be paid for up to 10 friends a week. Rewards past that aren't lost: they wait and are paid the next week. The Invite friends panel shows how many friends joined, the rewards paid and the rewards waiting. You hear when a friend joins and when you are paid; if you are away, you are told when you next log in. Nobody is shown the other's email.

A guest account has no link: save your account first (Save account, on your characters' screen). A guest can be invited, though, and keeps the invite when saved: the rewards are paid only once the friend's account is saved (an email or a login), so a guest who reaches level 5 first is paid the next time they enter the game with that character after saving.

See also: BANK, QUEST SHOPPE

The world and its rules

IRS

help irs

Both mobs and PCs can be immune, resistant, and/or susceptible (IRS) to various physical and magical affects. In general, the heirarchy is:

Immunity > Resistance > Susceptibility.

That is, immunity supercedes resistance which supercedes susceptibility. So if a PC is flagged to be both resistant and susceptible to fire, then that PC is actually resistant to fire. The susceptibility to fire is overridden by the resistance.

In terms of damage

Immune = zero damage taken
Resistant = half damage taken
Susceptible = double damage taken

In terms of spell affects:

Immune = immunity to that spell's affects.
Resistant = two saving throws vs. that spell's affects. Susceptible = will always fail a saving throw vs. that spell's affects.

NOTE: Mobs (but not PCs) may also be immune, resistant, and/or susceptible to weapons with given HITROLL bonuses.

See also: MOB IRS, RESISTANCES

Commands

Junk

help junk

junk <item>

This destroys the items, and gives you a small amount of gold. You have to have the item in inventory. Be careful what you junk, as it is lost forever.

Game data

  • Level: any
  • Position: resting or better

Related: Sell, Drop

Skills

Kick

help kick

kick <monster>
kick

The success of a kick depends upon how well you are learned. The higher level you reach the harder you kick. There is one small catch - whenever you kick (or miss) you will be unable to type any command for three rounds of 'Violence' - so be sure that you do not need to flee! This is one of the Monks most awesome weapons. Use it wisely. Just typing kick while fighting someone will automatically kick the monster you are fighting. For everyone but monks, kick does level/2 damage, but for monks (and mobs) it does level.

See also: RESCUE, BASH

Game data

Skills

Lay on Hands

help lay on hands

lay <target>

Lay on hands heals wounds. The target is healed by

caster's level * 2 if the target is good.
caster's level if the target is on the good side of neutral.
0 if the target has align below 0

The paladin then cannot use the skill again for 24 hours.

See also: PALADIN, FIRST AID, SPELL CURE LIGHT, ALIGNMENT

Game data

Commands

Leave

help leave

leave

If you feel claustrophobic, typing 'leave' will make you use the nearest obvious exit to the outside.

See also: ENTER

Game data

  • Level: any
  • Position: standing
Classes and races

Level Limits

help level limits

There are none by race: a character of any race may reach level 50 in each of its classes. (Half-giants may only be warriors or barbarians.)

No mortal goes past level 50 on their own. Level 51 is immortal: someone of any race/class combination may become one, but only a god makes an immortal (see IMMORTALITY).

See also: LEVELS, RACES, IMMORTALITY, AGING

Start here

Levels

help levels

levels <class>

Opens the table of a class's levels here: the experience each level needs, and its title. A class can be named by its first letter; for Psionist use 'i', for Monk 'k'.

[Mage](help:levels mage) · [Cleric](help:levels cleric) · [Warrior](help:levels warrior) · [Thief](help:levels thief) · [Druid](help:levels druid) · [Monk](help:levels monk) · [Barbarian](help:levels barbarian) · [Paladin](help:levels paladin) · [Ranger](help:levels ranger) · [Psionist](help:levels psionist)

See also: EXPERIENCE, SCORE, ADVANCED

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Mage levels

help levels mage

The experience a mage needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Mage levels

Level Experience Title
1 1 Supplicant
2 2,500 Apprentice
3 5,000 Student
4 10,000 Scholar
5 20,000 Trickster
6 40,000 Illusionist
7 60,000 Cabalist
8 90,000 Apparitionist
9 135,000 Medium / Gypsy
10 250,000 Scribe
11 375,000 Sage
12 750,000 Seer / Seeress
13 1,250,000 Divinater / Divinatress
14 1,500,000 Alchemist
15 1,875,000 Evoker
16 2,250,000 Necromancer
17 2,625,000 Abjurer / Abjuress
18 3,000,000 Invoker
19 3,375,000 Enchanter / Enchantress
20 3,750,000 Conjurer / Conjuress
21 4,150,000 Summoner
22 4,575,000 Magician
23 5,050,000 Spiritualist
24 5,500,000 Savant / Savanti
25 6,250,000 Shaman / Shamaness
26 7,000,000 Mystic
27 7,750,000 Wiccen / Wicca
28 8,550,000 Mentalist
29 9,350,000 Mnemonicist
30 10,200,000 Nueromancer
31 11,200,000 Spellbinder
32 12,200,000 Synergist
33 13,200,000 Oculist
34 14,500,000 Thaumaturgist
35 16,000,000 SpellMaster / Spell Mistress
36 18,500,000 Dispeller
37 20,000,000 Warlock / War Witch
38 23,000,000 Sorcerer / Sorceress
39 26,000,000 Wizard
40 30,000,000 Great Wizard
41 34,000,000 Magus / Incantrix
42 38,000,000 Serpent Mage
43 42,000,000 Arch Magi / Majestrix
44 46,000,000 Arch Magi / Majestrix
45 51,000,000 Arch Magi / Majestrix
46 56,000,000 Arch Magi / Majestrix
47 61,000,000 Arch Magi / Majestrix
48 66,000,000 Arch Magi / Majestrix
49 72,000,000 Arch Magi / Majestrix
50 80,000,000 Arch Magi / Majestrix
The world and its rules

Cleric levels

help levels cleric

The experience a cleric needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Cleric levels

Level Experience Title
1 1 Layman / Laywoman
2 1,500 Seeker
3 3,000 Believer
4 6,000 Novice
5 13,000 Initiate
6 27,500 Attendant
7 55,000 Acolyte
8 110,000 Minion
9 225,000 Adept
10 450,000 Priest / Priestess
11 675,000 Missionary
12 900,000 Levite / Levitess
13 1,250,000 Curate
14 1,350,000 Chaplain
15 1,575,000 Padre / Matron
16 1,800,000 Canon
17 2,025,000 Vicar / Vicaress
18 2,250,000 Deacon / Deaconess
19 2,475,000 Shaman / Shamaness
20 2,700,000 Speaker
21 3,000,000 Confessor
22 3,300,000 Expositer / Expositress
23 3,700,000 Mystic
24 4,100,000 Hermit / Hermitess
25 4,600,000 Faith Healer
26 5,100,000 Healer
27 5,600,000 Lay Healer
28 6,100,000 Illuminator / Illuminatrix
29 6,600,000 Evangelist
30 7,200,000 Voice
31 7,800,000 Templar
32 8,400,000 Hospitalier
33 9,000,000 Chuirgeon / Chuirgeoness
34 9,700,000 Chuirgeon General
35 10,500,000 Inquisitor / Inquisitrix
36 11,300,000 Abbot / Mother Superior
37 12,200,000 Reverend / Reverend Mother
38 13,200,000 Bishop
39 14,300,000 Arch Bishop
40 15,500,000 Cardinal / Mother Superior
41 17,500,000 Patriarch / Matriarch
42 20,500,000 Grand Inquisitor / Grand Inquisitrix
43 24,500,000 High Priest / High Priestess
44 28,500,000 High Priest / High Priestess
45 33,500,000 High Priest / High Priestess
46 38,500,000 High Priest / High Priestess
47 44,500,000 High Priest / High Priestess
48 50,500,000 High Priest / High Priestess
49 57,500,000 High Priest / High Priestess
50 65,000,000 High Priest / High Priestess
The world and its rules

Warrior levels

help levels warrior

The experience a warrior needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Warrior levels

Level Experience Title
1 1 Swordpupil
2 2,000 Recruit
3 4,000 Runner
4 8,000 Sentry
5 16,000 Man-at-arms / Woman-at-arms
6 32,000 Mercenary
7 64,000 Scout
8 125,000 Fighter
9 250,000 Warrior
10 500,000 Swordsman / Swordswoman
11 750,000 Fencer / Fence
12 1,000,000 Combatant / Combatrix
13 1,250,000 Protector
14 1,500,000 Defender
15 1,750,000 Warder
16 2,000,000 Guardian
17 2,250,000 Veteran
18 2,500,000 Hero / Heroine
19 2,750,000 Swashbuckler
20 3,000,000 Myrmidon / Amazon
21 3,475,000 Esquire
22 3,825,000 Blademaster / Blademistress
23 4,175,000 Reeve
24 4,575,000 Lieutenant
25 4,975,000 Captain
26 5,400,000 Raider
27 5,900,000 Champion / Lady Champion
28 6,400,000 Dragoon / Lady Dragoon
29 6,900,000 Armiger / Armigress
30 7,500,000 Srcutifer / Scrutifer
31 8,100,000 Lancer
32 8,700,000 Banneret
33 9,400,000 Chevalier / Chevaliere
34 10,100,000 Knight Errant / Valkyrie
35 10,800,000 Knight / Lady Knight
36 11,500,000 Marshall / Lady Marshall
37 12,200,000 Keitar / Lady Keitar
38 12,900,000 Paladin / Lady Paladin
39 13,700,000 Justiciar / Justictrix
40 14,500,000 Grand Marshall
41 15,500,000 Grand Knight
42 16,500,000 Grand Paladin
43 18,000,000 Lord / Lady
44 20,000,000 Lord / Lady
45 22,000,000 Lord / Lady
46 25,000,000 Lord / Lady
47 28,000,000 Lord / Lady
48 32,000,000 Lord / Lady
49 37,000,000 Lord / Lady
50 45,000,000 Lord / Lady
The world and its rules

Thief levels

help levels thief

The experience a thief needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Thief levels

Level Experience Title
1 1 Delinquent
2 1,250 Miscreant
3 2,500 Footpad
4 5,000 Pilferer / Pilferess
5 10,000 Filcher / Filcheress
6 20,000 Pincher / Pincheress
7 40,000 Snatcher / Snatcheress
8 70,000 Ninja
9 110,000 Pick-Pocket
10 160,000 Cut-Purse
11 220,000 Sharper
12 440,000 Burgler
13 660,000 Robber
14 880,000 Mugger
15 1,100,000 Magsman / Magswoman
16 1,320,000 Bandito / Bandita
17 1,540,000 Highwayman / Bandit
18 1,760,000 Brigand
19 1,980,000 Agent
20 2,200,000 Outlaw
21 2,600,000 Blade
22 2,900,000 Quick-Blade
23 3,200,000 Knifer
24 3,500,000 Sneak
25 3,800,000 Thief
26 4,150,000 Special Agent
27 4,500,000 Collector
28 4,850,000 Hand
29 5,200,000 Unseen
30 5,550,000 Thug
31 5,900,000 Cut-Throat
32 6,300,000 Grand-Thief
33 6,700,000 Repossessor
34 7,100,000 Killer
35 7,500,000 Secret Agent
36 7,900,000 Renegade
37 8,300,000 Murderer / Murderess
38 8,750,000 Butcher / Butcheress
39 9,200,000 Slayer
40 9,650,000 Executioner
41 10,075,000 Assassin
42 10,575,000 Master Assassin / Mistress Assassin
43 11,075,000 Master Thief
44 11,600,000 Master Thief
45 12,200,000 Master Thief
46 12,900,000 Master Thief
47 13,700,000 Master Thief
48 14,600,000 Master Thief
49 17,000,000 Master Thief
50 20,000,000 Master Thief
The world and its rules

Druid levels

help levels druid

The experience a druid needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Druid levels

Level Experience Title
1 1 Aspirant
2 2,000 Ovate
3 4,000 Sprout
4 7,500 Courser
5 12,500 Tracker
6 20,000 Guide
7 35,000 Pathfinder
8 60,000 Green-Peace Keeper
9 90,000 Warder
10 125,000 Pagan
11 200,000 Watcher
12 300,000 Woodsman
13 500,000 Pict
14 750,000 Tree Hugger
15 1,000,000 Celt
16 1,350,000 Animist
17 1,700,000 Hedge
18 2,100,000 Tender
19 2,500,000 Strider
20 3,000,000 Druid / Druidess
21 3,500,000 Aquarian
22 4,000,000 Arbolist
23 4,500,000 Dionysian
24 5,000,000 Herbalist
25 5,500,000 Naturalist
26 6,000,000 Silvian
27 6,500,000 Forrestal
28 7,000,000 Ancient
29 7,500,000 Archdruid / Archdruidess
30 8,000,000 Great Druid / Great Druidess
31 8,600,000 Grand Druid
32 9,200,000 Master of Fire / Mistress of Fire
33 9,800,000 Master of Stone / Mistress of Stone
34 10,450,000 Master of Air / Mistress of Air
35 11,125,000 Master of Water / Mistress of Water
36 11,800,000 Hierophant Initiate
37 12,475,000 Hierophant Druid / Heirophant Druidess
38 13,175,000 Hierophant Adept / Heirophant Adept
39 14,000,000 Heirophant Master
40 15,000,000 Numinous Hierophant
41 16,500,000 Mystic Hierophant
42 18,000,000 Arcane Hierophant
43 19,750,000 Cabal Hierophant
44 21,500,000 Cabal Hierophant / Cabal Hieorphant
45 23,250,000 Cabal Hierophant
46 25,120,000 Cabal Hierophant
47 27,150,000 Cabal Hierophant
48 29,500,000 Cabal Hierophant
49 35,000,000 Cabal Hierophant
50 40,000,000 Cabal Hierophant
The world and its rules

Monk levels

help levels monk

The experience a monk needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Monk levels

Level Experience Title
1 1 White Belt
2 1,000 Initiate
3 2,000 Brother / Sister
4 4,250 Layman / Laywoman
5 8,500 Student
6 17,000 Practitioner
7 34,000 Exponent
8 68,000 Adept
9 98,000 Monk
10 200,000 Shodan
11 325,000 Shinobi
12 450,000 Genin / Kuniochi
13 575,000 Disciple
14 725,000 Chunin
15 925,000 Nidan
16 1,200,000 Expert
17 1,500,000 Jonin
18 2,100,000 Hwarang
19 2,500,000 Sandan
20 2,900,000 Sabom
21 3,300,000 Sensei
22 3,800,000 Sifu
23 4,400,000 Guru
24 5,000,000 Pendakar
25 5,600,000 Yodan
26 6,200,000 Master
27 6,900,000 Superior Master
28 7,600,000 Ginsu Master
29 8,300,000 Godan
30 8,900,000 Leopard Master
31 9,700,000 Tiger Master
32 10,500,000 Snake Master
33 11,300,000 Crane Master
34 12,100,000 Dragon Master
35 13,000,000 Rokudan
36 13,900,000 Master of Seasons
37 14,800,000 Master of the Winds
38 15,700,000 Master of Harmony
39 16,700,000 Shogun
40 17,700,000 Shichidan
41 18,700,000 Hachidan
42 20,000,000 Kudan
43 22,000,000 Grand Master
44 23,500,000 Grand Master
45 25,500,000 Grand Master
46 27,500,000 Grand Master
47 30,000,000 Grand Master
48 37,500,000 Grand Master
49 45,000,000 Grand Master
50 55,000,000 Grand Master
The world and its rules

Barbarian levels

help levels barbarian

The experience a barbarian needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Barbarian levels

Level Experience Title
1 1 Grunt
2 6,000 Brawler
3 12,000 Smasher
4 24,000 Basher
5 48,000 Horseman / Horsewoman
6 80,000 Horsemaster
7 150,000 Competent
8 275,000 Pillager
9 500,000 Raider
10 1,000,000 Destroyer
11 1,500,000 Berserker
12 2,000,000 Raging Berserker / Ragin Berserker
13 2,750,000 Sacker Of Villages
14 3,550,000 Sacker Of Towns
15 4,000,000 Sacker Of Cities
16 4,350,000 Chieftain / Chieftess
17 4,750,000 Hordling
18 5,000,000 Hordesman / Hordeswoman
19 5,350,000 Hordesmaster
20 5,750,000 Barbarian
21 6,000,000 Barbarian
22 6,350,000 Barbarian
23 6,750,000 Barbarian
24 7,000,000 Barbarian
25 7,350,000 Barbarian
26 7,750,000 Barbarian
27 8,250,000 Barbarian
28 9,000,000 Barbarian
29 9,750,000 Barbarian
30 10,500,000 Barbarian
31 11,250,000 Barbarian
32 12,000,000 Barbarian
33 12,750,000 Barbarian
34 13,500,000 Barbarian
35 14,250,000 Barbarian
36 15,250,000 Barbarian
37 16,250,000 Barbarian
38 17,250,000 Barbarian
39 18,500,000 Barbarian
40 20,000,000 Barbarian
41 22,000,000 Barbarian
42 24,000,000 Barbarian
43 26,500,000 Barbarian
44 29,000,000 Barbarian
45 32,000,000 Barbarian
46 35,000,000 Barbarian
47 40,000,000 Barbarian
48 45,000,000 Barbarian
49 50,000,000 Conan / Sonja
50 60,000,000 Khan / Hun
The world and its rules

Paladin levels

help levels paladin

The experience a paladin needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Paladin levels

Level Experience Title
1 1 Holy Page
2 2,250 Holy Squire
3 4,500 Holy Warrior
4 9,000 Protector
5 18,000 Defender
6 36,000 Crusader
7 75,000 Holy Brother / Holy Sister
8 150,000 Knight
9 300,000 Knight Defender
10 600,000 Knight Crusader
11 900,000 Bodyguard
12 1,200,000 Paladin
13 1,500,000 Paladin
14 1,800,000 Paladin
15 2,100,000 Paladin
16 2,400,000 Paladin
17 2,700,000 Paladin
18 3,000,000 Paladin
19 3,300,000 Paladin
20 3,600,000 Grand Knight
21 3,900,000 Grand Knight
22 4,000,000 Grand Knight
23 4,300,000 Grand Knight
24 4,600,000 Grand Knight
25 5,000,000 Grand Knight
26 5,400,000 Grand Knight
27 5,700,000 Grand Knight
28 6,000,000 Grand Knight
29 6,500,000 Grand Knight
30 7,500,000 Paladin Defender
31 8,500,000 Paladin Defender
32 9,000,000 Paladin Defender
33 9,500,000 Paladin Defender
34 10,750,000 Paladin Defender
35 12,000,000 Paladin Defender
36 13,250,000 Paladin Defender
37 15,000,000 Paladin Defender
38 16,750,000 Paladin Defender
39 18,500,000 Paladin Defender
40 20,250,000 Paladin Defender
41 23,500,000 Paladin Crusader
42 27,000,000 Paladin Crusader
43 30,500,000 Paladin Crusader
44 35,000,000 Paladin Crusader
45 40,000,000 Paladin Crusader
46 45,000,000 Paladin Crusader
47 50,000,000 Paladin Crusader
48 55,000,000 Paladin Crusader
49 60,000,000 Paladin Crusader
50 70,000,000 Grand Paladin
The world and its rules

Ranger levels

help levels ranger

The experience a ranger needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Ranger levels

Level Experience Title
1 1 Woodsman / Woodswoman
2 2,500 Brother / Sister
3 4,500 Woodland Brother / Woodland Sister
4 9,000 Forest Watcher
5 18,000 Forest Protector
6 36,000 Forest Guardian
7 75,000 Pathseeker
8 150,000 Pathfinder
9 300,000 Pathmaker
10 600,000 Ranger
11 900,000 Wanderer
12 1,200,000 Forester
13 1,500,000 Gatherer
14 1,800,000 Guardian
15 2,100,000 Searcher
16 2,400,000 Freeman / Freewoman
17 2,700,000 Trapper
18 3,000,000 Huntsman / Huntswoman
19 3,300,000 Frontiersman / Frontierswoman
20 3,600,000 Forest Brother / Forest Sister
21 3,900,000 Bounty Hunter
22 4,000,000 Animal Tamer
23 4,300,000 Scout
24 4,600,000 Explorer
25 5,000,000 Archer
26 5,400,000 Walker
27 5,700,000 Strider
28 6,000,000 Bushman / Bushwoman
29 6,500,000 Runner
30 7,750,000 Tracker
31 8,500,000 Forest Ranger
32 9,000,000 Forest Ranger
33 9,500,000 Forest Ranger
34 10,750,000 Forest Ranger
35 12,000,000 Forest Ranger
36 13,250,000 Forest Ranger
37 15,000,000 Forest Ranger
38 16,750,000 Forest Ranger
39 18,500,000 Forest Ranger
40 20,250,000 Forest Ranger
41 23,500,000 Forest Ranger
42 27,000,000 Forest Ranger
43 30,500,000 Forest Ranger
44 35,000,000 Forest Ranger
45 40,000,000 Forest Ranger
46 45,000,000 Forest Ranger
47 50,000,000 Forest Ranger
48 55,000,000 Forest Ranger
49 60,000,000 Forest Ranger
50 70,000,000 Forest Ranger
The world and its rules

Psionist levels

help levels psionist

The experience a psionist needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE

Psionist levels

Level Experience Title
1 1 Brain
2 2,200 Seeker
3 4,400 Finder
4 8,800 Psycho
5 16,500 Psychic
6 30,000 Telepath
7 55,000 Controller
8 100,000 Mind Bender
9 200,000 Palm Reader
10 400,000 Fortune Teller
11 600,000 Sensor
12 800,000 Divinator
13 1,000,000 Clairsentient
14 1,200,000 Firestarter
15 1,500,000 Metapsionic
16 1,800,000 Psionic Student
17 2,100,000 Psionic Tutor
18 2,400,000 Psionic Instructor
19 2,700,000 Psionic Teacher
20 3,000,000 Grand Psionic
21 3,300,000 Psionist
22 3,750,000 Psionist
23 4,200,000 Psionist
24 4,650,000 Psionist
25 5,150,000 Psionist
26 5,650,000 Psionist
27 6,250,000 Psionist
28 7,000,000 Psionist
29 7,750,000 Psionist
30 8,500,000 Psionist
31 9,300,000 Psionist
32 10,000,000 Psionist
33 10,900,000 Psionist
34 11,700,000 Psionist
35 12,600,000 Psionist
36 13,500,000 Psionist
37 14,500,000 Psionist
38 15,500,000 Psionist
39 16,500,000 Psionist
40 17,500,000 Psionist
41 18,500,000 Psionist
42 20,000,000 Psionist
43 22,000,000 Psionist
44 25,000,000 Psionist
45 29,000,000 Psionist
46 33,000,000 Psionist
47 37,000,000 Psionist
48 41,000,000 Psionist
49 45,000,000 Psionist
50 55,000,000 Psionist
Commands

Lgossip

help lgossip

lgossip <text>

The same as GOSSIP: the Zone chat channel.

See also: GOSSIP, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Lift

help lift

See: OPEN

Game data

  • Level: any
  • Position: standing
The world and its rules

Linkdead

help link dead · help link-dead · help linkdead

A player shown as linkdead left the game without saving: they closed the game or lost their connection instead of quitting. Their character stays where they left it for a while, until they come back or the game takes it out.

Related: Link, Quit

Commands

List

help list

list

In a shop this command will list what the shopkeeper has for sale, with prices. At a repairman it lists the armor and weapons you wear and carry, how worn each is, and what he asks to mend it.

See also: BUY, SELL, EVALUATE, REPAIR

Game data

  • Level: any
  • Position: standing
Commands

Load

help load

See: NOTCH

Game data

  • Level: 53 and above
  • Position: any (even asleep)
Commands

Lock

help lock

For this you must have the proper key in inventory.

See: OPEN

Game data

  • Level: any
  • Position: sitting or better
Commands

Look

help look

look
look at <person>
look in <container>
look <direction>

Use this command to view something with your eyes. Pretty straightforward.

See also: EXAMINE, READ, GLANCE

Game data

  • Level: any
  • Position: resting or better
Commands

Kill

help kill

kill <monster>
hit <monster>

A good way to start a fight. This will attack the monster, or player, and bring you into combat with them.

See also: EXPERIENCE, RACE WAR

Game data

  • Level: any
  • Position: standing or fighting
Classes and races

Mage

help mage

This is the class of powerful and violent magic, but the magic user does not control nature, and can therefore not bless and such. You can improve your spells by using the study command or by using them once first learned. To review your spell list, use 'study m'.

Newbie tip: -Learn Magic Missile, it helps.

See also: PRACTICE, SKILLS, STUDY, CAST, SPELL DAMAGE, MAGIC, MANA ALLSPELLS

The world and its rules

Magic

help magic

Magic is the mystical, supernatural abilities and powers possessed by the inhabitants of the world of Grindy Mud. It is powered by mana, and used by casting spells. Item also may have a magical nature. Magic is not well understood (or perhaps is by its nature not understandable) so the rules that govern it are full of strange twists and contradictions. Most magic users, such as Mages, Clerics, and Druids, cast spells, and use mana to cast these spells. Psionists have found a different use for their mana, channeling into powers of the mind. All the magic users pity the poor Barbarians, who are incapable of even holding a magic item, or quaffing a simple potion. (Most magic users keep this pity to themselves, because Barbarians can be very violent.)

When looking for help on a spell, look at HELP SPELL <spellname>. The level your mage or cleric level, not any other level (such as thief or warrior) that multi-class character may have. (Exception: dispel magic)

See also: MANA, CAST, MIND, CLASSES

The world and its rules

Mana

help mana

This is the stuff that spells are powered by. To regain mana, rest or sleep.

See also: SCORE, REPORT

Start here

Map

help map

The Map pane has two maps.

Your zone: the zone you are in, room by room in 3D, with you marked. Double-click a room to walk there (see SPEEDWALK). Zoom out past the zone to reach the world map.

The world map: every zone, where it lies and the levels of its monsters. Drag it to move it and zoom with the wheel, or show it as a list by level. Point at a zone to pick out the zones it leads to; click a zone, or the white sphere of an exit into it, to see its map.

The world map's 3D view shows every room you have explored, in every zone, each on its own floor: drag to turn and tilt it, right-drag to move it, and zoom with the wheel. Colour it by levels, districts or terrain, show only the ground, above or below it, and tick Labels for the zones' names. Double-click a room to open its zone's map there.

The maps show only what you have explored: the rooms any character of your account has been in, their exits, and the rooms those lead to as grey ghosts. A zone none of your characters has set foot in shows nothing until you explore it (the list shows it in grey). Secret exits appear once you have been on both sides. Daleville and the Hearthstead are on every map from the start, every street and house.

Ctrl+M opens the map. The map takes no keys of its own: whatever you type goes to the command line, even just after you clicked on the map (a full-screen map steps back into its pane so you can see the line). Walk with the numeric keypad from anywhere (see KEYS), by double-clicking a room, or by typing directions; zoom with the mouse wheel or the + and - buttons.

See also: KEYS, ZONES, SPEEDWALK, AIRSHIP

The world and its rules

Keys

help keyboard · help keys · help shortcuts

The keys the game uses (Settings, Keys lists them too).

Anywhere in the game:

Key Does
Ctrl+M Opens the map
Numpad 8 2 4 6 Walk north, south, west, east (not while typing a command)
Numpad 9 3 Walk up, down
Numpad 5 or 0 Look
Numpad 7 / 1 Open / unlock the door

In the map (its border lit):

Key Does
W A S D Walk north, west, south, east
Q / E Walk up / down
+ / - Zoom in / out
Esc Back to the command line

On an empty command line:

Key Does
1 – 0 Use a hotbar slot (Shift: pick whom, once)
Tab / Shift+Tab Aim at the next / previous monster
` Pick the next friend to help
Esc Stop picking; aim at no one
↑ / ↓ Earlier / later commands

See also: MAP

The world and its rules

Maxing

help maxing

Killing the same creature too many times, sometimes called kill maxing: After a certain level, if you kill the same thing too many times, you start getting less and less experience for it, until you are receiving nothing at all. You have learned all you can from killing this creature at this time. Go kill other creatures.

From level 20 on, each kind of creature you kill is counted:

1st to 4th kill full experience
5th 75%
6th 50%
7th and 8th 35%
9th and 10th 25%
11th and later nothing

You remember the last 50 kinds of creature you killed. Kill 50 other kinds and the oldest is forgotten: it gives full experience again. When a kill pays less for this reason, the game tells you so.

(There is no experience maxing: levels come with the experience.)

See also: EXPERIENCE

Skills

Messenger

help messenger

messenger <name> <message>
  • Accumulative: No
  • Duration: Instant

This spell is exactly similar to the Mage spell 'sending' in that it allows the Cleric to send a message to any person in the world.

See also: SENDING, TELEPATHY

Game data

The world and its rules

Mia

help caster · help free spells · help hedge-mage · help mia

list             (by Mia)
tell mia <spell>
tell mia buff me

Mia, a kindly hedge-mage, sits on the Common in Daleville and casts her little spells for anyone who asks, for free. Type "list" by her (or click "list" beside her name) to see her spells, each one a link that asks for it; or tell her the spell's name (the start is enough: "tell mia sanc").

Her spells, from all she learned as a druid, a cleric and a mage:

  • Healing: heal, cure blind, remove poison, remove curse, dispel magic, second wind.
  • Blessings: bless, aid, strength.
  • Protection: armor, shield, barkskin, protection from evil, sanctuary.
  • Senses: detect invisibility, true sight, detect magic, detect evil, detect good, infravision, major track.
  • Travel: fly, water breath, invisibility.

Dispel magic takes every spell off you, the good with the bad: use it to be rid of something cast on you that you don't want.

"tell mia buff me" asks for all of them but the healing (dispel magic included) and invisibility: she casts them on you one at a time, and anyone else asking meanwhile gets a turn between yours. Stay in the room until she's done.

She casts at level 50, and never runs out of mana.

She casts for one person at a time, in the order they asked: if others asked first, she tells you how many are ahead of you. She casts only on the one who asked, and each person may ask for one spell every 2 seconds. You must be in the same room as her and not fighting; if you leave before your turn, she skips you.

When no goodberries are left on the ground by her, she makes a few more: help yourself ("get berry", then "eat berry").

She has a life of her own, too: she remarks on the weather and the hour, greets those who come by, and sends a word on Global when someone falls. She can see the invisible, and she doesn't care for rudeness.

Related: Airship

Commands

Mind

help mind

mind '<spellname>'
mind '<spellname>' <target>

This command allows a Psionist to use psychic energies to achieve physical effects. This command is VERY similar to CAST\ used by magic user classes. Some effects can be directed toward targets.

See also: PSIONIST, CAST, MANA

Game data

  • Level: any
  • Position: sitting or better
The world and its rules

Mob IRS

help mob irs

Mobs may be immune, resistant, and/or susceptible (IRS) to physical attack types (e.g. fire or blunt) and certain spells, just as PCs are.

However, they may also be immune, resistant, or susceptible to weapons with specified HITROLL bonuses. (NOTE: A weapon's DAMROLL bonus has no effect on a mob's weapon IRS modifiers).

The "KNOW MONSTER" spell can identify a mob's weapon IRS modifiers.

If a weapon bonus modifier is listed, then all weapons with that bonus level AND LOWER (or higher in the case of susceptibility) are included.

For example, if a mob is shown to be resistant to +4 weapons, then it is also resistant to all weapons with bonus values of +3 and lower. You can read this as "This mob is resistant to all weapons with a HITROLL bonus up to and including +4."

Similarly, if a mob is susceptible to +1, it is susceptible to all weapons with a HITROLL bonus of +1 or higher.

Note that if multiple weapon bonus values are listed, only the most extreme value is used. For Immunity & Resistance, the highest value is used. For Susceptibility, the lowest value is used.

So, a mob shown to be resistant to +3 and +4 is actually resistant to +4 weapons and below. The +3 modifier is redundant and can be ignored.

If a mob is immune to a weapon bonus, it is immune. Period. So if a mob is immune to +4, then it is immune to all weapons with a HITROLL bonus of +4 or less, regadless if it's also shown to be resistant or susceptible to such weapons.

However, if a mob is shown to be both resistant and susceptible to given weapon bonuses, the resistance and susceptibility modifiers will cancel if the respective bonus ranges overlap.

For example, if a mob is shown to be resistant to +4 and susceptible to +1, then the mob is resistant to weapons with a bonus of 0 or lower and susceptible to weapons with a bonus of +5. But for weapons with a bonus between and including +1 to +4, the resistance and susceptibility modifiers cancel out.

See also: IRS, RESISTANCES, SPELL KNOW MONSTER

Classes and races

Monk

help monk

Monks are a very special class, with a variety of advantages and disadvantages.

Disadvantages

  • Monks lose experience if they flee unsuccessfully from a mob that is lower level than they are.
  • Monks have very limited access to armor and weapons, and do not get as many hit points as a warrior.
  • Monks cannot bash.

Advantages

  • A monk's kick does his level in damage, while other PCs kicks only do half level.
  • Monks are immune to hold (paralysis) at level 11, resistant to charm at level 19, immune to poison at level 23, and immune to charm at level 37.
  • Monks regenerate move at twice the rate of most other classes.
  • Monk armor class drops 5 points per level to, at best, -50 (not counting dexterity, etc.)
  • Monks have double dex bonuses to Armor Class.
  • Monks have access to some thief skills.
  • Unarmed monks get 1 + (level/16) attacks each round; a fraction of an attack counts as a whole one (a level 8 monk, with 1.5, strikes twice). A monk wielding a weapon gets one attack.
  • Monks get improved bare handed damage:
Level Damage Average
1-3 1d3 2
4-5 1d4 2.5
6-10 1d6 3.5
11-14 2d3 4
15-19 2d4 5
20-21 3d3 6
22-26 3d4 7.5
27-29 4d3 8
30-34 4d4 10
35-36 4d5 12
37-41 5d4 12.5
42-44 6d4 15
45-49 6d5 18
50 8d4 20

For a list of skills known, use 'study k'.

See also: STUDY, PRACTICE, SKILLS

Commands

Mount

help mount

mount <target>
ride <target>
dismount

It is now possible to mount horses and dragons.. Certain aspects are not finalized, so it is not advisable to mount aggressive dragons. Dragons are not docile creatures, and it will take a large amount of riding skill, and a high level character to do it with any amount of ability. You can order your mount to do things, as if he/she was a follower, but he/she isn't, so you can't group your mount. However, you can order your mount to attack things. Each time you take damage or your mount takes damage, you have a chance of being thrown from the back of your mount. It is easier for evil chars to ride evil dragons, and good chars to ride good dragons.

To get an idea of how powerful one has to be to ride dragons, a 60th level character can typically only successfully ride on Yevaud if said character has a -1000 alignment, or is affected by the dragon-riding spell. Or if yevaud is heavily damaged.

See also: SPELL MOUNT, ORDER

Game data

  • Level: any
  • Position: standing
Start here

Movement

help movement

To walk in a given direction, type that direction.

north/south/east/west/up/down
n/s/e/w/u/d

Special modes of movement

See : RUN, MOUNT, SWIM, SPELL FLY, CLIMB

Move statistic

See : MOVES, SCORE

Portal or door commands

See : OPEN, ENTER

Exit information

See : EXITS, SET

The world and its rules

Moves

help moves

Move, or Vitality (MV or V) determines how far you can travel, and how much you can fight, without becoming exhausted. It is based on your race: 200 for most, more for half-giants (320), half-ogres (300), the elves and half-elves (230 to 260) and barbarians (+90), less for dwarves, gnomes (130) and halflings (110). Monks add their level, and some equipment adds more.\ How quickly movement is lost is determined by the terrain you are walking over. Also, fly, swim, or run can affect you rate of movement loss. To regain movement, wait, rest, sleep, or have 'refresh' cast on you. If you don't seem to be regaining vitality, check SCORE to see if you are hungry or thirsty.

See also: SCORE, REPORT, SPELL REFRESH, SPELL SECOND WIND

Commands

Mutter

help mutter

mutter <comment>

Try it and see!

See also: INSULT, SOCIALS, POINT, EMOTE

Game data

  • Level: any
  • Position: resting or better
The world and its rules

MV

help mv

See: MOVES

Start here

Objects

help objects

There are many items that may be of use. They can be bought in stores, or taken from the bodies of slain opponents, or picked up off the ground. Do not steal anything from players or loot the corpses of dead players. To find out more about an object:

See : LOOK, EXAMINE, IDENTIFY, EVALUATE, GLANCE

To get or get rid of an object:

See : GET, DROP, PUT, REMOVE, GIVE, JUNK

To make use of an object:

See : HOLD, WEAR, WIELD, USE, QUAFF, RECITE, EAT, DRINK

To see what you have:

See : INVENTORY, EQUIPMENT

To buy or sell objects:

See : BUY, SELL, EVALUATE

Money commands

See : SCORE, GIVE, SPLIT, DEPOSIT, BALANCE, WITHDRAW

To keep equipment when done playing:

See : RENT, OFFER

Start here

Newbie

help newbie

Tips for new players. Type guide for the first-steps guide, and open the Help pane (the Help button, or help) for every topic. Please read the RULES first. Stuck? Ask on the Newbie chat channel: newbie <question> (see CHAT).

Where you start

Everyone starts in the town of Daleville, on the North Ride. You start wearing armor and wielding a weapon fit for your class, with a lantern, a bag, some bread and water, and 10000 gold.

See also: INVENTORY, EQUIPMENT, WEAR, CLASSES, RACES

Levels

Your levels come by themselves: as soon as you have the experience, you have the level, and each level teaches your class's skills and spells for it. They improve as you use them; the Character pane's Skills tab lists them all. You gain experience by winning fights and by using your skills and spells.

See also: EXPERIENCE, SKILLS, GAIN, PRACTICE

Eating and resting

Hungry or thirsty, you hardly heal. Rest or sleep to recover faster, or rest by the font of life at the Common (14 west of where you start), which heals quickly and where no one can fight.

See also: EAT, DRINK, REST, SLEEP

Shopping

The town's shops sell food, water, lanterns, weapons, armor, potions and wands (list, buy, sell). home takes you back to town. Gear left by other players may be in the Training Ground (7 west and 2 north of the start): take what you need, but please do not junk anything you find there.

See also: SHOPS, BUY, LIST, SELL, JUNK

Fighting safely

Before you attack something, make sure it is not another player, and consider it to see whether it is too hard. Set wimpy to flee automatically when you are nearly dead. Do not kill shopkeepers or guildmasters: they serve everyone.

See also: CONSIDER, WIMPY, FLEE

Where to go

The world map shows the zones you have found with their levels; good first zones next to town are Under the Well (levels 1 to 5), the Catacombs (2 to 8) and Spider Haunt (2 to 10).

See also: ZONES, MAP

Other players

Most of who you meet is run by the game (shopkeepers, guards, monsters) and will not chat. who lists the players: ask them, they are usually glad to help.

See also: WHO, SAY, TELL, GOSSIP, GROUP

Handling items

You type It means
all everything possible (drop all)
2.item the second item of that name (wear 2.bag)
all.item all items of that name (get all.bread)
9*item that many of the item, up to 9 (put 9*potion bag)

See also: INFO COMMANDS

When you are ready for more

The ADVANCED guide has tips for experienced players: the gear that makes the most difference, leveling faster in groups, what each class is best at, finding secret doors, and earning gold.

See also: ADVANCED, GROUP, CLASSES

Start here

Guide

help guide

guide

Opens the first-steps guide again (so does the Guide button at the top of the web client's side panel): a few short screens for players new to MUDs (reading a room, moving, the map, eating and resting, shops, fighting, levels, dying, other players, and where to go first). The web client shows it once after you make a character; "Exit guide" closes it at any step.

When you know your way around, read ADVANCED for tips on gear, groups and classes.

See also: NEWBIE, ADVANCED, MAP, WHO

Commands

Home

help home · help word of recall

home

Takes you home from almost anywhere, at once and free, whatever your class (gods too). Home is the room you chose with SETHOME, or the inn where you last rented a room; without one, the starting town, Daleville. Your mount and the pets in the room with you come along.

You cannot go home in the middle of a fight, from a room where magic fails or the arena, or from another plane: home is on the Prime Material plane, the world you know.

Word of recall and its scrolls, potions and wands are gone: home does what they did.

See also: SETHOME, RENT, AIRSHIP

Game data

  • Level: any
  • Position: resting or better
Commands

Houses

help estate agent · help hearthstead · help house · help houses · help plot · help plots · help rested · help rested xp

list                 (at the estate agent)
buy <plot>           (at the estate agent)
house
house plots          (the map of the plots)
house build          (a floor above)
house dig            (a cellar below)
house decorate       (in a room of your house)
house name <name>
house title <name>   (in a room of your house)
house describe <words>
house sell

The Hearthstead is a district of houses, reached by the shimmering portal on Daleville's North Ride, just south of the Common ("enter portal"). Its streets run round Fountain Square, where the portal arrives and where Hollis Penhallow, the estate agent, sells the plots.

At the agent, "list" opens a map of the plots ("house plots" opens it anywhere): pick a plot to see whose it is, and anywhere in the Hearthstead buy a free one with the map's button. "buy" with a plot's number, at the agent, buys it too. The first plot sold costs 5,000 gold, and each house built makes the next plot 2% dearer, up to 100,000 (the map shows today's price). A house sold back no longer counts, so the price falls again. Gold in your account's bank counts (the bank all your characters share). Each character may own one house.

A house starts as one bare room, its door opening onto the street in front of the plot. "house build" adds a floor above and "house dig" a cellar below, joined by stairs: up to 5 of each. In the house editor the floors stand as a tower: pick one to decorate, or a dashed one to build it. Each one costs 1,000 gold.

Every house is open: anyone may walk in and look round. Its chest is yours alone: put things in it and take them out like any container ("put sword chest", "get all chest"). It holds 50 things, and rare things will not stay in it.

In a room of your house, "house decorate" (or the Decorate button on the room's picture) opens the room to arrange: choose its setting, light and air, drag things in from the list and move them about, make them larger or smaller, flip them, hang them on the wall, or start from a ready layout. A room holds 40 things. Save, and everyone in the room sees it change.

The editor also builds the front of your house, as the street sees it: a cottage, townhouse, manor, tower, keep or cabin, with a front garden (fences, a flower bed, a hedge, a lamp post and more). Passers-by see it in the street's picture.

"house name" puts a name on the plaque by your door. Standing in a room of your house, "house title" and "house describe" change what visitors see there.

"house sell" tells you what the agent pays for your house back, everything you paid for it and its floors, and "house sell confirm" sells it. Empty the chest first.

Your house can be your home: stand in it and type SETHOME.

Rest at home: log out in a room of your house and the time you are away banks rested experience, a quarter of a level for every 8 hours, up to a level and a half. While you have some, every bit of experience you earn is doubled and the extra comes out of the bank, until it is spent. It shows among your buffs as "rested", with how much is left.

Game data

  • Level: any
  • Position: resting or better

Related: Home

Commands

Professions

help alchemy · help botany · help herb · help herbs · help potions · help profession · help professions · help spice · help spices

professions            (the Professions window)
professions botany
professions alchemy
professions mining
professions smithing
professions jewelcrafting
gather [herb]          (a herb growing here)
mine [ore]             (an ore vein here)
smith <piece>          (weapons and armor from ore, at a forge)
craft <piece>          (jewelry from ore and gems, at a forge)
mix <potion>           (a potion from your herbs)

Every character can learn every profession, whatever their class, and you learn one by doing it. Botany gathers herbs from the plants that grow around the world; Alchemy mixes them into potions; Mining digs ore, and now and then a gem, from the veins in the rock (see MINING); Smithing forges weapons and armor from the ore (see SMITHING); Jewelcrafting makes jewelry from a little ore and the gems (see JEWELCRAFTING).

Each profession's skill runs from 0 to 300, in six tiers of 50. Each herb, ore and potion needs a skill: one of your tier or below you can use, those above stay locked until you reach them. Using one that is close to your skill can raise it by a point: often while it is new to you (orange), half as often (yellow), a quarter as often (green), and not at all once it is easy (grey). The higher the tier, the slower the climb. While one still teaches you something, using it also gives experience: a fifth of a percent of what you need for your next level, at most 10,000.

Botany

Herbs grow in about one room in ten. Easier herbs grow in easier zones, by the level of the monsters there:

Tier Skill Zones Herbs Spices
1 0 1-10 Dewpetal, Brightroot Wild Thyme, Sweet Clove
2 50 11-18 Stillwort, Emberthistle Black Peppercorn, Cinnamon Bark
3 100 19-26 Moonfern, Ironmoss Mustard Seed, Saffron Thread
4 150 27-34 Ghostcap, Dragon's Tongue Ember Pepper, Ghost Vanilla
5 200 35-42 Starlily, Bloodthorn Sunfire Chili, Moonpetal Nutmeg
6 250 43+ Seraph's Bell, Voidroot Seraph Anise, Void Saffron

Click Gather on a herb where you stand, or type "gather". It takes a moment; moving, a fight or another command stops it. The plant is gone once gathered and grows back when its zone resets, so move on to the next. Turn on Herbs on the zone map (or "Show herbs on the zone map" in the Professions window) to see the herbs growing in the rooms you have explored.

Now and then a herb comes with a spice of its tier as well: the first of the pair about one herb in twenty, the second, rarer one about one in a hundred. Spices are for cooking (see COOKING). A gardening shovel in your inventory, forged by a smith (see SMITHING), makes spices twice as likely (silversteel) or three times (starmetal).

Herbs and spices stack: however many you carry, they are one thing in your inventory.

Alchemy

The Professions window lists every potion with the herbs it needs and how many you have; pick one and press Mix, or type "mix" and its name ("mix light healing"). Mixing takes three seconds. Potions are named for what they do: healing from Light Healing up to Greater Healing, Refreshment, Mana, cures for poison and blindness, and Night Vision, See Invisible, True Sight, Flying, Haste, Sanctuary and more. A Potion of Haste ages you a year, as the spell does.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Gather, Mix

Commands

Gather

help gather

gather
gather <herb or ore>

Gathers a herb growing in the room, or mines an ore vein (the first one your skill can take, or the one named). It takes a moment: moving, a fight or another command stops it. You need the Botany skill the herb asks for, or the Mining skill the vein asks for; see PROFESSIONS and MINING. "mine" takes only the veins.

Game data

  • Level: any
  • Position: standing
Commands

Mining

help gem · help gems · help mine · help mining · help ore · help ores

mine
mine <ore>
professions mining     (the Professions window, on Mining)

Mining digs ore from the veins that run through the rock: the hills, mountains and deserts, the forests, and the caves, mines and dungeons away from the towns. About one room in sixteen of those zones has a vein. Like the herbs, easier ores lie in easier zones, by the level of the monsters there, and a vein comes back when its zone resets.

Tier Skill Zones Ores Gems
1 0 1-10 Copper, Tin Quartz, Garnet
2 50 11-18 Iron, Cobalt Amethyst, Topaz
3 100 19-26 Silver, Gold Aquamarine, Opal
4 150 27-34 Mithril, Darksilver Emerald, Sapphire
5 200 35-42 Adamantine, Orichalcum Ruby, Fire Opal
6 250 43+ Starmetal, Voidiron Diamond, Starheart

Click Mine on a vein where you stand, or type "mine" ("gather" works too). It takes a moment; moving, a fight or another command stops it. You need the Mining skill the vein asks for, and you learn as you mine, as with every profession (see PROFESSIONS). An easy vein more often gives two lumps.

Now and then a vein gives a gem of its tier as well: the first of the pair about one vein in twenty, the second, rarer one about one in a hundred.

Ore and gems stack and weigh nothing. Smithing forges armor and weapons from the ore (see SMITHING); Jewelcrafting makes jewelry from the gems and a little ore (see JEWELCRAFTING). Turn on Ores on the zone map (or "Show ore veins on the zone map" in the Professions window) to see the veins in the rooms you have explored.

Game data

  • Level: any
  • Position: standing

Related: Gather

Commands

Smithing

help blacksmith · help blacksmithing · help forge · help forges · help smith · help smithing

smith <piece>            (at a forge: "smith bronze dagger")
professions smithing     (the Professions window, on Smithing)

A smith forges plain metal weapons and armor from the ore Mining digs. You can only smith at a forge: the smithies of Daleville (Bronn Selgard's), Essembra, Meadow Creek, Lordaeron, Port Mir, Unicorn Run and Menzoberanzan have one. Forging takes four seconds; moving, a fight or another command stops it. Jewelers use the same forges (see JEWELCRAFTING). Any shop that buys weapons or armor will buy every smithed or crafted piece, jewelry too, at its usual rate, however little gold it has. Like every profession, you learn by doing it (see PROFESSIONS).

Each tier forges a full set from its two ores: a longsword (slash), a dagger (pierce), a mace (blunt), and a breastplate, helm, greaves, boots, gauntlets, bracers and shield. Tiers 1 to 4 can be worn from level 1, so a seasoned smith can outfit a new character; tier 5 from level 35 and tier 6 from level 43. None of it is magic, so barbarians can use it too, but every weapon is well enough made (+1 to hit or better) to hurt creatures that shrug off plain weapons.

Tier Skill Worn from level Metal Ores
1 0 1 Bronze Copper, Tin
2 50 1 Cobalt Steel Iron, Cobalt
3 100 1 Silversteel Silver, Gold
4 150 1 Mithril Mithril, Darksilver
5 200 35 Adamantine Adamantine, Orichalcum
6 250 43 Starmetal Starmetal, Voidiron
Tier Longsword Dagger Mace
1 1d8, +1 hit 1d5, +1 hit 2d4, +1 hit
2 2d5, +1 hit, +1 damage 2d3, +1 hit, +1 damage 2d5, +1 hit, +1 damage
3 2d6, +2 hit, +1 damage 2d4, +2 hit, +1 damage 3d4, +2 hit, +1 damage
4 2d8, +2 hit, +2 damage 2d5, +2 hit, +2 damage 3d5, +2 hit, +2 damage
5 3d6, +3 hit, +3 damage 3d4, +3 hit, +2 damage 4d4, +3 hit, +3 damage
6 3d7, +4 hit, +4 damage 3d4, +4 hit, +3 damage 4d5, +3 hit, +3 damage
Tier Breastplate Helm Greaves Boots Gauntlets Bracers Shield
1 AC -12 AC -4 AC -4 AC -2 AC -1 AC -2 AC -3
2 AC -15 AC -6 AC -6 AC -2 AC -2 AC -3 AC -4
3 AC -18 AC -8 AC -6 AC -3 AC -3 AC -3 AC -5
4 AC -23 AC -8 AC -8 AC -3 AC -3 AC -4 AC -6
5 AC -31 AC -10 AC -10 AC -4 AC -4 AC -4 AC -7, resists pierce
6 AC -34, resists slash AC -10, resists pierce AC -10 AC -5 AC -4 AC -5 AC -8
Masterwork Skill Does Ore
Dragonbane 280 3d5, +2 hit, +2 damage, slays dragons 8 Starmetal, 4 Voidiron, 4 Adamantine
Lightbringer 285 3d5, +2 hit, +2 damage, slays evil 8 Starmetal, 4 Voidiron, 4 Adamantine
Deathsbane 290 3d5, +2 hit, +2 damage, slays the undead 8 Starmetal, 4 Voidiron, 4 Adamantine
The Voidiron Cuirass 300 AC -34, resists blunt 40 Voidiron, 30 Starmetal, 20 Adamantine, 20 Orichalcum
The Starmetal Bulwark 300 AC -8, resists blunt 30 Starmetal, 25 Voidiron, 15 Adamantine, 15 Orichalcum
Fishing rod Skill Does Ore
Silversteel Fishing Rod 120 50% chance of a double catch 5 Silver, 2 Gold
Starmetal Fishing Rod 270 80% chance of a double catch 5 Starmetal, 2 Voidiron
Gardening shovel Skill Does Ore
Silversteel Gardening Shovel 125 2x the chance of spices 5 Silver, 2 Gold
Starmetal Gardening Shovel 275 3x the chance of spices 5 Starmetal, 2 Voidiron

A smith's fishing rod sometimes brings up a second fish of the same kind with the one caught (see FISHING). A gardening shovel only needs to be in your inventory: herbs you gather then come with a spice more often.

AC is shown as identify shows it: what the piece takes off your armor class where it is worn (lower is better; armor counts three times on the body and twice on the head and legs). A masterwork slayer does double damage to what it slays. Resisting a kind of blow halves its damage.

Game data

  • Level: any
  • Position: standing

Related: Mining

Commands

Jewelcrafting

help craft · help jewelcraft · help jewelcrafting · help jeweler · help jewelry

craft <piece>              (at a forge: "craft copper ring")
professions jewelcrafting  (the Professions window, on Jewelcrafting)

A jeweler makes earrings, rings, bracelets, necklaces and eyewear from a little of the ore Mining digs and the gems it now and then turns up. You work at a forge, as a smith does: the smithies of Daleville (Bronn Selgard's), Essembra, Meadow Creek, Lordaeron, Port Mir, Unicorn Run and Menzoberanzan have one. A piece takes four seconds; moving, a fight or another command stops it. Like every profession, you learn by doing it (see PROFESSIONS).

Each tier makes five pieces from its two ores and its common gem, and two finer ones that need its rare gem as well. Tiers 1 to 4 can be worn from level 1, so a seasoned jeweler can outfit a new character; tier 5 from level 35 and tier 6 from level 43. Every piece fetches a good price: any shop that buys weapons or armor will buy every smithed or crafted piece, jewelry too, at its usual rate, however little gold it has. Pieces that only add to hit, damage, hit points, mana, movement or armor are plain metal, so barbarians can wear them; those that give a sight or a skill are magic.

Tier Skill Worn from level Ores Gems (common, rare)
1 0 1 Copper, Tin Quartz, Garnet
2 50 1 Iron, Cobalt Amethyst, Topaz
3 100 1 Silver, Gold Aquamarine, Opal
4 150 1 Mithril, Darksilver Emerald, Sapphire
5 200 35 Adamantine, Orichalcum Ruby, Fire Opal
6 250 43 Starmetal, Voidiron Diamond, Starheart
Tier Earring Ring Bracelet Necklace Eyewear
1 detect invisible +1 hit +10 mana +10 hp infravision
2 detect invisible, +5 mana AC -5, +1 hit +15 mana +15 hp infravision, detect invisible
3 +1 hit, +10 mana +1 damage AC -5, +20 mana AC -5, +20 hp sense life, infravision, detect invisible
4 +1 damage, +10 mana +1 hit, +1 damage +1 damage, +15 hp +1 hit, +25 hp true sight, detect invisible
5 +1 hit, +1 damage AC -5, +1 hit, +1 damage +10 hp, +10 hp regen +10 mana, +10 mana regen true sight, sense life, infravision
6 +1 hit, +1 damage, +10 mana +2 hit, +1 damage +2 damage +1 hit, +1 damage, +15 hp, +10 hp regen true sight, sense life, infravision, detect invisible
With the rare gem Skill Does
Garnet Ring 40 +1 hit, +10 hp
Garnet Pendant 45 +15 mana, +5 hp
Topaz Ring 90 +2 hit
Topaz Amulet 95 +1 hit, +20 hp
Opal Monocle 140 true sight
Opal Bracelet 145 +1 damage, +10 hp
Sapphire Earring 190 +15 mana, +10 mana regen
Sapphire Amulet 195 sneak, +1 hit
Fire Opal Ring 240 +2 damage
Fire Opal Pendant 245 +10 move, +10 move regen, sneak
The Starheart Ring 290 +2 hit, +2 damage
The Shadowband 295 sneak, spy, +1 hit, +1 damage
The Starheart Amulet 300 +1 hit, +2 damage, +20 hp, +20 mana, +10 hp regen

The three starheart pieces each take 4 Starmetal, 4 Voidiron, 2 Starhearts and 3 Diamonds. The Professions window shows what every piece needs and what you carry. Sneak and spy from a piece work for anyone who wears it, whatever their class.

Game data

  • Level: any
  • Position: standing

Related: Mining, Smithing

Commands

Mix

help mix

mix <potion>

Mixes a potion from the herbs you carry ("mix light healing", "mix antidote"). It takes three seconds: moving, a fight or another command stops it. You need the Alchemy skill the potion asks for and its herbs; the Professions window lists them. See PROFESSIONS.

Game data

  • Level: any
  • Position: standing
Commands

Sethome

help sethome

sethome

Makes the room you are standing in your home: HOME brings you here from then on. Renting a room at an inn makes that inn your home too. Without a home, HOME takes you to the starting town, Daleville.

A home cannot be a death trap, a private room, or in the air or deep water, and it must be on the Prime Material plane (the world you know): HOME cannot cross from one plane to another.

See also: HOME, RENT

Game data

  • Level: any
  • Position: resting or better
Commands

Nogossip

help nogossip

nogossip

Leaves the Zone chat channel; type it again to rejoin.

See also: GOSSIP, DEAFEN, NOTELL, CHAT

Game data

  • Level: any
  • Position: resting or better
Commands

Notch

help notch

notch <item>
load <item>

The command parameters are 'notch <item>'. You will then attempt to notch/load the item into the weapon you currently wield. You can also use 'load <item>' , it will have the SAME results. This is how you can notch a arrow to be FIRE at someone or something.

See also: FIRE, SHOOT, SPOT, THROW

Game data

  • Level: any
  • Position: resting or better
Commands

Notell

help notell

notell

Stops private messages reaching you (and messengers, sendings and telepathy). Type it again to take them again.

See also: TELL, DEAFEN, NOGOSSIP, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Offer

help offer

offer

At an inn's reception, the receptionist tells you how many of your things they will keep (free of charge), and how many of them are rare (they go back into the world if you stay away more than 30 days).

See also: RENT, INN

Game data

  • Level: any
  • Position: standing
Commands

Open

help open

open/close/lock/unlock/lift/turn/twist/push/pull <portal/container> open/etc. <doorname> to the <direction>

Some doorways can only be opened using the twist, turn, or lift commands, while others may simply be opened. In cases with more than one door of the same name in a room use the to the <direction> option. Some portals are called other things than 'door', such as 'window' or 'grate'.

See also: PICK

Game data

  • Level: any
  • Position: sitting or better
Classes and races

Orcish

help orcish

(Not a race new characters can choose: you meet them in the world.)

Orcs live short, brutal lives in there underground warrens. They are remarkably similar to toothy, pig snouted, hunched humans, but seem to be de-evolving. They are perhaps becoming healthier over time, due to their tendency to eat their own children if the children are weak. Those who are not Orcs find Orcs remarkably repulsive. They have infravision. They fight on the side of evil in the race war.\ Orcs start at 17(mature), reach middle age at 29, old age at 43, and are ancient at 64.\ They may be any class (see CLASSES).

See also: RACES, LEVEL LIMITS, CLASSES, RACE WAR, AGING

Commands

Order

help order

order <follower> <command>
order followers <command>
order all <command>

Orders one or all of your followers to do what you tell them to.

Note: Telepaths & empaths can order followers underwater and in silenced rooms.

Newbie Tip: 'Order all guard' can be very useful.

See also: SPELL CHARM (PERSON, MONSTER, VEGETABLE), SPELL ANIMAL FRIENDSHIP, HYPNOSIS, SPELL DUST DEVIL, SPELL FIND FAMILIAR, SPELL MONSUM, FOLLOW, ALLIES, GUARD

Game data

  • Level: any
  • Position: resting or better
Classes and races

Paladin

help paladin

Holy Warriors, protectors of the church and the general lawful goodies that most evil creatures HATE. Paladins must remain in good standings (align must be 350+). A Paladin who falls from the path may never become a Paladin again, but is instead a simple warrior from then on: the moment the alignment falls below 350, whatever the cause (a kill, a theft, a draining weapon), with the same level as a warrior.

Paladins have the innate abilities of detecting evil and protection from evil. They also have some special skills that they and only they can use. To see a Paladins skills known, use 'study p'.

See also: SKILLS, STUDY, LAY ON HANDS, WARCRY, BLESSING, HEROIC RESCUE, ALIGNMENT, MAGIC

Skills

Parry

help parry

parry

When in battle, type parry, and you will prepare to parry the next blow that is aimed at you. This uses up one of your attacks that round.

See also: DODGE

Game data

The world and its rules

Party

help party

See: GROUP

The world and its rules

Pets

help pets

See: ALLIES

The world and its rules

Pick Locks

help pick locks

pick <doorname, containername>

Thief skill that unlocks a locked item or door. Lock picks may help, but are not necessary.

See also: OPEN, DOORBASH, SPELL KNOCK

The world and its rules

PK

help pk

The world and its rules

Pkill

help pkill

The world and its rules

Player Killing

help player killing

Players cannot fight each other, except in the arena: no attack, harmful spell or charmed monster of yours will touch another player anywhere else. Even so, summoning players to dangerous places, or leading monsters onto them, is against the rules, and the gods are very harsh on player killers.

See also: RULES, ARENA, RACE WAR

The world and its rules

Point

help point

point <direction>
point <person>
point

Shows everyone in the room that you are pointing as you specified.

See also: SOCIALS, EMOTE, INSULT, MUTTER

The world and its rules

Poison

help poison

Many things can poison you in the game. Many snakes have a poisonous bite. Some things you can eat will poison you. There are many other ways of becoming poisoned. The poison will last for some length of time, varying on how powerful whatever poisoned you is. Your hit point regeneration goes down, and other regen rates lower. If you have a very high hit point regeneration rate, or a way to heal yourself, you may live out the poison. Otherwise, you must find a cleric to remove the poison, or quaff a potion of remove poison.\ Beware of certain very dangerous creatures that have developed particularly potent toxins. These creatures can kill instantly upon a successful poisoning! Some items in the game give resistance or immunity to poison. Resistance makes it less likely the poison will affect you. Immunity makes you impervious to poison. This only helps when the poison first strikes... once you are poisoned, these items will not help you.\ You can look at other people to see if they are poisoned (it says they are 'very ill') but cannot see this effect on yourself.\ Poisons do not all take effect immediately. Some creatures have developed poisonous venoms that have an onset time before the poison affects your body.

See also: SPELL POISON, SPELL DETECT POISON, SPELL REMOVE POISON, SPELL SLOW POISON

Commands

Pose

help pose

pose

This has you perform a random (usually bizarre) action. Which poses appear for you is based on your class and level.

See also: EMOTE, SOCIAL

Game data

  • Level: any
  • Position: standing
The world and its rules

Potion

help potion

See: QUAFF

Commands

Pour

help pour

pour <liquid> <container>
pour <container> out

Do this if you want to pour some liquid from one container to another, or empty a liquid container of it's contents.

See also: FILL, DRINK, WATER, SPELL CREATE WATER, FIND WATER

Game data

  • Level: any
  • Position: sitting or better
Commands

Practice

help practice · help practise

practice                     (at your guildmaster)
practice <skill>             (at a teacher)
practice <class letter>      (anywhere)

At your guildmaster, 'practice' alone lists your guild's skills and spells and how good you are at each. There are no practice sessions any more: skills and spells come with your levels and improve as you use them (see SKILLS). Teachers outside the guilds charge gold for their lessons.

There is nothing to learn about weapons or languages: every character can fight with every kind of weapon from the start, and everyone understands everyone.

Away from a guildmaster, 'practice <class letter>' lists the skills and spells of that class that you know. 'study' is the same command (see STUDY).

Game data

  • Level: any
  • Position: resting or better

Related: Train, Gain

Commands

Pray

help pray

pray <immortal name, request>

This is a simple way for mortals to contact their deity in hopes of receiving a response or help. Also, it could be a way to just simply worship ;-).\ The chance of your prayer being heard is based on your
level of experience, you will receive a bonus to this chance if you are of the cloth (Cleric). If 'your prayer fades to quickly...' your prayer failed to reach the hearing of the immortals. To pray simply type 'pray DIETYNAME, wouldst thou be kind enough to tell me the way to Ravenloft from the swamp monster?'.\ Keep prayers reasonably short, but try to be polite and in character. Complicated prayers will get ignore most likely, and people asking for equipment, experience or the like will be ignore no matter what. If an immortal is busy, or does not feel like answering your prayer they are not required to acknowledge you. Be respectful, and there is more chance you will get what you ask for. You may only pray for yourself. Some of the high gods may grant potions single effect potions if you ask for the potion by its proper name. Also, to discourage hoarding, if you already have one of a potion a second potion of that type will not be granted. (Passing potions to friend to hold while you pray will really irritate the gods.) Please do not pray for something you already have. Information prayers may be for information the immortal learned as a mortal, such as directions, or what zone to start looking for something in. The information granted will not be very specific. You may also pray for one of the following: your current armor class, your current + to hit, your current + to damage, or your current alignment number.\ The lowest level immortals, newbie immortals and saints, do not have the godly power to create potions, but they may grant what they can create. They may give minor creation items. (The\ minor creation items may NOT be given godly enchantments.) Also, they may go buy a potion and give it to you, if you ask for it by its name (color) and they happen to know where it is for sale. (Note: the off white potion for sale in Port Mir may NOT be granted for a prayer.)

See also: WHO, WIZLIST

Game data

  • Level: any
  • Position: sitting or better
Commands

Promote

help promote

promote <target>

This is used by the leader of a group to set someone else to be the leader. The target must not be following anyone other than you, and only your followers and you move to the new group.

See also: GROUP, FOLLOW, ASSIST

Game data

  • Level: any
  • Position: resting or better
Classes and races

Psionist

help psionist

Psionist are characters that use the power of the mind. They can summon people from great distances, they have even been known to blast the mind of powerful beings to jelly! They also have natural telepathy, requiring no study.

Psionist use the command MIND to activate most of their skills, be sure to see the help section on MIND.

To see a Psionist skills known use 'study i'. For a preview of what is ahead, use 'skills i' (Not all skills currently show up, this will be fixed someday.)

See also :TELEPATHY, DOORWAY, PSI PORTAL, PSI SUMMON, PSI INVISIBILITY,

CANIBALIZE, FLAME SHROUD, AURA SIGHT, GREAT SIGHT, PSIONIC BLAST, HYPNOSIS, MEDITATE, SCRY, ADRENALIZE, PSI SHIELD, SPELL MIND BURN, SPELL CLAIRVOYANCE, SPELL PSIONIC DANGER SENSE, SPELL PSIONIC DISINTEGRATE, SPELL TELEKINESIS, SPELL LEVITATION, SPELL CELL ADJUSTMENT, SPELL CHAMELEON, SPELL PSIONIC STRENGTH, SPELL MIND OVER BODY, SPELL PROBABILITY TRAVEL, SPELL PSIONIC TELEPORT, SPELL DOMINATION, SPELL MIND WIPE, SPELL PSYCHIC CRUSH, SPELL TOWER OF IRON WILL, SPELL MINDBLANK, SPELL PSYCHIC IMPERSONATION, SPELL ULTRA BLAST,\ STUDY, SKILLS, SPELL DAMAGE, MAGIC, MANA

Commands

Pull

help pull

See: OPEN

Game data

  • Level: any
  • Position: standing
Commands

Push

help push

See: OPEN

Game data

  • Level: any
  • Position: standing
Commands

Put

help put

put <item> in <container>
put <item> <container>
put all <container>

For putting stuff in containers. You may abreviate the name of the object and the container.

  • You may number the item: put 2.fish bag
  • You may get several: put 3*rock chest
  • You may hyphenate: put large-skin in sack

See also: GET

Game data

  • Level: any
  • Position: resting or better
Commands

Qtalk

help qtalk

qtalk <text>

When in an official quest, you can use the quest channel, qtalk, to talk to everyone else officially in the quest.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Quest, Communication

Commands

Quaff

help quaff

Use : Quaff <Potion>

Quaff is used to "drink" a (magical) potion.

Potions, scrolls, food and drink can go on the hotbar: drag one from your Inventory onto a slot (or click an empty slot and pick it from the list). Clicking the slot, or pressing its number key, uses one: quaffs the potion, recites the scroll, eats the food or drinks from the bottle. A scroll whose spell harms is recited at the monster you aim at, like an attack spell. The slot shows how many you carry, and it empties itself when you use, sell or drop the last one.

See also: USE, RECITE

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Quests

help first steps · help quests

quests
quests start <quest>
quests aside <quest>
quests resume <quest>
quests follow <quest>
quests dismiss
quests resume
quests map
quests bounties
quests bounty <name>
quests giveup

The one-time quests guide you through Daleville and beyond, one step at a time. A new character starts with First steps; you can start any other quest whenever you like, and set any quest aside to pick it up again later where you left it. Each quest shows the levels it suits: a guideline, never a rule. Name a quest by its number in the list, or by the start of its name.

  • First steps (levels 1-2): buying and eating food, dressing, identifying, the waystones, going home and the airship, a first fight and a first level.
  • Learning the ropes (levels 2-5): who is online, filling a waterskin at the town well, the bank, the sewers under the Catacombs, a death trap (safe until level 10: see DT), resting and sleeping, your headgear, and your class's earring from the quest shop.
  • The Catacombs (levels 7-12): under Daleville's North Ride. Touch the waystone at the entrance, take the jailer's key from the cell guard and kill the mad beast in the holding cell, take the key to the crypt from its guard, kill the zombie lord and take his key to the Hall of Spirits. The map leads you to each guard. Exploring every room is optional, for a bonus. Beware the priests, who can blind you; flee and then home if a fight goes badly.
  • The Prisons of Clematis (levels 15-30): find the prison on the world map, touch its waystone, help the girl outside find what she is looking for, take the three keys to the prison (each pays a little as you take it), and defeat Clematis at the top of his tower. Each step pays 5% of your next level, the keys 2% each, and defeating Clematis 25%, up to level 30 (above it, only the quest points). Exploring every room is optional, for 5% more.
  • A quest for each trade (botany, mining, fishing, alchemy, smithing, jewelcrafting, cooking): it starts by itself the first time you gather or make something in that trade. The first thing pays 1% of your next level, and reaching 50 in the trade (its second tier) pays 10%, up to level 25 (above it, nothing).
  • Finding your feet (levels 4-7): the Newbie channel, selling, wimpy, considering a foe, skills and spells in a fight, the Font of Life, the donation room, the Jermlaine Tunnels and their waystone, the time and the weather, and level 7.

Each step pays a reward as soon as it is done: gold, experience, or a piece of gear any class can wear. Finishing each quest pays 2 quest points, to spend at the quest shop (see QUEST SHOPPE).

A step done somewhere first sends you there: open the map and click "Autowalk there" (past what your map knows, take the exit glowing gold in the room view). Once you are there, the step says what to do.

The Quests pane (on the right) has two tabs: One-time, with your quests and what to do next; and Repeatable, with the treasure hunt and the bounties. 'quests' opens it.

Every quest you have under way counts as you play: each one its own next step, so one thing you do can finish a step in two quests. Within a quest only the current step counts: doing a later one early earns nothing. You follow one of your quests (Follow in the pane, or 'quests follow'): that is the one the map's gold line leads to.

When a quest is done somewhere, the map shows the way there as a gold line, as far as your map goes (an arrow points on past it), and the exit to take glows gold in the room view. "Autowalk there" on the map walks the line for you. "Quest way" on the map turns it off.

Played before? 'quests dismiss' sets every quest under way aside ('quests dismiss yes' to be sure), and 'quests resume' alone picks them all up again. No quest pays twice.

Once First steps is done (or set aside), every character also has the treasure hunt, a quest that comes back each day: 'quests map' takes a treasure map (see TREASURE HUNT). From level 5, bounties put a price on the fiercest monster of a zone at your level (see BOUNTY).

See also: TREASURE HUNT, SETHOME, SCORE

The world and its rules

Treasure Hunt

help treasure · help treasure hunt · help treasure map

quests map
quests giveup

Once a day each character who has finished the First steps quest may take a treasure map, from the Quests pane (its Repeatable tab) or with 'quests map'. The map names a zone that suits your level, and quotes one line from the description of a room in it, word for word. Find that room and type 'search' there to dig up the treasure: one quest point.

You have 4 hours from taking the map. If you know the zone it may take a few minutes; if you have never been there, you may have to find the zone first and then search through much of it. The gold line on the map leads to the zone, not to the room. Half an hour before the time is up your map grows faint, and when it is up the map crumbles.

'quests giveup' throws the map away. Either way, a new map comes 24 hours after you took the last one; the Quests pane shows how long that is.

Quest points buy things at the quest shop, up from the Old Skull Inn.

See also: SEARCH, QUESTS, QUEST SHOPPE

The world and its rules

Quest

help quest

Gods run quests, which are special problems for mortals to solve. Often the one who solves the problem first, or best, will receive some sort of reward. You may receive quest points for winning a quest, which may be used to purchase special quest rewards.

See also: HEADHUNT, ARENA, QTALK

The world and its rules

Quest Shoppe

help quest shoppe

The Quest Shoppe, up from the Old Skull Inn, is where you redeem Quest Points for changes to yourself, or for special equipment for you only. You earn quest points from the one-time quests (2 for each), the treasure hunt, and competitive quests run by the gods.

Every class has equipment there, an earring among it (3 points), and every class but the monk a weapon (9 points: a monk with a weapon loses its extra attacks). A character of several classes may buy for each of them. In the list, click "identify" beside an item to see what it does before you buy it, or type 'identify <item> shop'.

In the quest shop, special commands are used to list what you can get, and to acquire it:

check - used to see what you can modify about yourself or your equipment. order - uses quest points purchase your chosen modifications.

list lists special equipment you can buy.
buy uses quest points to buy the special equipment you wish to own.

Related: Quest, Inn

Commands

Quit

help quit

quit

Leaves the game. Everything you carry and wear is kept for you, free of charge, and is back with you when you return. You start again where you were sent when you left the game (an inn's room, if you rented there). After more than 30 days away, the limited things you kept go back into the world (see RENT).

Some things cannot be kept, keys most of all (identify says their rent is "unrentable"): they stay in this world. When you quit, rent or are taken out of the game for idling, they are left on the ground where you stand, and the character list tells you what was left. If you meant to give one to a friend, come back and pick it up before someone else does. Anything inside one (a bag that can't be kept) stays with you.

See also: INN, RENT

Game data

  • Level: any
  • Position: any (even asleep)
Skills

Quivering Palm

help quivering palm

quiv <target>

Quivering palm is a fabled Monk attack. It can only be done 1 time per week, and only on an opponent of the same level or lower, with less than 2*the Monks max hit points. The target must also be humanoid. If the roll is successful, the target dies instantly.

See also: SPELL POWER WORD KILL

Game data

  • Learned by: Monk 30
Skills

Wholeness Of Body

help wholeness · help wholeness of body

wholeness

A monk's skill, from level 10: focus your spirit and your wounds close, healing 20 hit points and 3 more for each of your monk levels. It can be used once an hour (about a minute); it takes a round to do.

See also: FOCUS KI, QUIVERING PALM

Game data

  • Learned by: Monk 10
Start here

Races

help races

A new character may be a dwarf, moon elf, gold elf, wild elf, human, gnome, halfling, half-elf, half-orc, half-ogre, half-giant, dark elf (drow), sea elf, orc, goblin, troll, dark dwarf or deep gnome. Dark elves, dark dwarves, deep gnomes, orcs and goblins fight at -4 in lighted rooms above ground, unless darkness surrounds them (the spell, or an item's). Any race may be any class, and reach the highest level in it, except that half-giants may only be warriors or barbarians: they are the only race that can bash huge monsters. Races differ in their abilities, their regeneration and their AGING.

See also: LEVEL LIMITS, AGING, RACE WAR, HALF-GIANT, ELF, HALF-ELF, DARK ELF, GNOME, HALFLING, DWARF, HALF-ORC, HUMAN, HALF-OGRE, GOBLINOID, TROLLISH, ORCISH, DARK DWARF, ALLRACES

Classes and races

Ranger

help ranger

Rangers are Warriors of the woods. They are expert trackers and learn the ways to best protect and live in a woodland environment. Rangers alignment must never become evil (below -350). A Ranger who falls from the path is permanently a simple Warrior.

Rangers have semi-Cleric/Druid abilities. As the Ranger progresses s/he can learn specific spells that have to do with forest/animal training. To use the spells you use the CAST command.

Most skills that a Ranger uses must be used OUTSIDE. OUTSIDE is considered in a forest, desert, arctic or anywhere not inside. To see Rangers skills known 'study r'. A good way to see if you are outside is to use the WEATHER command.

See also :RATION, DUAL WIELD, CAMOUFLAGE, SNEAK, MAGIC

Skills

Ration

help ration

carve <corpse>

This skill allows a Ranger to CARVE a corpse into edible portions. To use simply type 'carve <name>'. If you make your skill check a healthy ration will be made.

See also: RANGER

Game data

Commands

Read

help read

read <message>

Use this to read mail, read a sign on the wall, or read any writing you may come across. This is also of use with bulletin boards.

See also: LOOK, RECITE

Game data

  • Level: any
  • Position: resting or better
Commands

Recite

help recite

Use : Recite <Scroll> [Target]

Is used to "read" a magical scroll. Target can be an object, character or nothing (which may be yourself). Anyone can read a scroll.

See also: QUAFF, USE

Game data

  • Level: any
  • Position: standing
Commands

Remove

help remove

rem all
rem <item>
rem <number>

If you tire of wearing some armor or wielding a weapon, remove it, or remove all of it. If it is dark and you want to take something off a particular body part you may remove it by its number when you type equipment. You may abbreviate item key words.

On general item handling

  • 2.item: Second item of that name (wear 2.bag)
  • all.item: all items of that name (get all.bread)
  • 9*item: that many of the item (put 9*potion bag)

See also: EQUIPMENT, DROP, SPELL REMOVE CURSE, WEAR

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Remove Traps

help remove traps

See: DISARM

Start here

Rent

help rent

rent

Renting is a safe, comfortable way to leave the game: at an inn's reception, the receptionist puts your things in the safe and shows you to your room, and you will start there next time. It costs nothing, and you never have to: QUIT (or simply leaving) keeps your things just as well.

Nothing is ever charged for keeping your things, however long you are away, and nothing is lost for leaving.

Limited items: an item the world holds only a few of (identify marks it LIMITED) is kept for you too, but if you stay away more than 30 days the limited things you kept go back into the world, for someone else to find. Everything else stays yours. (Anything a limited container held is given back to you.)

Things marked "unrentable", such as keys, cannot be kept at all: they stay in the world and are left on the ground when you rent or quit (see QUIT), and your house chest won't hold them.

One place to rent in the village of Daleville is Stoal, in The Old Skull Inn (stand by Stoal and type "rent").

See also: INN, OFFER, QUIT, SAVE

Game data

  • Level: any
  • Position: standing
Commands

Report

help report

report

This command will output your current health/magic/move percentage for everyone in the room to see.

You report 'HP:100% MANA:100% MV:100%'

See also: SCORE, HP, MANA, MOVES

Game data

  • Level: any
  • Position: resting or better
Skills

Rescue

help rescue

rescue <person>

A rescue is an attempt to make a monster hit you instead of the person being rescued. You can only 'turn' one monster for each attempt. This is highly useful when playing in groups.

See also: KICK, BASH, HEROIC RESCUE

Game data

Skills

Provoke

help provoke · help taunt skill

provoke <monster>
provoke

A warrior's skill: shout insults at a monster that is fighting someone else, and it turns on you in a rage, leaving your friend alone. Typed alone in a fight, it provokes the monster you are fighting. It takes a round to do, whether it works or not.

See also: RESCUE, SHIELD WALL

Game data

The world and its rules

Resistances

help resistances

Some items, when worn, provide resistance to certain types of damage attacks (i.e. blunt, slash, pierce, fire, cold, electricity, energy, acid). This means that damage sustained by the specified type of attack is reduced by 1/2. Note that 'resistance' provides the SAME protection provided by 'Protection from (Fire, Cold, Electricity, Energy)' spells. They DO NOT combine to provide a total reduction to 1/4 damage.

However this 1/2 damage reduction DOES combine with 1/2 damage reduction provided by the 'Sanctuary' spell to provide a total reduction of 1/4 of the normal damage.

Example: A PC protected by 'Sanctuary' and also wearing a "resist fire" item (or is protected by the 'Protection from Fire' spell) will receive only 1/4 damage if struck by a fireball.

In addition, both 'resistance' and 'Protection from (Fire, Cold, Electricity, Energy)' spells DO combine with the appropriate 'Protection (Fire, Frost, Electric, Acid) Breath' spells, to provide a total reduction of 1/4 damage against the appropriate type of breath attack.

Example: A PC protected by 'Protection from Fire Breath' spell and also wearing a "resist fire" item (or is protected by the 'Protection from Fire' spell) will receive only 1/4 damage if breathed on by a fire breathing dragon. And, as above, if the PC is also protected by the "Sanctuary" spell, the damage is reduced by a further 1/2 such that the total damage received is only 1/8 of the normal damage.)

See also: IRS, MOB IRS, SPELL SANCTUARY, SPELL PROTECTION FROM (FIRE, COLD,

ELECTRICITY, ENERGY), SPELL PROTECTION (FIRE, FROST, ELECTRIC, ACID) BREATH, IDENTIFY, SPELL KNOW MONSTER

Commands

Rest

help rest

rest

This puts you in a more restful position, which increases you regeneration rates. You can still see what is going on around you, however some actions will be unavailable to you.

See also: SLEEP, WAKE, SIT, STAND

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Restaurants

help restaurants

See: FOOD

The world and its rules

Restring

help restring

This is where a god changes the name of one of your items. For instance, you could name your war axe "Aegis Fang" if you were granted a restring.

Related: Quest Shoppe, Quest

Skills

Retreat

help retreat

flee

Allows a fighter, Thief or Monk to get out of combat without having to panic and flee. If you make the roll, you WILL leave the room, and you lose no exp for doing it. This skill gets better through use.

See also: FLEE, DISENGAGE

Game data

  • Learned by: Thief 1, Monk 1, Barbarian 1
  • Also taught by: the old hermit (Jermlaine Tunnels), up to 60%
Commands

Return

help return

return

Use this to return to your normal form after polymorphing.

See also: SPELL POLYMORPH, SPELL CHANGE FORM, SPELL TREE

Game data

  • Level: any
  • Position: resting or better
Commands

Ride

help ride

See: MOUNT

Game data

  • Level: any
  • Position: standing
Skills

Riding

help riding

See: MOUNT

Game data

  • Learned from: a teacher: Selvan (Land of the Hill People), up to 80%
The world and its rules

Room Teleport

help room teleport

Some rooms teleport you to another room after a set amount of time. The second room might be a DT, thereby making a timed DT.

See also: DT

Start here

Rules, Guideline and Policies of Grindy Mud

help rules · help rules, guideline and policies of grindy mud

Not all rules are written here as some things should be obvious. Try to use your common sense, and try not to make the game less fun for other people. Trying to exploit 'loop holes' in the rules is not acceptable. The words of the Lords are in fact the law; This section is just a way to give you a reasonable idea of what is expected of you.

Rules

  1. Player killing (pkill) is not allowed. Player killing is killing another PC (player character.) Do not do anything that hurts another player, or do anything to them against their will.

  2. Please do not be a public nuisance. Do not whine, argue, pester every adept in the world to group, complain about lag, use bad language, or otherwise be annoying over public channels. Public channels include Global, Zone, Newbie, and titles. (If we know what you mean, it counts, even if you use misspelling or wild cards to disguise bad language.) Do not spam (fill our screens with useless text.) Do not advertise other muds.

  3. Please do not loot the corpse of a player character (PC), or otherwise take someone else's stuff. If you must get stuff from the corpse of the person make SURE you have the permission of that person first. The rule of thumb is this. If a player is actively trying to get their stuff back from a death, it is theirs. Even if a mob loots it. If the equipment scrapped or otherwise loaded on a mob, it is fair game.

  4. Please do not steal kills. If you walk into a room that has a person and a mob (mobile/monster/NPC) in it, ask that person first if this is their kill. If someone is one room away from a mob, it is considered to be their kill. Do not doorway/portal to an aggressive mob when there are other possible portal targets nearby, as you are likely to steal a kill. However, there is no mob 'reserving'. If you are planning on killing a mob you must do so within a few minutes. Please do not sit there reserving a mob for your group for 15 minutes, or hold a mob you are incapable of killing.

  5. Please do not harass other players. Bothering someone using tells, attacking people, having a shouting match with someone after it is expressed that you should be quiet, abusing people with emotes, following someone around, ANYTHING that can be seen as harassment, isn't allowed here. Respect that some people play 'in character' while others do not, and may take your comments rather personally.

  6. Please do not use or abuse bugs to your advantage. Examples are things like the old "gold bug" we used to have, or a new bug to give you double equipment, or anything that crashes the game. If you are not sure if something odd is a bug, report it to bug just in case, and ask an immortal if it is considered a bug. If you are caught crashing the mud on purpose you will be nuked.

  7. Please do not hoard equipment. It is fine to keep a couple of spares. It is also fine to keep quite a few of items that have a limited number of uses, such as potions or staves. Please do not keep a large number of items that you are unlikely to use up, as this may prevent other characters who need the equipment from getting it.

  8. When making a new character, please pick a name that is not a major AD&D figure as these are likely to be mobs at a later date. Try not to pick a name that is shared by a mob/monster, or a name that does not fit the genre, such as Spaceman or Telephone.

Policies

  1. Grindy Mud is a work in progress. It is constantly changing, and will continue to change and grow until it dies. Do not assume that items, abilities, areas, or anything that is here today will necessarily be here next week. Most changes are made without notice, and most go unnoticed.

  2. Grindy Mud has a no refund policy, except in cases where you are a victim of a rule breaker. This means, if you lose your equipment in a crash, or due to a death, or because you dropped link and were force rented while carrying to many rare items, the immortals will not refund your equipment.

  3. Some characters are IC (in character) and some are OOC (out of character.) This means some people are playing make believe, and are pretending they are actually a troll in a forest, while others are just dying to tell you all about their RL (real life) problems. Both types of character should try and deal with the others' style of play. There are many ways to have fun on Grindy Mud, try not to destroy how others have fun.

  4. If you have a problem or a question please read the help files or ask other mortals first before asking an immortal. Most questions immortals get can be answered by a mortal, and often mortals may be able to give you more information or help. Some immortals or knowledgeable players enjoy being newbie helpers; Feel free to ask on the Newbie chat channel if you are truly confused. If anything seems wrong about your character, REMOVE ALL YOUR EQUIPMENT before asking an immortal why you are 'buggy'. Remember, immortals are players also, not employees, and are also trying to enjoy the game.

  5. If you have any problems with others breaking rules, speak to an immortal. If you have a problem with an immortal, speak to a high god, such as a Lord or Lady. If no one is on to speak with, ask on the Newbie chat channel or send the immortal a private message (see 'help tell'): they get it when they come back.

See also: NEWBIE, INTRO, MAP, RACE WAR

Commands

Run

help gallop · help run

run <direction>

To RUN simply type 'run <dir>' where <dir> is the direction you wish to run (north, south, east, west, up, down). You will then be 'hurried' through the rooms/locations until you get to a room that does not have a exit in the direction you are running. In other words if you 'run west' you will run westwards until you get to a room without an exit west. Run requires more movement points and you must have a minimum movement.

WARNING: You CAN hit DT's this way!

See also: FLEE, MOVEMENT

Game data

  • Level: any
  • Position: standing
Skills

Safe Fall

help safe fall

-

Safe fall is a Monk skill that allows them to fall from any height, and fail to die. They will be stunned, and badly wounded, but they will not die (if they make the roll.) This is automatic, so no command is used.

See also: SPELL FLY

Game data

  • Learned by: Monk 1
Commands

Save

help save

save

Save your persona. This includes experience points, abilities, gold, etc. It also saves everything you wear and carry, and what is in your containers. Sometimes a god may force you to save.

You CANNOT go back in time to the point you saved! Everything that happens is permanent. Save only prevents you from loosing your accomplishments in the event of a game crash.

Save often!

See also: SCORE

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Say

help say

say <text>
' <text>

Talks in the Here chat channel: everyone in the room with you hears it. Everyone understands everyone.

See also: CHAT, EMOTE, TELL

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Reply

help reply

reply <text>

Answers whoever last sent you a private message, even someone you cannot see.

See also: TELL, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Score

help score

score

Shows the Character pane's Score tab: whether you are still alive and healthy, how much money you have, the experience you need for your next level, your levels, how long you have played and more about yourself. Your attributes (age, weight, what you carry, your armor, your abilities and your hit and damage bonuses) are under it. The tab follows you as you play.

See also: CHARACTER, ATTRIBUTES, SAVE, ALIGNMENT

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Scroll

help scroll

See: RECITE

Commands

Sell

help sell

sell <item>

Command for the shops. To sell an item you must have it in inventory.

See also: BUY, LIST, EVALUATE, INVENTORY

Game data

  • Level: any
  • Position: standing
Skills

Sending

help sending

sending <name> <message>

Accumulative :No
Duration :Instantaneous

This spell enables the caster to speak over great distances to someone that he/she knows. Upon successful casting the messages is sent to <name>.

See also: TELEPATHY, MESSENGER

Game data

Commands

Set

help set

This command allows you to change some of your settings. The standard command is 'set <type> <field>'. Here are the types:

Setting What it does
autoloot [on/off] take the coins from what you kill
autosplit [on/off] share those coins with your group
autoexits <enable/disable> show the exits when you walk into a room
group name <Group Name Here> name your group
email <email@address> your email, shown by whois
arena on or off: the arena's announcements
cloak on or off: hide your equipment under your cloak
  • 'autoloot' and 'autosplit' With 'autoloot' on, you take the coins from the corpse (or the pile of dust) of every monster you kill; with 'autosplit' on, coins you loot or reap are shared with the players of your group in the room. Both are on to begin with, and the client's Settings pane has them too. 'set autoloot' alone turns it the other way. See AUTO-LOOT.

  • 'autoexits' The type 'autoexits' will automatically display exit information for you when you walk into a different 'room'.

  • 'group' The type 'group' uses the parameter 'name' to set your group's name. After 'name' give the name you would like for your group. Example : set group name The Wild Bandits!

Using 'gwho' you can see all the groups and their group names.

  • 'email' The 'field' is your e-mail address. Others can see it with 'whois' on your name.

  • 'arena' Turns the arena's announcements off, or back on.

  • 'cloak' Pulls the cloak you wear about your body around you, so that those who look at you see only what shows outside it: your light, helmet, boots, shield, what you wear on your eyes, and a weapon too big to hide. Thieves have a hard time seeing what you carry, too. 'set cloak' again pushes the cloak back; taking the cloak off ends it. A transparent (invisible) cloak hides nothing. Immortals see through it.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Race War, Group, Gwho, Arena

Commands

Shoot

help shoot

See: FIRE

Game data

  • Level: any
  • Position: standing
The world and its rules

Shops

help shops

Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality!

To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are rugged, capable men and women; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. (They usually have a few thousand hitpoints and can shoot through schools).

See also: BUY, SELL, LIST, EVALUATE, BANK

Shops in Daleville

What each shop in Daleville sells, and the price for a buyer with charisma 8 to 12 (more charisma pays a little less, less pays more). list in a shop shows your own prices, with a link to buy each.

Tulba The Weaver

Tulba, the weaver. Buys armor and clothes.

Item Gold
A simple cotton frock 180
An embroiderd robe 750
A pair of soft leather pants 150
A scarf 75
A leather belt 37
A pair of leather boots 150
A cloak 75

The Smithy of Bronn Selgard

Bronn Selgard the smith. Buys armor and weapons.

Item Gold
A long sword 187
A pair of chain leggings 250
A chain coif 125
Chain mail sleeves 187
A dagger 12
A chain mail shirt 625
A battle axe 1,250
A mace 125
A two-handed sword 625
A short sword 93
A breast plate 3,125
Some arm plates 625
A set of leg plates 937
A steel helm 625
A pair of plate gauntlets 625

The Stone House

Cory Battlebomb. Buys food.

Item Gold
A complimentary bread 6
A pipeweed bread 16
A french loaf 10
A danish pastry 6

Sticks and Staves

Flick Stick. Buys scrolls, wands and staves.

Item Gold
A small glowing wand 1,171
A pink wand 1,875
A black wand 2,812

Meira's Pottery

Meira Lulhannon the Potter. Buys drink containers, notes and containers.

Item Gold
An ornate urn 75
A clay tablet 112
A large vase 150
A ceramic shield 750

The Old Skull Inn

Jhaele Silvermane. Buys nothing.

Item Gold
A small bottle of water 12
A dark mug of ale 18
A steaming roast dinner 16

Weregund Trading

Brant Weregund. Buys lights and containers.

Item Gold
A lantern 75
A torch 7
A leather backpack 300
A belt pouch 37
A leather waterskin 45
A set of lock picks 750
A package of iron rations 36
A package of rations 18
An ivory scroll case 750

Hoareb's Curatives

Hoareb Nimblefingers. Buys potions, scrolls and food.

Item Gold
A potion of see invisible 150
A potion of extra healing 625
A potion of healing 62
Antidote ale 500
A potion of remove poison 100
A potion of refresh 100

Hammerhand's Wood Works

Bucko Hammerhand the carpenter. Buys boats, containers, bows, arrows, armor and weapons.

Item Gold
A row boat 125
A long arrow 31
A wooden shield 31
A long bow 1,250
A wooden spear 31
A wooden staff 12
A wooden club 6
A wood chest 125
A short bow 625
A short arrow 25
A canoe 1,250

The Repair Shop

South of the North Ride. The Repair Guy mends worn armor and weapons back to full: type list to see what you wear and carry with his prices, then repair <item> or repair all. Armor costs its price or rent, whichever is more, shared out over the points missing (the repairmen of other towns charge twice that).

Commands

Shout

help shout

shout <text>

The same as GLOBAL: everyone playing hears it, and it costs nothing.

See also: GLOBAL, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Sip

help sip

sip <container>

This allows the player to take a small sip of a liquid to determine if it's palatable. Note that sipping a liquid does not satisfy thirst.

See also: EAT, DRINK, TASTE

Game data

  • Level: any
  • Position: resting or better
Commands

Sit

help sit

sit

Similar to resting, but not quite as relaxed.

See also: SLEEP, WAKE, REST, STAND

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Size

help size

Size is broken into 11 categories ranging from Minuscule (less than about 6 inches tall) to Gargantuan (more than 50 ft tall). Each races has an average height but there can be great variation due to both natural and magical factors. It is more difficult to attack enemies that are much larger or smaller than you, so be cautious!

You can see your approximate size with the 'score' command and you can estimate the size of others relative to your own when you 'look' at them.

See: SCORE, LOOK

Commands

Skills

help skills

skills

Skills are abilities that come with your levels, or, in some cases, that you learn from various teachers located throughout the realms. Skills differ from spells in that some skills may be continuously in effect once you learn them or while others may be invoked by simply using the skill name.

For example, dodge, once learned, is automatically applied whenever applicable, while a thief looking to pick a lock simply uses 'pick <target>'. Spells, however, must be invoked using either 'cast' (for most classes that possess magical abilities) or 'mind' (for psionists).

'skills' opens the Skills tab of the Character pane: a tab for each of your classes, with every skill and spell it learns, the level each comes at and how well you know it. From there you can use them, star them, put them on the hotbar and read their help.

The Skills tab's Other tab lists skills none of your classes has that teachers out in the world will teach you, such as spot from the archer: who teaches each, where, for how much gold and how far. Go to the teacher and type 'practice <skill>'. A greyed skill needs a higher level first.

You learn every skill and spell of your classes as you reach its level, at 70%. From there you get better by using them: a failure may teach you something ("You learn from your mistake"), and a success has a 1 in 20 chance of teaching a little, up to 95%. Skills that work by themselves (dodge, parry, dual wield, find traps, avoid back attack) learn the same way, and so does track.

The order of the levels of skill is: awful, bad, poor, fair, good, very good, and superb.

For every skill, and who learns it when, see ALLSKILLS.

See also: CHARACTER, ALLSKILLS, PRACTICE, STUDY, GAIN, CLASSES, CHECK, CAST, MIND

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Skin

help skin

See: TAN

Commands

Sleep

help sleep

sleep

When sleeping you regenerate hit points, movement, and mana at a faster rate. However you can't see what is going on around you.

See also: WAKE, REST, SIT, STAND

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Smash

help smash

Not implemented.

Game data

  • Level: any
  • Position: standing or fighting
Skills

Sneak

help sneak

sneak

Used for sneaking (moving in and out of rooms without anyone taking notice). When you type sneak, there is no way to know if you actually sneak. If you successfully sneak, then you will continue to sneak for a little while. When you are sneaking, many monsters that would otherwise attack you will not notice you, allowing you to go places that no others can get to.

See also: HIDE

Game data

  • Learned by: Thief 1, Monk 1, Ranger 4
  • Also taught by: The Stalker (Shadows of the City), up to 80%
Socials

Socials

help socials

<social>
<social> <person>

Socials show the room what you feel or do: type one alone, or with someone here to do it to them. Below is every social, with what it shows you when you use it alone.

See also: COMMANDS, EMOTE

Socials

Social What you see
accuse Accuse who??
ack You go 'ACK', and cough up something fuzzy.
adore Oh, everybody is just so wonderful!
agree You agree wholeheartedly.
ahem You clear your throat to get the attention of the room
apologize You apologize to everyone for your actions.
applaud Clap, clap, clap.
argue You argue with the wind.
armpit You wander about sniffing armpits.
asleep You are soooo tired...
backhand Backhand what?
bark Woof Woof!
bcheck You look around for someone to slam into...
beckon You beckon mysteriously.
beg $n begs piteously for a few scraps.
belly You rub everyone's belly.
bhide Scary stuff, isn't it.
bhug You look around for someone to squeeze the life out of.
bite You bite your tongue.
blame You look for someone to blame.
blank You stare blankly about... you're clearly confused.
blink You blink your eyes in wonder.
bliss You sigh blissfully.
blow You take a deep breath, and slowly blow it out.
blush Your cheeks are burning.
boast You boast about your impressive conquests.
bodyslam You slam a beer.
boggle You are completely boggled.
bonk Bonk who?
boot You had to boot again.
bounce BOIINNNNNNGG!
bow You bow deeply.
bowl Bowling isn't just for old men, I guess.
brandish You fiercely brandish your weapon.
brb Hurry back.
brood You brood, your heart fallen into darkness.
bscratch You scratch your behind.
bully You lumber around like a bully.
burble You burble.
burp You burp loudly.
cackle You cackle gleefully.
calm Who needs to be calmed down?
caress Who would you like to caress?
cartwheel You cartwheel about the room in joyful abandon.
cears You cover your ears.
ceyes You cover your eyes.
chatter You chatter incessantly about nothing.
cheer You make a whole lot of noise cheering!
chide You chide the Gods.
chuckle You chuckle politely.
chug You wander about with a pint in hand chanting, 'Chug-A-Lug!
ckiss You want to kiss who??? Where???
clap You clap your hands together.
cnose You pinch you nose closed.
comb You comb your hair - perfect.
comfort Does someone need comforting?
compliment Compliment? That's sweet. But who?
concentrate You concentrate hard on something.
confess You kneel down and confess your sins to the gods!
confuse You are truly confused.
console Ok! Let's see here... Who needs to be consoled?
cough Yuck, try to cover your mouth next time!
cower You cower in fear.
cringe You cringe in terror.
croak RIBBIT!
cross You cross your fingers and pray for the best.
cry Waaaaah..
cuddle Who do you feel like cuddling today?
curse You swear loudly for a long time.
curtsey You curtsey to your audience.
dance You dance around excitedly!
daydream You dream of better times.
desire You burn with desire.
drool You drool a little.
eh You cup your ear, and look around.
elbow You do the funky chicken!
envy You envy nothing.
evileye You have the evil eye.
evilgrin You grin evilly.
faint You start to sway and then the world spins as you faint dead away.
fart Where are your manners?
fidget You fidget about, unable to keep still.
finger You wriggle your fingers..
flex You flex your arms!
flinch You start to shake mildly.
flip You flip head over heels.
flirt You look around for someone to flirt with.
flog You pick up a branch and take out your frustrations on the poor, defenseless air.
flop You flop around like a fish out of water.
flounce You flounce around the room, in a hissyfit.
flutter You flutter your eyelashes.
fondle Who needs to be fondled?
footkiss You kiss everyone's feet. Don't forget to brush your teeth.
french Kiss whom??
frown What's bothering you?
fume Take it easy now! count to ten, very slowly.
furrow You furrow your eyebrows in perplexity.
gag You gag, choking on it!
gasp You gasp in astonishment.
gawk You gawk at the strange place you find yourself in.
gaze You gaze around the room, looking for something.
giggle You giggle.
glare You glare at nothing in particular.
gloat You walk around proudly, gloating about your accomplishments.
glow You look around to see who might have an aura.
goose You slyly survey the posteriors of your neighbors.
greet You greet the day.
grimace You grimace.
grin You grin.
grit You grit your teeth in disgust.
groan You groan loudly.
groove Groovy man, real groovy.
grope Whom do you wish to grope??
grovel You grovel in the dirt.
growl Grrrrrrrrrr...
grumble You grumble.
grunt You grunt noncommittally.
gulp You gulp uncomfortably.
hairtear You tear out your hair in despair.
halo Your halo dropped! Pick it up!
hand You clench your hands.
headspin You're the best at breakdancing!
hiccup *HIC*
hiss You hiss wildly around the room.
hkiss Whose hand would you like to kiss?
holdit You raise up a hand, silently signally the others to hold.
homer Doh!
hop You hop around like a kangaroo.
horns Those evil, wicked and nasty thoughts of yours are going to get you into trouble.
howl You howl in rage!
hshake You shake out your tired hands.
hug You hug the world.
hum You hum innocently.
ignore You make a point of ignoring everyone around you.
interrupt Who would you like to interrupt?
introduce You introduce yourself to everyone around.
juggle You juggle some complimentary breads, balls of light, and magic mushrooms.
jump You jump way high up in the air.
kiss You gently blow kisses into the air.
kneel You kneel on the ground.
knock Who's there?
lap You look around for a cozy lap to snuggle up in.
late You look at the sky, and realize it is getting late.
laugh You burst into laughter!
leer You leer lustfully.
lick You lick your mouth and smile.
liege You look someone to lead you.
lightbulb Now that's a bright idea!
listen You listen attentively.
love You love the whole world.
massage You massage your hand.
melt You slowly melt to the floor.
meow MMMMEEEEEEEEEEOOOOOWWWWWW!
migraine You hold your head between your hands... oh, this hurts!
moan You start to moan.
model You model yourself.
moon You moon the room.
mosh You mosh madly around in a circle.
muhaha You let forth a deep, evil laugh, "MUHAhhaAhAhahahahaaaa!"
mumble You mumble. Want to say it clearer?
muse You muse over the meaning of life.
nag You nag everyone to hurry up.
nibble You nibble on your lip.
nod You nod solemnly.
nudge Nudge? Nudge???
nuzzle Nuzzle who??
ogle You ogle all the equipment.
ohhh You got it!
pace You pace back and forth impatiently.
panic Take a deep breath and count to 10.
pant You pant heavily.
pants You admire everyone's pants.
pat Pat pat pat.
peer You peer around.
pet You pet nothing.
pie You grab a pie and look for someone to throw it at.
piggyback You look around for someone to give you a piggyback ride.
pimp You pimp you.
pinch You pinch at the thin air!!
pindown It is so quiet you could hear a pin drop.
pleade You plead imploringly.
plot You plot the intricate details of your master plan.
poke Poke who??
ponder You ponder your problems.
pounce POUNCE!!!
pout Ah, don't take it so hard.
praise You give praise to the gods.
press You press your body against the wall.
puke You puke.
punch Punch the air? Sure, go ahead, fine by me...
purr You purr contentedly.
puzzle Yes, puzzling, isn't it?
raise You raise an eyebrow.
ready You let everyone know you are ready to go.
recoil You recoil in horror!
relax You relax noticeably.
roar You roar ferociously.
rofl You roll on the ground with laughter.
roll You roll your eyes.
rub You rub your hands together in anticipation.
ruffle Ruffle what hair?
salute You salute rigidly.
santa Your lap is empty!
sbox What a tough shadow!
scare You look really scared!
scoff You scoff.
scold Who needs to be scolded?
scowl You scowl angrily.
scratch You scratch your head in confusion.
scream ARRRRRRRRRRGH!!!!!
screech You screech wildly!
seduce Champagne, check! Candles, check! Fine togs, check! Okay, now who to seduce?
shake You shake your head.
shave Shave what?
sheep You smile sheepishly.
shinkick You get ready to kick.
shiver Brrrrrrrrr.
shooaway You shoo them all away. Shoo!
shove You shove your way past.
shrug You shrug.
shudder You shudder at the mere thought of it!
shy You feel shy.
sigh You sigh.
sing You raise your clear, melodious voice to the heavens.
slam Is it that frustrating?
slap Normally you slap SOMEBODY.
slouch You slouch, leaning against the nearest tree.
slug You wave a fist in the air.
smack You look like you want to smack someone.
smile You smile happily.
smirk You smirk.
smooch You wet your lips and pucker up to smooch someone.
snap You snap your fingers.
snarl You snarl angrily.
sneer You sneer evilly.
sneeze Gesundheit!
snicker You snicker softly.
sniff You sniff sadly. *SNIFF*
snipe You work at the post office?
snore Zzzzzzzzzzzzzzzzz.
snort You snort derisively.
snuggle You feel snugglish.
sob There, there.
soothe You soothe the savage beasts around you.
spank You spank WHO? Eh? How? Naaah, you'd never.
spit You spit over your left shoulder.
spite You glare about, looking spiteful and mean.
squeal You squeal with delight.
squeeze Where, what, how, WHO???
squint You squint from the glare.
squirm You squirm uncomfortably.
stagger You stagger around in a drunken stupor.
stare You stare at the sky.
steam You feel steam rising from your collar.
strangle Who would you like to strangle?
stretch You stretch your tired bones.
strip You slowly take off all your clothes, one at a time.
stroke You stroke your chin.
strut You strut your stuff.
stumble You stumble around blindly.
sulk You sulk.
surrender You throw up your hands and surrender.
swave You wave sadly.
sweep You sweep the floor, cleaning up the mess.
swoon You swoon dramatically.
tackle You tackle the air. It doesn't stand a chance.
tag You tag the goal.
tango It takes two to tango!
tank You offer to tank.
tap You tap your foot impatiently.
taunt You taunt the air in front of you.
tease What, you think you are such a tease???
thank Thank you, too.
thrust You perform a nasty hip thrust.
thump You thump a melon.
tickle You are tickled pink!
toast You drink a toast to the good health of all your friends.
toe You dig your toe in the dirt.
tongue You stick your tongue out.
torture You look for someone to torture.
toss You toss it all away.
touch You reach out to touch someone.
tremble You tremble with fear.
tug You tug on a lock of your hair.
twiddle You twiddle your thumbs.
twirl You twirl around, showing yourself off.
twitch You twitch uncontrollably.
volunteer You step forward to volunteer.
wave You wave.
wedge You grin evilly as you look for someone to wedge!
whap Whap Whap!
whimper You whimper pitifully.
whine You whine piteously.
whistle You whistle appreciatively.
wiggle You wiggle your bottom.
wince You wince. That had to hurt!
wink Have you got something in your eye?
wolfwhistle You whistle long, low and loud.
worry You worry about everything.
worship You perform your daily worship ritual.
yawn You yawn.
yelp You yelp in pain.
yodel You put your lederhosen on and start to yodel. Yoodelaahihooo...!!!
The world and its rules

Someone

help someone

If you see 'someone' gossiping, shouting, or doing something, it means it is a Player Character who you are unable to see. If you have the true sight spell up, or a true sight item on, that 'someone' is a god. If not, it may be a god, or it may be someone invisible, someone in a dark room, or it may be you that is blind or in a dark room.

See also: SPELL TRUE SIGHT, SPELL DETECT INVIS

The world and its rules

Something

help something

See: TRAP

The world and its rules

Specialization

help specialization

study <spellname>

A mage (single or multi-class) can specialize in a mage spell. A specialized spell never fails: you never "lose your concentration" casting it, not even when you are fighting, being attacked, drunk or wearing gear your class cannot use. Its damage, mana cost and the target's saves stay as they were. In your practice list it is marked (special).

What it takes

  • the spell is a mage spell of level 49 or lower, and you have the mage level for it
  • you know it to 95% or more (spells get better as you use them, up to 95%)
  • 100,000 gold, paid when you study
  • you have fewer specialized spells than your Intelligence plus one

Where: only the Master Magician teaches it, a strange old man at his desk in the Wizard's Alcove, deep in the Stonelands (in the Dales, reached from the Roads of the Dales). Stand before him and type study <spellname>.

The way there is dangerous and not for the low level:

  • the Passage Through the Fissure has a death trap a step to its west (Buried Under the Rocks)
  • beyond the Rocky Maze lives the Mad Beholder, who attacks on sight
  • the Wizard's Alcove is behind a locked door that cannot be picked; its key, Galwrong's Black Heart, is carried by Galwrong K'Rech, a powerful mage and warrior who guards the Large Cavern outside it

Go with a strong group.

See also: CAST, STUDY, SPELLFAIL, DT, ZONES

Spells

Damage

help spell damage

N = caster's level. No entry for damage type means there is no type. (e.g. you can injure anything with harm--well, anything without an anti-magic shell at least!) AE means the spell is an Area Effect spell.

Damage Type Damage
Burning Hands (AE) Fire 1d4+1 + N/2
Call Lightning Elec (N+2)d8
Chill Touch Cold N..3N (flat distribution)
Colour Spray Energy 4N
Earthquake (AE) 1d4+1 + N
Fireball (AE) Fire Nd8
Harm 100 max, victim has 1d4 hp left incapacitated victims killed
Lightning Bolt Elec Nd6
Magic Missile Energy Xd4+X, X = (N/2)+1
Poison Poison 10..32 per tick (1..20 for Halfling)
Shocking Grasp Elec 1d8 + N
Cause Light 1d8
Cause Critic 3d8+3
Flamestrike Fire 6d8
Acid Blast Acid Nd6
Cone of Cold (AE) Cold Nd5
Meteor Swarm Energy Nd12
Ice Storm (AE) Cold Nd4 (area)
Cause Serious 2d8+2
Chain Lightning(AE) Elec Nd6, one die less per foe after
Creeping Death special
Sunray 6d8 target, 3d6 others, undead only blinds everyone in room
Firestorm (AE) Fire 2d8+1+N
Prismatic Spray (AE) See table below
Incendiary Cloud(AE) Fire Nd10
Disintegrate Energy Nd10
Psionic Disint. Energy Nd10
Ultra Blast (AE) Nd4 + N
Mind Burn Fire 1d4+1 + N/2
Psychic Crush Nd6 + N/2
Psionic Blast 1d4 to 150, dependent on level
Smite 2d8 + N; evil (2d8 + N) x1.5, undead (2d8 + N) x2
Holy Word (AE) (N/2)d6 to the evil; undead ((N/2)d6) x2

Prismatic spray inflicts randomly
40 hps, 80 hps, 100 hps, poison, paralyze, feeblemind, or teleport

See also: MAGIC, AREA EFFECT, SPELL CREEPING DEATH

The world and its rules

Spellfail

help spellfail

Spellfail is the chance to fail your spells. If you have negative spell fail, it means you are less likely to fail your spells, which is usually a good thing. +5 spellfail is bad, -5 spellfail is good. Many thing affect your change to cast your spells.\ Spell casting skill is never perfect (unless you are a specialized mage) so there is always some spellfail intrinsic to your spell. If you are superb at your spell, the chance you will fail is small. However if you are a dual class character skills or spells may only get to 87%, and if you are a tri- class they can only get to 80%, so you will have at least 13% or 20% spellfail chance, respectively, before equipment modifications. If you are in battle you have a higher chance to fail spells. If you are wearing EQ normally not allowed to your casting class (such as a mage/warrior wearing plate mail) you will have a higher chance to fail spells.\ There is quite a bit of equipment in the game that changes your chance to fail spells. If you identify an item, any magical spellfail effects will be listed.

See also: IDENTIFY, ARMOR

The world and its rules

Spells

help spells

cast '<spellname>' (for mages, clerics, druids, rangers, paladins) recall <'spellname'> (for sorcerers)
mind '<spellname>' (for psionists)

Spells are special magical or mental abilities that you can learn from your GM. Spells differ from other abilities in that they must be invoked by using 'cast', 'recall', or 'mind'.

You can also 'study <class letter>' to see a list of the abilities you already possess and your proficiency in them. In most cases, the class letter is the first letter of your class name, except it is 'k' for monks (since m is mage) and 'i' for psionists (as p is paladin).

The order of the levels of skill is: awful, bad, poor, fair, good, very good, and superb. If you are multi-classed, your proficiency in abilities is limited.

For every spell, its mana and the level each class learns it at, see ALLSPELLS.

See also: ALLSPELLS, STUDY, GAIN, PRACTICE, CLASSES, CHECK, CAST, MIND

Skills

Spot

help spot

spot <dir>
spot

Spot allows a fighter type to scan for occupants in nearby rooms. It's especially useful for archers to looking for nearby targets and for scouting ahead while adventuring. It's also useful if you are trying to avoid or find a particular mob.

NOTE: SPOT is a specialized skill that can only be learned from a highly trained master. It's not a skill you can learn from your guildmaster.

See also: FIRE, NOTCH, THROW, SPY

Game data

  • Learned by: Paladin 1, Ranger 1
  • Also taught by: the archer (Spider Haunt), up to 50%
Skills

Spring Leap

help spring leap · help springleap

spring <target>
spring

Allows you to attack from a sitting position, i.e. after you have been bashed. You attack, and stand up, all in the same motion. (Monk skill)

See also: BASH

Game data

  • Learned by: Monk 1
The world and its rules

Spying Spy

help spying spy

spy

Spying helps a Thief/barb character gain information about the world around him/her. After one has typed 'spy', one can look in various directions, and given that there is an exit in that direction, and nothing blocking the way (like a closed door), then the contents of the other room will be displayed. Some places are protected from spying.

See also: SPELL WIZARDEYE, SPELL CLAIRVOYANCE

Commands

Stand

help stand

stand

Use this command to get up from a resting or siting position. Also if you have been bashed, or fail a bash.

See also: SLEEP, WAKE, REST, SIT

Game data

  • Level: any
  • Position: resting or better
Classes and races

Stats

help stats

Your statistics are Strength, Dexterity, Intelligence, Wisdom, Constitution, and Charisma. Every new character begins with the best Strength and Constitution its race allows, and the other four one point below its race's best. Some items and spells raise or lower your stats; ATTRIBUTES shows them from level 5.

It is fun to play your stats. If you are strong, flex your muscles, if you are stupid, be confused, if you are wise, say deep things, etc..

Strength: Determines how much you can carry and how heavy of a weapon you can wield. If high enough, gives a bonus to\ hit and to damage. Also helps with some skills, including

  • bash. See: STRENGTH
  • Dexterity: Gives a bonus to armor class if high enough. Helps with some skills, including disarm, pick, steal, sneak, and remove traps. Also helps in avoiding some attacks. Decides how many things you can carry: 15 + your dexterity + half your level (what you wear and what is in your containers don't count).
  • Intelligence: Determines how quickly you learn skills. Gives a bonus to mana gain if high enough.
  • Wisdom: Gives a bonus to mana gain, and helps control a mount.
  • Constitution: Gives a bonus to HP gains if high enough. Helps with saving throws for some races. Determines how many times you can be resurrected or reincarnated. (If you die you lose experience, unless you are resurrected or reincarnated. If you are resurrected our reincarnated, you lose no experience, but you do lose 1 point of Con.)
  • Charisma: Determines prices in shops. Determines maximum number of non-player followers that can be collected using monsum, etc.

See also: STRENGTH

The world and its rules

Staff

help staff

See: USE

Skills

Steal

help steal

steal <object> <target>

Use steal to steal gold or items from non-players. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep. You can only steal inventory items that you can detect.

Stealing from other players is not permitted, and will result in punishment. This includes stealing for practice. (Exception: see RACE WAR)

See also: RULES, RACE WAR

Game data

  • Learned by: Thief 1
  • Also taught by: The Pickpocket (Shadows of the City), up to 80%
Skills

Envenom

help envenom

envenom

A thief's skill: coat the weapon you wield with a deadly poison. The next three blows of it that hurt someone may poison them (they get a saving throw against poison), within about an hour. It takes a round to do.

See also: DIRT KICK, BACKSTAB

Game data

Classes and races

Strength

help strength

Bonuses for high strength

STR +Hit +Dam
16 0 1
17 1 1
18/00 1 2
18/01-18/50 1 3
18/51-18/75 2 3
18/76-18/90 2 4
18/91-18/99 2 5
18/100 3 6
19 3 7
20 3 8
21 4 9
22 4 10
23 5 11
24 6 12
25 7 14

Strength from items and spells counts a point at a time up to the most your race can have. Past that, warriors, barbarians, rangers and paladins gain 10 of 18/xx for each point (18/10, 18/20, ... 18/100), and others gain nothing. Losing strength steps back down the same way.

See also: STATS, SPELL STRENGTH

Commands

Study

help study

study
study <skill>
study <class letter>

Your class's spells and skills come with your levels and improve as you use them (see SKILLS). Some abilities outside your class can only be learned from various teachers located throughout the realms, for gold.

Type 'study' in the presence of your GM (or teacher) to see the abilities they know and how good you are at them. Use 'study <ability>' to take a teacher's lesson. You are limited in how proficient you can become through lessons alone. At some point you will have to actually use the ability to improve in it.

You can also 'study <class letter>' to see a list of the abilities you already possess and your proficiency in them. In most cases, the class letter is the first letter of your class name, except it is 'k' for monks (since m is mage) and 'i' for psionists (as p is paladin).

The order of the levels of skill is: awful, bad, poor, fair, good, very good, and superb.

See also: PRACTICE, SPECIALIZATION, CHECK, SKILLS, GAIN

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Superior Execution

help superior execution

If an attacker rolls a natural 20 on their to-hit roll, they have a chance to inflict double damage due to the superior execution of the attack.

Related: Combat, Hit

Skills

Swim

help swim

swim

Once this skill is learned it is possible to move over water without a boat and without flying. The movement cost is high, and your maximum movement is reduced by 10. Eventually you will find you are able to attempt to swim again, and you maximum move will return to normal. While swimming you may drift if the water is flowing. If you have a boat in inventory you will use the boat instead of swim.

See also: MOVES

Game data

  • Learned by: no class (it cannot be practised)
Skills

Switch Opponents

help switch opponents

kill <target>

Allows you to switch opponents. if you are attacking X and want to attack Y, type 'kill Y'. It will check against your Switch skill, and if you make it, you stop attacking X, and attack Y. If you fail, you stop attacking anyone.

See also: RESCUE

Game data

Commands

Take

help take

See: GET

Game data

  • Level: any
  • Position: resting or better
Skills

Tan

help tan

tan <corpse> <item>

This skill will allow those of certain classes to tan the corpse of his/her victims into armor. Armor types that can be made are:

shield, helmet, jacket, sleeves, leggings, boots, bag and gloves.

Remember that some monsters have thicker hide (thus better armor) so explore to find the best armor! Dragons are always a good choice, the stronger the monster (the higher the level) more than likely the better the armor will be as well.

The following would tan a dragon corpse into a shield.
Example : tan dragon shield

See: BARBARIAN

Game data

The world and its rules

Target

help target

Many spells and skills have a target that you would do the action to. This target can be a Mobile, PC, Self, or Object typically. Some examples.

Cast 'heal' self - casts the spell heal on oneself
bash dragon - attempts to bash a dragon
cast 'remove curse' sword - attempts to remove the curse from a sword adrenalize Armande - you psionically adrenalize the PC Armande

Related: Cast, Mind, Consider

Commands

Taste

help taste

taste <food>
taste <container>

This allows the player to take a small taste of a food or liquid to determine if it's palatable. Note that tasting a food or drink does not satisfy hunger or thirst.

See also: EAT, DRINK, SIP

Game data

  • Level: any
  • Position: resting or better
Commands

Tell

help tell

tell <player> <text>
@<player> <text>   (from the main window)

Sends a private message to a player anywhere in the world. The conversation gets its own place under Private in the Chat pane. A player who isn't playing gets it when they come back (type their whole name): they are told what is unread when they enter the game.

Your conversations are kept until you delete them, like a chat app's: they are there each time you play, and "Load earlier messages" at the top of one goes back further. Delete in a conversation's header, or "Delete all my private messages" in Settings (Character), deletes your copy; the other player keeps theirs. REPLY answers the last one who wrote to you.

See also: REPLY, NOTELL, CHAT

Game data

  • Level: any
  • Position: any (even asleep)
Classes and races

Thief

help thief

Thieves are known to have very special qualities, that no other class offers. Many of these qualities can come in handy in many situations, such as picking locks. They are not very combat oriented, however, so do not expect to be able to kill many things by yourself. The useful aspect of thieves involves their ability to scout ahead, avoid monsters, and pick locks. You can improve you skills by using the study command and by attempting to use them once first learned. To see your current skills, use 'study t'.

See also: PRACTICE, SKILLS, STUDY, BACKSTAB

Commands

Throw

help throw

Usage throw <object> <target>

This command will allow an object such as a throwing dagger to be thrown at a target. This is similar to the fire/shoot command and should be used in conjunction with SPOT. You need to hold the item you are throwing, and you may miss. Sometimes items are destroyed when thrown. The creature you hit may charge out and attack you, ignore you, or throw the item back.

See also: SHOOT, NOTCH, SPOT

Game data

  • Level: any
  • Position: sitting or better
Classes and races

Tiefling

help tiefling

(Not a race new characters can choose: you meet them in the world.)

Tieflings are an ancient race of medium-sized humanoids with fiendish origins. They are very rarely found in the realms today and have no natural homeland. They combine the superior dexterity of Dark Elves with the high intellect but lower wisdom of Gnomes. These traits enable them to excel as mages, sorcerers, warriors, and thieves. They are somewhat less competent as clerics and psionists. Tiefling lifespans are comparable to that of humans.

Related: Races, All Races

Commands

Time

help time

time

Gives you the current 'gametime'. Your initial reaction to the output of this command may be one of surprise, but you will get used to it. you will have to, at any rate, since certain things in the game depend on this particular notion of time; day and night, for example. (Shops are open at every hour.) There are 7 days per week, 35 days per month, and 17 months per year. It is fun to refer to events by their mud time, such as anniversaries, etc..
Weekdays: "the Day of the Sword", "the Day of the Bow", "the Day of the Axe", "the Day of the Mace", "the Day of Battle", "the day of Grace", "the Day of Peace".
Months: "Month of Winter", "Month of the Winter Wolf", "Month of the Frost Giant", "Month of the Old Forces", "Month of the Grand Struggle", "Month of the Spring", "Month of Nature", "Month of Fertility", "Month of the Dragon", "Month of the Sun", "Month of the Heat", "Month of the Battle", "Month of the God Wars", "Month of the Shadows", "Month of the Long Shadows", "Month of the Ancient Darkness", "Month of the Great Evil"

See also: WORLD, WEATHER

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Title

help title

title <text>

Title lets you set the 'title' that shows up in the WHO list. This is available at level 20.

See also :WHO, GWHO

Game data

  • Level: 20 and above
  • Position: any (even asleep)
Commands

Track

help track

track <name>

Use this command to find a creature or person in your zone. To enable this skill, learn hunt (if you are a ranger) or have the track spell cast on you.

See also: SPELL MINOR TRACK, SPELL MAJOR TRACK, HUNT

Game data

  • Level: any
  • Position: standing
The world and its rules

Trap

help trap

Something you don't want to get caught in. You can find normal traps, and sometimes you can pick them up and junk them, or disarm them. Death Traps, or Death Rooms, you just do not want to walk into!

See: DT, FIND TRAPS, SPELL FIND TRAPS, DISARM

Classes and races

Trollish

help trollish

(Not a race new characters can choose: you meet them in the world.)

These are large, horrible creatures. They are not as large as Half- Giants, so cannot bash giant creatures. Trolls are very strong, sometimes stronger than any human, and are healthy, but they are clumsy, dumb, and lack wisdom. They are resilient. Trolls sure seem to be able to take a lot of damage! Occasionally, after battle, they regenerate an occasional hit point. Trolls who are unarmed fight with claws instead of fists. They have infravision. They fight on the side of evil in the race war. Trolls start at 25, mature at 31, reach middle age at 61, old age at 91, and are ancient at 136.\ They may be any class (see CLASSES).

See also: RACES, LEVEL LIMITS, CLASSES, RACE WAR, AGING

Commands

Turn

help turn

See: OPEN

Game data

  • Level: any
  • Position: standing
Commands

Twist

help twist

See: OPEN

Game data

  • Level: any
  • Position: standing
Commands

Unlock

help unlock

For this you must have the proper key in inventory.

See: OPEN

Game data

  • Level: any
  • Position: sitting or better
The world and its rules

Usage

help usage

In the help file most entries have a usage explanation. The part with <> should be replaced by the actual target, item, or whatever you want.

Example

In 'help kill' it says 'Usage: kill <target>'

If you want to kill a rat, you would type 'kill rat' NOT 'kill <rat>.'

See also: HELP

Commands

Use

help use

Use : Use <Staff>
Use <Wand> <Target>

Using staves will automatically target everybody (or everything) in a room, in some cases, or everyone not in your group in others. Therefore staves are naturally very powerful, and yet may be very dangerous to use around other players.

Using wands require that you point it at a target, which can be either a character or an object.

Staves must be held to be used. Wands may be held or worn to be used. (Some 'wands' are actually magic rings, and such, that cast spells when used.)

Some wands or staves do not look like a stick, but take on other strange forms. A round rock could be a staff, and a glowing cap could be a wand!

See also: QUAFF, RECITE

Game data

  • Level: any
  • Position: sitting or better
The world and its rules

Utility

help utility

These commands are necessary for game mechanics.

Saving

See : SAVE, RENT, QUIT

Improving

See : EXPERIENCE, GAIN, STUDY, PRACTICE, GUILDMASTER

Play environment

See : SET, BRIEF

Commands

Value

help value

See: EVALUATE

Game data

  • Level: any
  • Position: resting or better
Commands

Vis

help vis

vis

This returns you to visibility after you have been made invisible, and steps you out of hiding. The invisibility is lost permanently, and must be recast.

See also: SPELL INVISIBILITY, PSI INVIS

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Vitality

help vitality

See: MOVES

Commands

Wake

help wake

wake

To get up while you are asleep. If you are under a sleep spell this will not wake you up.

See also: SLEEP, REST, SIT, STAND

Game data

  • Level: any
  • Position: any (even asleep)
The world and its rules

Wand

help wand

See: USE

The world and its rules

Water

help water

Water can be found in wells, fountains, pools, brooks, etc.. Try to 'drink water' at a likely spot. Other beverages may be bought in bars.

See also: DRINK, FILL, POUR, EAT, SPELL CREATE WATER, FIND WATER

Skills

Warcry

help warcry

warcry

This is a more powerful type of bellow that Paladins use. It is a combination of a cry to their deity and a fearsome bellow. It will increase in power as the Paladin increases in power.

See also: PALADIN, BELLOW, AREA EFFECT

Game data

Classes and races

Warrior

help warrior

Warriors are the basic cannon fodder of the game. They fight well, and can use some magic items (though they can't cast magic.) They get relatively good hit points. You can improve your skills by using the study command, in the room in the warrior's guild with the guildmaster. Many skills also improve with use, so you might want to only study each skill once. You should also practice your weapons with your guild master. To review your current skills, use 'study w'.

Warriors, barbarians, paladins and rangers get more attacks each round as they rise: 1 + level/20, up to 2.5 at level 30. A fraction of an attack counts as a whole one, so from level 21 on they strike three times a round. Haste doubles the attacks, slowness halves them, and riding halves them too. A second weapon held (DUAL WIELD) may give one more.

See also: PRACTICE, SKILLS, STUDY, DUAL WIELD

Commands

Wear

help wear

wear all
wear <object>
wear <object> <body-position>

If you want to wear some clothes, armor or the likes. Body position is only needed for equipment that may be worn in more than one place. If you want to wear the second jacket in your inventory, wear 2.jacket. You can abbreviate the key word for the object you wish to wear.

On general item handling

  • 2.item: Second item of that name (wear 2.bag)
  • all.item: all items of that name (get all.bread)
  • 9*item: that many of the item (put 9*potion bag)

See also: REMOVE, EQUIPMENT, HOLD

Game data

  • Level: any
  • Position: resting or better
Commands

Weather

help weather

weather

If you are uncertain whether the sun is shining or the rain is pouring down. This only works outside, so it is way to tell if you are indoors or outdoors.

See also: SPELL CONTROL WEATHER, TIME

Game data

  • Level: any
  • Position: resting or better
Commands

Where

help where

where <person>

Tells you the location of a monster or a player in the same zone as you.

See also: WHOZONE

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Who

help who

who
who -g
who <letter>

Lists the people currently visible to you in the game. If you could not see them if you were in the room with them, they will not appear, so the list gets longer if you have 'detect invisibility' or 'true sight'.

Some gods may choose to remain unseen. If you can't see a god, chances are they do not wish to be disturbed. The -g flag will give you a list of all currently active (and visible) gods. Please consult this list before shouting "Is there a god on?"

Who followed by a letter or name will list all characters with that letter or set of letters starting their name.

[WAR] next to a name tells you they are a race warrior (pkiller). People who are invisible have (invis) next to there names. Gods who are wizard invisible have (I:<minimum level to see them>) next to their names. The LINKDEAD next to a person's name in who means they are polymorphed. Use the title command after level 20 to change your title.

The first column of who gives you a clue as to the character's average level. Newbie is 1-10, chump is 11-20, medium is 21-30, expert is 31-40, and adept is 41-50. Other titles, such as 'Newbie Immortal' or 'Lord of the Realm' are immortals, also called wizards or gods. Immortals can't give you equipment or help you earn experience.

See also: GWHO, WHOIS, WHOZONE, LEVELS, RACE WAR, IMMORTALITY, TITLE

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Whoarena

help whoarena

whoarena

This tells you who is currently in the arena.

See also: ARENA, WHOZONE, WHO (to get help on who use 'help WHO ')

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Whois

help whois

This command will list such information about a player like, email address and last time online. More information may be gleaned from this at a later time.

See also: SET

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Whozone

help whozone

This command lists all the players in the current zone and also tells you their location. If you are a god (not bloody likely) it will also tell you their room number.

H:107 R:3001> whozone
Players

Nate the Human Illusionist Bywater Road [1122]
Gorg the Human Veteran Bywater Road [1122]

Hammor wants to be an ambassador to Epic- The Temple Of Daleville [3001]

Game data

  • Level: any
  • Position: any (even asleep)

Related: Who, Where, Zones

Commands

Wield

help wield

wield <weapon>

When you get tired of bashing monsters with your fists, you might consider wielding a weapon.

On general item handling

  • 2.item: Second item of that name (wear 2.bag)
  • all.item: all items of that name (get all.bread)
  • 9*item: that many of the item (put 9*potion bag)

See also: REMOVE, EQUIPMENT

Game data

  • Level: any
  • Position: resting or better
The world and its rules

Wimp Mode

help wimp mode

See: WIMPY

Commands

Wimpy

help wimpy

wimpy

In wimpy mode you flee by yourself when a fight leaves you with less than a fifth of your hit points. Type 'wimpy' again to turn it off.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Flee, Set

Classes and races

Wisdom

help wisdom

See: STATS

Commands

Withdraw

help withdraw

withdraw <number>
withdraw all

Use this in a bank to withdraw coins from your account's bank: any of your characters can take out what any of them put in.

See also: DEPOSIT, BALANCE, BANK

Game data

  • Level: any
  • Position: resting or better
Commands

Wizlist

help wizlist

wizlist

The active immortals, by their rank. Use the who -g command to see which ones are currently logged on.

See also: WHO, IMPLEMENTOR, IMMORTALITY

Game data

  • Level: any
  • Position: any (even asleep)
                    -* Creator and Supreme Being [1/1] *-
                        Grindthisgame is here to help


                          -* Implementors [0/4] *-


                     -* Gods of Final Judgement [0/6] *-


                        -* Gods of Judgement [0/8] *-


                          -* Greater Gods [0/10] *-


                              -* Gods [0/12] *-


                           -* Demi-Gods [0/14] *-


                             -* Saints [0/30] *-


                     -* Immortals of Creation [0/50] *-


                            -* Immortals [2/~] *-
                  Greenelf the Gold-Elf Immortal Hierophant
                    Nathaniel the Human Immortal Paladin


Total Gods: 3
Commands

World

help world

world

This will tell you some information about the world.

See also: TIME, ZONES

Game data

  • Level: any
  • Position: any (even asleep)
Commands

Write

help write

write <paper> <pen>

Writing a note on a piece of blank paper with a pen, both carried. (This does not work, but it is fun to try.)

The message boards and the post are gone: to reach another player, send them a private message (tell <name> <message>), which waits for them if they are away.

See also: READ, CHAT

Game data

  • Level: any
  • Position: standing
The world and its rules

XP

help xp

Start here

Zones

help zones

The zones of the world with monsters in them, by level: the first number is the level that can face three rooms in four of those with monsters (a monster that attacks on sight counts at its level, one that waits to be attacked 10 levels less), the second the zone's strongest monster. Shopkeepers, trainers and other folk who serve, and townsfolk who run away, don't count. The world map in the Map pane shows the same zones, where they lie and how they connect, coloured by their levels. Click a zone below to see it on the world map.

A zone's name ends with the name of the builder who made it.

See also: MAP, AIRSHIP

Zones by level

Levels Zone
1–7 Under The Well (Peleus)
1–10 Doom Island (Sarge)
1–10 Cassandran Keep (Euphrates)
1–10 Bandits Campite (Denethor)
1–12 Svirfneblin Mining Camp (Lillith & Tauron)
1–12 Jermlaine Tunnels (Jacinth)
1–14 The Drow Academy (Dalamar)
1–18 Bugbear Military Academy (Shana)
1–25 Crystal Ant Hive (Uhb)
2–18 Spider Haunt (Celestian)
2–21 Sunderstone (Dyrnia)
3–15 The Northern Woods (Ganymede)
3–20 The Monk Monastary (Stock)
4–10 Sewer (Stock)
4–15 Wilds of the Underdark (Lillith)
4–25 Kyrkwell House (Forack)
4–50 The Clock Tower (Myth)
5–12 Catacombs (Zed)
5–15 Connecting Area II (300 rooms SD3)
5–15 The Changeling's Curse (Mason)
5–50 Troll Moors (Mason)
6–16 The Murky Deep (Lillith)
7–11 Semuanya's Bog (Tzalik)
7–15 Black Water Swamp (Lillith & Tauron)
7–15 The Prisons of Clematis (Delfic)
7–25 Vale of Frost (Dalamar)
8–13 Astral Zone (Celestian)
8–20 Newbie University (Tempus)
8–50 Vodalia (Ryoga and Gwydion)
9–16 DankMoors (Lillith)
9–50 The Ruins of Orolin (Jericho)
10–20 Forest of the Quicklings (Armande)
10–25 Shangri-La (Nightfall)
10–25 Lopan (Simon)
10–42 The Infested Tree (Cale and Jandrea)
10–50 Rhyiana (Alun)
10–50 Connecting Area I (1000 rooms SD3)
10–50 Aquallia (Bass & Fury revamping SD4)
10–52 Ravenclaw Woods (Ash)
11–15 Lythcanthropia (Stock)
12–25 Arachnos (Stock)
13–24 Kurtulmak's Caverns (Atham)
14–50 Darkenwood (Tyr)
15–22 Ershteep Road and City (Stock)
15–25 Mage's Academy (Blackmouth)
15–25 The Underworld of Golothaer (Lillith)
15–27 Daleville (Celestian)
15–28 Red Fog Cemetary (Lillith)
15–30 Serpent Hills (Engle)
15–30 Mistledale (Karisin)
15–40 The City of Khmer (Ganymede)
15–50 Meadow Creek (Shana)
16–50 The Moonshae Islands (Dalamar)
17–50 Port Mir (stock)
19–45 The Bestiary of Al-Qadir (Allura)
20–35 Denarma (Armande)
20–35 Battle of The Bones (Thort)
20–50 Lomon Manor (Turlo)
20–53 Temple of Evil (Stic)
22–49 Unicorn Run (Lillith)
23–40 Civilized Phlan (Rengar)
23–50 Frost Mountain (Lillith)
25–40 Jungle's of Chult (Celestian)
25–45 Enchanted Gardens (Engle)
25–50 Heiraktazin (Tauron/Polk)
25–51 Connecting Area III (900 rooms SD3)
29–36 Earth Plane (Zolgan)
29–53 Menzoberanzan (Celestian)
30–35 Town of Essembra (Ragnaron)
30–40 The Great Pyramid (Karisin)
30–50 Lordaeron (Dalamar)
30–50 Cloud Castle (Mortenheim)
30–50 The Ivory Kingdom (Drax)
30–50 Merilon (Serrah)
30–53 Shadows of the City (Ash)
30–55 The Graveyard (Ator)
30–55 The Lost City (Gwydion)
30–59 The Stonelands (Mason & updates by Bloodstone)
33–50 Anauroch The Great Desert (Jandrea)
35–50 Krilastia (Serrah)
35–50 Sea of Fallen Stars and Westgate (Armande)
35–50 The Hall of Baron (Peleus)
35–50 Ravenloft (Celestian)
35–50 Water Plane (Zolgan)
35–50 Birch Island (Norli)
35–50 The Shattered Mirror (Slortar)
35–51 Hill Giant Smial (revamped by Trinity/Garshek) ND
35–51 Sulphur Winter (Burt)
35–53 Ruins of Melkier (Denethor)
35–54 Elf Shadow (Bloodstone/Lancelord)
35–55 Tiamat's Hell (Lillith)
36–51 Quimperna Village (Drea)
38–50 Florin (Stilgar)
38–55 Rocky Point (Shana)
40–47 Shatter Peak (Dyrnia)
40–50 Fortress of the Black Hills (Dalamar)
40–50 Town of Trinity (Ode)
40–50 Ettersia (Bearouzak and Cornelian)
40–50 Under the Dark Sun (Jacinth)
40–50 The Sacred Grove (Maxum)
40–51 Myth Drannor (Bass)
40–51 The Spires of Sorcery (Dalamar)
40–51 Ruins of Caderra (Uma)
40–51 The Beastlands (Maxum)
40–53 Beneath the Ruins of Caderra (Uma)
40–55 Quicksilver Gorge (Nightfall)
41–51 Land of the Hill People (Grimheart)
41–51 The Dark Castle of Khmer (Ganymede and Uma)
41–53 The Hidden Swamp (Tarkus)
41–57 The Ruins of Yulash (Uhb)
43–51 Tower of Darkness (Tarkus)
43–53 The Fallen Star (Armande)
43–53 The Black Woods Barony (Danlis)
43–53 City of Angels (Lyda & Dyrnia)
43–53 All That Glitters (Armande)
45–51 Sandstorm Tower (Karisin)
45–52 Dragon-Loft (Denethor)
45–52 The Githyanki Outpost (Heron)
45–52 Darkspyre Keep (Mason)
45–55 Avonleigh (Mortenheim)
45–55 The Mist of Nartok (Lillith)
48–50 Jayven (Gypsie)
48–50 Crystal Lake (Forack)
49–51 Luck o' the Leprechaun (Slayer)
49–53 The Spine of Mon Crewyll (Danlis)
49–53 The Skeletal Palace of Orcus (Armande)
49–59 Elemental Plane of Air (Armande)
50–50 Lower Pyramid (Celestian)
50–50 Lost Glories of Montserrat (Dalamar)
50–50 Assassin's Mountain (Turlo)
50–51 Hades/Shadow Keep (Nightfall)
50–51 Apocalypse (Telkar)
50–51 Oviedo Crossing (Peleus)
50–52 Blackspire Tower (Tristram)
50–53 Kylarn's Alcazar (Uhb)
50–53 The Abyss (Armande)
50–55 The Pit (Pandemonium)
50–55 The Castle Dreadyre (Uma & Adazzio)
50–59 The Elements II (Kirsten)
51–51 Quest Zone (Mason and Shana)
55–55 The Elements I (Kirsten)
Spells

Acid Blast

help spell acid blast

cast 'acid blast' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. spells for half damage
  • Damage: (Caster's Mage level)d6
  • Damage Type: Acid

Acid blast creates a powerful blast of acid that does 1d6 per level damage. The only advantage to this spell over lightning bolt is that fewer things are immune to acid. This spell is very destructive to mob equipment.

See also: -

Game data

  • Learned by: Magic User 6
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Aid

help spell aid

cast 'aid' <victim>
  • Accumulative: No
  • Duration: 10 hours
  • Save: None

This spell grants an additional 1d8 hitpoints to the victim, and improves their ability to hit by +1. The hitpoints gained can exceed the victim's normal maximum, but if they do, they will only last until the hour is up.

See also: SPELL BLESS

Game data

  • Learned by: Cleric 4
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Animal Friendship

help spell animal friendship

cast 'animal friendship' <victim>
  • Accumulative: No
  • Duration: 24 hours
  • Save: Save vs. spells for negation

This spell may be cast once every 24 hours. It can only be cast on neutral animals of less than your level. The animals will remain your friends for 24 hours.

See also: SPELL CHARM PERSON, SPELL CHARM MONSTER, ALLIES

Game data

  • Learned by: Druid 5, Ranger 3
  • Mana: 50 when first learned, down to 2 at 32 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (not yourself)
Spells

Animal Growth

help spell animal growth

cast 'animal growth' <victim>
  • Accumulative: No
  • Duration: 2 * (level of caster)
  • Save: None

This spell causes the victim, an animal, to grow to twice it's original size, effectively doing more damage, lowering the victim's saves, and giving it more hit points. This spell may not be cast on Player Characters, regardless of if you think they are an animal. It is also impossible to make a victim more powerful than you, so this spell will only work on those victims that are no more than half your level.

See also: SPELL INSECT GROWTH, SPELL VEGETABLE GROWTH

Game data

  • Learned by: Druid 35
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (not yourself)
Spells

Animal Summon One

help spell animal summon one

cast 'animal summon one'
  • Accumulative: Can be cast only once every 48 hours
  • Duration: 48 hours
  • Save: None

When casting this spell, the caster undergoes a ritual that enables him/her to summon animals to their aid. You can summon 6 animals, and they are of varying types and abilities. The animals will aid you for 48 hours, upon which time your control over them is broken. Normally hostile animals will not be so while under your control.

See also: SPELL ANIMAL SUMMON TWO, SPELL ANIMAL SUMMON THREE, SPELL MONSUM, ALLIES

Game data

  • Learned by: Druid 15, Ranger 20
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Animal Summon Two

help spell animal summon two

cast 'animal summon two'
  • Accumulative: Can be cast only once every 48 hours
  • Duration: 48 hours
  • Save: None

When casting this spell, the caster undergoes a ritual that enables him/her to summon animals to their aid. You can summon 6 animals, and they are of varying types and abilities. The animals will aid you for 48 hours, upon which time your control over them is broken. Normally hostile animals will not be so while under your control.

See also: SPELL ANIMAL SUMMON ONE, SPELL ANIMAL SUMMON THREE, SPELL MONSUM ONE to SEVEN, ALLIES

Game data

  • Learned by: Druid 20, Ranger 25
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Animal Summon Three

help spell animal summon three

cast 'animal summon three'
  • Accumulative: Can be cast only once every 48 hours
  • Duration: 48 hours
  • Save: None

When casting this spell, the caster undergoes a ritual that enables him/her to summon animals to their aid. You can summon 6 animals, and they are of varying types and abilities. The animals will aid you for 48 hours, upon which time your control over them is broken. Normally hostile animals will not be so while under your control.

See also: SPELL ANIMAL SUMMON TWO, SPELL ANIMAL SUMMON ONE, SPELL MONSUM ONE to SEVEN, ALLIES

Game data

  • Learned by: Druid 25, Ranger 30
  • Mana: 50 when first learned, down to 25 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Animate Dead

help spell animate dead

cast 'animate dead' corpse
  • Accumulative: No
  • Duration: 24 hours
  • Save: None

This spell creates a zombie servant who will obey your commands. It has your level/2 d8 hit points (with a minimum of 5d8), hits as a 2 HD monster, and is resistant to piercing weapons. Some mobs hate zombies, and attack them immediately.

A necromancer's animate dead is its own: the zombie is as strong as the necromancer, whatever the corpse was, and stays until it is killed (see NECROMANCER).

See also: ALLIES

Game data

  • Learned by: Magic User 16, Cleric 8, Necromancer 8
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: something here
Spells

Animate Rock

help spell animate rock

cast 'animate rock' <object>
  • Accumulative: -
  • Duration: 24 hours
  • Save: None

Casting this spell enables the caster to animate a rock, thereby creating a follower. The object must be a rock (i.e.: ITEM_ROCK). The type of creature resulting from this animation varies with the weight of the rock. The heavier the rock, the stronger the resulting rockman.

See also: SPELL ANIMATE DEAD, ALLIES

Game data

  • Learned by: Druid 31
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: something you carry, something here
Spells

Anti Magic Shell

help spell anti magic shell

cast 'anti magic shell'
  • Accumulative: No
  • Duration: 1 Hour.
  • Save: None

This spell enables the caster to shell him/herself from ANY magic force. It also prevents the caster from using any magic spells of his/her own as well.

Game data

  • Learned by: Magic User 48
  • Mana: 100
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)

Related: Dispel Magic

Spells

Arcane Ward

help arcane ward · help spell arcane ward

cast 'arcane ward'
  • Accumulative: No (casting it again renews it)
  • Duration: 12 hours

Faint blue runes circle the mage and everyone in their group who is in the room: each gets 15 points better armor class and saving throws 1 better.

See also: SPELL ARMOR, SPELL MANA SHIELD, GROUP

Game data

  • Learned by: Magic User 24
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Armor

help spell armor

cast 'armor' <victim>
  • Accumulative: No
  • Duration: 24 hours

This spell creates a strong force of armor around the victim that will improve their AC by 20 on a 100 to -100 scale. This helps the victim.

See also: ARMOR, SPELL SHIELD

Game data

  • Learned by: Magic User 5, Cleric 2
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Astral Walk

help spell astral walk

cast 'astral'
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

By means of this spell, the cleric is able to transport himself, and anyone in his group that is also in the same room as he, to the astral plane.

You arrive at the Edge of the Astral Void, at the foot of the firepole that climbs through the plane's six floors. Its rifts lead only to the other planes: to travel the world itself, take the airship.

Note: You must be in a group for this to work, so if you are alone, group yourself.

See also: SPELL TELEPORT WITHOUT ERROR, SPELL PROBABILITY TRAVEL

Game data

  • Learned by: Cleric 30
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: anyone, anywhere
Spells

Aura Of Courage

help aura of courage · help spell aura of courage

cast 'aura of courage'
  • Accumulative: No (casting it again renews it)
  • Duration: 8 hours

A golden aura spreads from the paladin to everyone in their group who is in the room: each hits 2 more often (hitroll) and does 1 more damage, plus 1 for every 15 levels of the paladin (damroll).

See also: SPELL BLESS, SPELL PROTECTION FROM EVIL GROUP, GROUP

Game data

  • Learned by: Paladin 25
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed
Spells

Barkskin

help spell barkskin

cast 'barkskin' <victim>
  • Accumulative: No
  • Duration: 24 hours
  • Save: None

When this spell is cast upon a victim who is not already affected by this spell, the victim's skin turns hard and bark like. This effectively reduces their armor class by 10 points. It also improves their saving throw by 1, except for saving throws vs. spells. A Druid may cast this spell anywhere.

See also: SPELL ARMOR, SPELL SHIELD, SPELL STONE SKIN

Game data

  • Learned by: Druid 3, Ranger 20
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Barkskin Grove

help barkskin grove · help spell barkskin grove

cast 'barkskin grove'
  • Accumulative: No
  • Duration: 24 hours
  • Save: None

The druid calls on the forest to shield their friends: the druid and everyone in their group who is in the room get the barkskin spell, their skin hard and bark-like (10 points better armor class, and saving throws 1 better, except against spells).

See also: SPELL BARKSKIN, SPELL REJUVENATION, GROUP

Game data

  • Learned by: Druid 28
  • Mana: 50 when first learned, down to 35 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Bless

help spell bless

cast 'bless' <victim>
  • Accumulative: No
  • Duration: 6 hours, permanent for objects.

Bless on a victim will improve the victims saving throw versus spells by 1, and furthermore improve the hitroll by 1.

Bless on an item currently has no defined action. It is only possible to bless non-evil items, and the object blessed may weigh no more than five pounds per level of caster. Eventually, there may be monsters that take extra damage from blessed weapons, so it may be useful.

See also: SPELL AID, BLESSING

Game data

  • Learned by: Cleric 1
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here, something you carry, something you wear
Spells

Blindness

help spell blindness

cast 'blindness' <victim>
  • Accumulative: No
  • Duration: 1/2 caster level in hours.
  • Save: vs. spells to negate

Blindness will blind a victim failing its saving throw. A blinded person will have -4 penalty to hitroll and +20 penalty to AC.

See also: BLIND, BLINDNESS, ARMOR CLASS, SPELL CURE BLIND, SPELL TRUE SIGHT

Game data

  • Learned by: Magic User 12, Cleric 14
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Breath

help spell breath

Not available.

Game data

  • Learned by: no class (it cannot be practised)
  • Mana: 200
  • Position: standing
  • Target: none needed; an attack (it starts a fight)
Spells

Burning Hands

help spell burning hands

cast 'burning hands' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell for no damage.
  • Damage: 1d4+1 + (Mage level of caster)/2
  • Damage Type: Fire
  • Warning: Area Effect

This spell sends a jet of searing flames shooting from the casters fingertips. The spell blasts all people not in the casters group.

See also: SPELL CHILL TOUCH, SPELL MAGIC MISSILE, SPELL SHOCKING GRASP, AREA EFFECT

Game data

  • Learned by: Magic User 6
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Cacaodemon

help spell cacaodemon

cast 'cacaodemon' one ... six
  • Accumulative: Yes
  • Duration: 24 hours.
  • Save: none

Note: You must wield or hold your offering for it to be accepted!

This spell is a mystery, but the following information appeared on our message board long ago, written in blood:\ Greetings impudent fools! My brethren have asked me to inform you all that they have grown dissatisfied with your offerings. They require new offerings to appease them. I, of course, laughed at them for allowing themselves to be used as slaves. I find it amusing so I decided to grant their request. I will give you clues as to what will help entrap my weakling cousins. I offer you two riddles at this time. I - in a world of blue, clear as the sky, is where you will find me. A stick from a long dead tree. Off this unto me, and a vrock shall you see.\ II - The item you seek is as much a captive as the bearer. Find the 'white one' to learn the secret of the hezrou.

I wish you luck, truly I do. *snicker* You shall hear from me again on this subject, for I do enjoy the horror it causes my brethren when they become enslaved by mere mortals. *cackle*
Galwrong K'Rech

Later, we found another blood stained posting:
Hello again puny mortals! *cackle* I hope that you did not doubt my word about returning to give you more clues to the objects that will allow you to control my brethren. If so, I am truly hurt...NOT! *cackle* Listen well to my clues.\ III - Circular band with a crystalline setting, found among the denizens of the lower planes, may be used to harness the power of the glabrezu.\ IV - The object of your desire can be found in a land rules by the phases of the moon. Seek the beast that is both animate and inanimate. Find it to control the nalfeshnee.

I hope you all enjoyed these clues today. If not...tough! *cackle* I must now return too my dwelling place, but remember...watch your back because I may be there when you least expect it!\ Yours Truly,
Galwrong K'Rech, Demon Lord

Again, he sent us riddles:
Hello for the final time, weakling mortals! I am writing now to give you the final clues as to what will appease my brethren. V - A concoction of a searing hot liquid will allow you to ensnare the deadly Marilith.\ VI - A shaft of pure darkness is the only thing that will allow you to enslave the mighty balor.\ Farewell... until we meet again... *cackle*

Galwrong K'Rech, Demon Lord

Beware!

See also: ALLIES

Game data

  • Learned by: Magic User 30, Cleric 29
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Call Lightning

help spell call lightning

cast 'call lightning' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell for half damage.
  • Damage: ((Cleric or Druid level of caster)+2)d8
  • Damage Type: Electricity

This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse). Use the WEATHER command to check the weather. The lightning will inflict (level+2)d8 points of damage upon the victim.

See also: WEATHER, SPELL CONTROL WEATHER

Game data

  • Learned by: Cleric 45, Druid 18
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Calm

help spell calm

cast 'calm' <victim>
  • Accumulative: No
  • Duration: Instantaneous.
  • Save: vs. spells to negate

Calm makes an aggressive monster non-aggressive

See also: SPELL TURN

Game data

  • Learned by: Magic User 4, Cleric 2, Paladin 18
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Cause Critical

help spell cause critical

cast 'cause critical' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Must "hit" the victim
  • Damage: 3d8+3
  • Damage Type: General

Upon casting this spell, the caster sends wracking pain through the body of the victim. If the caster successfully touches (hits) the victim, the spell does 3d8+3 points of damage.

See also: SPELL CAUSE SERIOUS, SPELL CAUSE LIGHT, SPELL HARM

Game data

  • Learned by: Cleric 10, Druid 13
  • Mana: 50 when first learned, down to 11 at 7 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Cause Light

help spell cause light

cast 'cause light' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Must "hit" the victim
  • Damage: 1d8
  • Damage Type: General

This spell causes 1d8 hitpoints of damage.

See also: SPELL CAUSE SERIOUS, SPELL CAUSE CRITIC, SPELL HARM

Game data

  • Learned by: Cleric 1, Druid 2
  • Mana: 50 when first learned, down to 8 at 10 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Cause Serious

help spell cause serious

cast 'cause serious' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Need to "hit"
  • Damage: 2d8+2
  • Damage Type: General

This spell (if a successful hit is made) does 2d8 +2 points of damage to the victim. If you do not hit the victim, no damage is done. Either way, this spell generally annoys the victim.

See also: SPELL CAUSE CRITIC, SPELL CAUSE LIGHT, SPELL HARM

Game data

  • Learned by: Cleric 7, Druid 8
  • Mana: 50 when first learned, down to 9 at 9 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Chain Lightning

help spell chain lightning

cast 'chain lightning' <victim>
  • Accumulative: If they live, do it to them again!
  • Duration: Instantaneous
  • Save: vs. spells for half, each target
  • Damage: (Mage or Druid level of caster)d6, one die less for each foe after
  • Damage Type: Electricity
  • Warning: Area Effect

This spell calls upon the force of lightning to deliver damage to all the non-grouped people in the room. The lightning is directed at the victim, upon whom it does 1d6 per level of damage. It then arcs to the next non-grouped person in the room. This continues until there are no more targets, or no more levels.

See also: SPELL LIGHTNING BOLT

Game data

  • Learned by: Magic User 25, Druid 25
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Change Form

help spell change form

cast 'change form' <creature>
  • Accumulative: May only be cast once every 12 hours.
  • Duration: Until you return.
  • Save: None

WARNING: POLYMORPHED FORMS CAN BE UNPREDICTABLE, UNCONTROLLABLE, AND DANGEROUS.

This spell changes you into one of the following creatures. What creature you can change into is determined by your level. You WILL do the normal actions, and have the normal reactions, of your new form, regardless of you wishes. In order to return to your normal form, type "RETURN", and you will do just that.

Creature Level (Comments)
"coyote" 3
"chimpanzee" 4
"fly" 5
"boar" 6
"black" 7 (bear)
"eagle" 8
"wolf" 9
"basilisk" 10
"dolphin" 12
"pony" 14
"snake" 16
"brown" 18 (bear)
"owlbear" 20
"shark" 22
"horse" 24
"intellect" 26 (intellect devourer)
"tiger" 28
"pegasus" 30
"ant" 32 (giant)
"panther" 34
"war" 35 (war horse)
"scorpion" 36 (giant)
"elephant" 38
"hulk" 40 (umber hulk)
"unicorn" 42
"slug" 44 (giant)
"hydra" 45
"crawler" 46 (carrion crawler)
"turtle" 48 (dragon turtle)
"treant" 50
"worm" 50 (purple worm)

The forms' special abilities are listed below; in a form, type ABILITIES to be reminded.

See also: SPELL POLYMORPH

Game data

  • Learned by: Druid 3
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
  "fly"         5   fly or land.
  "black"       7   bearhug your opponents.
  "eagle"       8   fly or land.
  "wolf"        9   track.
  "basilisk"    10  gaze at your opponents.
  "snake"       16  bite to inject poisons.
  "brown"       18  bearhug your opponents.
  "intellect"   26  track.
  "tiger"       28  track.
  "pegasus"     30  fly or land.
  "panther"     34  track.
  "slug"        44  spit a stream of acid.
Spells

Changestaff

help spell changestaff

cast 'changestaff'
  • Accumulative: -
  • Duration: Varying
  • Save: None

This spell enables the Druid to call upon the forces of nature and cause a magical staff to be transformed into a huge ancient tree. In order for this spell to work you must be holding the staff and outdoors. The staff must have charges left in it, and the number of charges left affects linearly the duration that the tree will exist. The staff will be destroyed upon completion of the spell.

See also: SPELL CONJURE ELEMENTAL

Game data

  • Learned by: Druid 30
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Charm Monster

help spell charm monster

cast 'charm monster'
  • Accumulative: no
  • Duration: As for charm person.
  • Save: vs. paralyzation

Very similar to charm person, but allows you to charm monsters too.

See also: SPELL CHARM (PERSON, VEGETABLE), SPELL ANIMAL FRIENDSHIP, ALLIES

Game data

  • Learned by: Magic User 10, Druid 12
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here; an attack (it starts a fight)
Spells

Charm Person

help spell charm person

cast 'charm person' <victim>
  • Accumulative: No
  • Duration: Varying, depending on caster's charisma.
  • Save: save vs. paralyzation
  • Damage: none

It is not possible to charm a player, anyone that is already charmed, if you are charmed yourself, or if the person is more than three levels higher than yourself. The person will get a saving throw versus "paralyzation". A charmed person will follow you, and not be able to attack you, you can order charmed person using the order command. This is a hostile spell. They duration may be 24/11ths of the caster's charisma.

See also: FOLLOW, ORDER, ALLIES

Game data

  • Learned by: Magic User 4
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (not yourself); in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Charm Vegetable

help spell charm vegetable

cast 'charm vegetable' <victim>
  • Accumulative: No
  • Duration: 24*(Caster's charisma)/(victim's Intelligence)
  • Save: Save vs. paralysis for negation.

The victim of this spell must be a plant, and the victim's level may not exceed the caster's own by more than 10. The spell lasts a minimum of a day, but beyond that it is modified to reflect the victim's intelligence.

See also: SPELL CHARM PERSON, SPELL CHARM MONSTER, FOLLOW, ORDER, ALLIES

Game data

  • Learned by: Druid 17
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here; an attack (it starts a fight)
Spells

Chill Touch

help spell chill touch

cast 'chill touch' <victim>
  • Accumulative: Yes
  • Duration: Damage is instant, strength reduction is for 6 hours.
  • Save: Versus spell for half damage.
  • Damage: Between (Level of caster) and 3*(Level of caster), and strength reduction.
  • Damage Type: Cold

This spell chills your victim to the bone, doing level 1d3*level damage and reducing their strength by one for 6 hours.

See also: SPELL MAGIC MISSILE, SPELL SHOCKING GRASP, SPELL BURNING HANDS

Game data

  • Learned by: Magic User 4, Necromancer 1
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Color Spray

help spell color spray

Spells

Colour Spray

help spell colour spray

cast 'colour spray' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell for half damage.
  • damage: 4 * (Mage level of caster)
  • damage Type: Energy

This spell fires a beam of rainbow colors at the poor subject of the spell. This spell does 4 points of damage per level. It may scrap equipment, as most spells can.

See also: SPELL LIGHTNING BOLT, SPELL ACID BLAST, SPELL FIREBALL

Game data

  • Learned by: Magic User 14
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Command

help spell command

cast 'command' <victim> <command>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. paralysis for negation.

The caster orders the victim to do a one-word command (sleep, sit, flee, drop...). A weak mind (below level 6, with an intelligence under 13) always obeys; anyone else obeys unless they save against paralysis. One who resists knows what you tried, and a monster attacks you. No one can be made to quit.

Psionicists have the same power: see SPELL DOMINATION.

See also: SPELL DOMINATION, SPELL TURN, SPELL CHARM PERSON, SPELL CHARM MONSTER

Game data

  • Learned by: Cleric 1
  • Mana: 50 when first learned, down to 3 at 24 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Commune

help spell commune

cast 'commune'
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

Upon casting this spell, the caster becomes closer to his surroundings and is able to determine what creatures are near him. Specifically, it lists their name and location. This spell will not work indoors.

See also: WHOZONE, WHERE

Game data

  • Learned by: Druid 20, Ranger 20
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Cone of Cold

help spell cone of cold

cast 'cone of cold'
  • Accumulative: Yes
  • Duration: Instantaneous.
  • Save: vs. spells for half damage
  • Damage: (Caster's Mage level)d5
  • Damage Type: Cold
  • Warning: Area Effect

This spell summons a cone shapes ray of cold to shoot from the casters hand at all people not grouped in the room. The force of the cold is so much that it will do level d5 damage.

See also: SPELL ICE STORM

Game data

  • Learned by: Magic User 17
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Conjure Elemental

help spell conjure elemental

cast 'conjure elemental' earth
  • Accumulative: Conjure as many as your charisma will allow.
  • Duration: 24 Hours.

Upon casting this spell the caster calls forth an elemental from another plane to serve him/her for a period of time. In order to cast this spell you must have a special material component which will be destroyed on casting of the spell. The components are as follows:

red stone for fire elementals
pale blue stone for water elementals
gray stone for earth elementals
clear stone for air elementals

See also: SPELL (FIRE, EARTH, WIND, WATER) SERVANT

Game data

  • Learned by: Magic User 16, Cleric 13, Druid 11
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Continual Light

help spell continual light

cast 'continual light' or cast 'continual light' <target>
  • Accumulative: Sure.. make as many balls as you want :)
  • Duration: Forever if ball or level *2 for target
  • Save: None.

This spell creates a ball of light. Unlike the spell, 'create light', this ball lasts forever, or if cast at self or other it causes the target to glow. This can blind certain races. This spell is can be canceled by darkness.

See also: SPELL CREATE LIGHT, SPELL DARKNESS

Game data

  • Learned by: Magic User 10, Cleric 26, Druid 16
  • Mana: 50 when first learned, down to 25 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Control Weather

help spell control weather

cast 'control weather' <better|worse>
  • Accumulative: Yes
  • Duration: -

This spell will change the "course" of the current weather. This can not be cast inside. Example: cast 'control wea' worse

See also: SPELL CALL LIGHTNING, WEATHER

Game data

  • Learned by: Cleric 26, Druid 15
  • Mana: 50 when first learned, down to 25 at 2 levels above that
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Create Food

help spell create food

cast 'create food'
  • Accumulative: Make as many as you want.
  • Duration: Instantaneous

This spell instantly creates an edible magic mushroom. The mushroom will appear in your inventory unless you're already carrying too many items or too much weight, in which case it will fall to the ground. Each magic mushroom fills your stomach by about four times (5+level) (a stomach holds 100, and empties by about 1 an hour).

See also: SPELL CREATE WATER, EAT, FOOD

Game data

  • Learned by: Cleric 5
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Create Light

help spell create light

cast 'create light' or cast 'create light'<target>
  • Accumulative: no
  • Duration: (24 + level of caster) hours
  • Save: None

Using this spell focuses the caster's mana into a bright ball of light. This light works as you would expect any light to work... hold it to use it. It will not be obvious when it runs out, except you will not be able to see in the dark any more. If cast at a target it causes the target to glow with a bright light. This can blind. It can be canceled by the spell Darkness.

See also: SPELL CONTINUAL LIGHT, SPELL DARKNESS

Game data

  • Learned by: Magic User 1, Cleric 2, Druid 3
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Create Water

help spell create water

cast 'create water' <drink container>
  • Accumulative: Yes
  • Duration: Instantaneous

Expect icky results if cast upon a drink container which contains another liquid than water. Empty or water containers will be filled depending on the level of the caster. You get 2 'gulps' per Cleric level.

Double amount of water will be created if it is raining (or snowing).

See also: SPELL CREATE FOOD, DRINK

Game data

  • Learned by: Cleric 2, Druid 21
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: something you carry, something you wear
Spells

Creeping Death

help spell creeping death

cast 'creeping death' <direction>
  • Accumulative: Yes
  • Duration: Very Short
  • Damage: Death
  • Save: vs. Death Magic

This spell causes swarms of angry insects to issue forth from the caster's mouth. These insect coalesce into a solid mass which advances in the direction specified. This mass of insects then attacks whatever is in the rooms it enters. It dissipates right after it attacks. This spell can only be cast outdoors, and it incapacitates the caster for a brief period after the casting. If you are hit by it, you die if you do not make your save.

NOTE: This spell is very dangerous and can KILL the caster if s/he is NOT careful!

See also: -

Game data

  • Learned by: Druid 45
  • Mana: 50
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Cure Blind

help spell cure blind

cast 'cure blind' <victim>
  • Accumulative: -
  • Duration: Permanent

This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by, for example, cursed items.

See also: SPELL BLINDNESS, SPELL POWER WORD BLIND

Game data

  • Learned by: Cleric 6
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Cure Critic

help spell cure critic

cast 'cure critic' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous

This spell cures 3d8+3 hitpoints of damage.

See also: SPELL CURE LIGHT, SPELL CURE SERIOUS, SPELL HEAL, FIRST AID

Game data

  • Learned by: Cleric 10, Druid 13
  • Mana: 50 when first learned, down to 11 at 7 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Cure Light

help spell cure light

cast 'cure light' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous

This spell cures 1d8 hitpoints of damage.

See also: SPELL CURE SERIOUS, SPELL CURE CRITIC, SPELL HEAL, FIRST AID

Game data

  • Learned by: Cleric 1, Druid 2, Paladin 9
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Cure Serious

help spell cure serious

cast 'cure serious' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: None.

This spell cures the victim of 2d8 +2 hitpoints.

See also: SPELL CURE CRITIC, SPELL CURE LIGHT, SPELL HEAL

Game data

  • Learned by: Cleric 7, Druid 8, Paladin 25
  • Mana: 50 when first learned, down to 9 at 9 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Curse

help spell curse

cast 'curse' (victim | object)
  • Accumulative: No
  • Duration: 7 Days on mob, permanent on objects.
  • Save: save vs. spell

Cast on an object this makes it impossible to drop, and makes it anti- good. It reduces the damage dice of weapons by one (e.g. 3d6 to 3d5.)

Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralyzation by one. This is an aggressive spell.

See also: SPELL REMOVE CURSE, SPELL PARALYZE

Game data

  • Learned by: Magic User 13, Cleric 12
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here, something you carry, something you wear, something here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Darkness

help spell darkness

cast 'darkness' target
  • Accumulative: No
  • Duration: (level of caster) hours
  • Save: None

This spell is really useless unless your race happens to be dark elf. This spell enables the dark elf race to move about in rooms/areas that are lighted without having any minus to do so. It also hides sanctuary and fireshield spells from the casual observer. This spell can be used to cancel create or continual light spells.

Some items surround their wearer with the same darkness while worn (identify shows "SPELL AFFECT By DARKNESS"). Dispel magic can lift it, but it returns as soon as the wearer's spells or equipment change.

See also: DARK ELF, SPELL CREATE LIGHT, SPELL CONTINUAL LIGHT

Game data

  • Learned by: Magic User 5, Cleric 3, Druid 3
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Detect Evil

help spell detect evil

cast 'detect evil' <target>
  • Accumulative: No
  • Duration: 5 hours per level

Detect evil will enable you to see the red aura surrounding evil persons and items.

See also: SPELL KNOW ALIGNMENT, SPELL DETECT GOOD

Game data

  • Learned by: Cleric 1, Druid 6
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Detect Good

help spell detect good

cast 'detect good' <target>
  • Accumulative: No
  • Duration: 5 hours per level

Detect good will enable you to see the white aura surrounding good persons and items.

See also: SPELL DETECT EVIL, SPELL KNOW ALIGNMENT

Game data

  • Learned by: Cleric 1, Druid 6
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Detect Invisibility

help spell detect invisibility

cast 'detect invisibility' <target>
  • Accumulative: No
  • Duration: 5 hours per level

This spell enables you to see invisible items and players.

See also: SPELL TRUE SIGHT, SPELL INFRAVISION

Game data

  • Learned by: Magic User 2, Cleric 5, Druid 7
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Detect Magic

help spell detect magic

cast 'detect magic' [self]
  • Accumulative: No
  • Duration: 5 hours per level

This spell will let you see the magical aura surrounding magical objects.

See also: -

Game data

  • Learned by: Magic User 1, Cleric 3, Druid 5
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Detect Poison

help spell detect poison

cast 'detect poison' (victim | food | drink)
  • Accumulative: No
  • Duration: Instantaneous

Cast on food or drink (drink container) you will be able to sense if it is poisoned. Cast on yourself you will be able to see if you are poisoned.

See also: POISON, SPELL SLOW POISON, SPELL REMOVE POISON, SPELL POISON

Game data

  • Learned by: Druid 1, Ranger 3
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here, something you carry, something you wear
Spells

Disintegrate

help spell disintegrate

cast 'disint' <target>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. spells for half.
  • Damage: (Caster's Mage level)d10 and scraps equipment
  • Damage Type: Energy

This spell summons a green beam of destructive power that can disintegrate molecules on contact. This beam will also destroy equipment! Targets get a save, and if so they take 1/2 of the damage, otherwise they take a full blast of damage and the equipment they are using must SAVE or be destroyed.

See also: SPELL PSIONIC DISINTEGRATE

Game data

  • Learned by: Magic User 48
  • Mana: 50 when first learned, down to 45 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; an attack (it starts a fight)
Spells

Dispel Evil

help spell dispel evil

cast 'dispel evil' <victim>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: vs. Spells
  • Damage: Special

This spell, if cast by a good-aligned cleric, will banish evil-aligned extra-planar creatures. Extra-planer creatures include demons, devils, elementals, and gods.

See also: SPELL DISPEL GOOD

Game data

  • Learned by: Cleric 20
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one
Spells

Dispel Good

help spell dispel good

cast 'dispel good' <victim>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: vs. Spells
  • Damage: Special

This spell, if cast by an evil-aligned cleric, will banish good-aligned extra-planar creatures. Extra-planer creatures include demons, devils, elementals, and gods.

See also: SPELL DISPEL EVIL

Game data

  • Learned by: Cleric 20
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one
Spells

Dispel Magic

help spell dispel magic

cast 'dispel magic' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: See below.

This spell attempts to remove most spell affects from the victim. If the victim's level is no higher than the spell's (the caster's level in the class that casts it), the dispelling will always work. Otherwise the victim gets a save vs. spells for each spell affect the victim has. A polymorphed player who fails a save is forced back to their own form. Cast on an object, it removes its glow; from level 45, its magic, and a wand's, staff's, potion's or scroll's spells. If the victim fails the saving throw, the spell affect is removed. This spell is not hostile when cast on other Player Characters, but monsters will generally take offense at it.

See also: SPELL ANTI MAGIC SHELL

Game data

  • Learned by: Magic User 9, Cleric 10, Druid 9
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here, something you carry, something here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Dust Devil

help spell dust devil

cast 'dust devil'
  • Accumulative: Can only be cast once every 24 hours.
  • Duration: 24 hours
  • Save: None

Upon casting this spell the caster calls into being a dust devil. The dust devil will faithfully obey the caster for 24 hours. This spell may only be cast once every 24 hours. It is recommended that you note the time you cast the spell, so you know when you can cast it again. This spell can not be cast indoors.

See also: SPELL ANIMAL SUMMON ONE, ALLIES

Game data

  • Learned by: Cleric 3, Druid 1
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Earthquake

help spell earthquake

cast 'earthquake'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: None
  • Damage: 1d4 + 1 + (Cleric level of caster)
  • Damage Type: General

Upon uttering this spell the Cleric calls upon their deity to shake the very ground they stand on in order to destroy their foes. The force of the shaking ground does 1d4 + 1 + level of caster damage to all people not in the casters group. Despite the message that the group members see, this spell does NOT knock anything down.

See also: SPELL FIREBALL, SPELL CHAIN LIGHTNING

Game data

  • Learned by: Cleric 15, Druid 15
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Earth Servant

help spell earth servant

cast 'earth servant'
  • Accumulative: Can be cast only once every 24 hours
  • Duration: 24 hours
  • Save: None

When this spell is cast, the caster opens a momentary rift between planes and forces an earth elemental to come and do the caster's bidding. Unlike Conjure Elemental (a Cleric spell), this spell needs no material component. This spell may only be cast once every 24 hours, and the elemental will only do the caster's bidding for (24*(caster's charisma)/11) hours.

See also: SPELL CONJURE ELEMENTAL, SPELL FIRE SERVANT, SPELL WATER SERVANT, SPELL WIND SERVANT, ALLIES

Game data

  • Learned by: Druid 36
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Enchant Armor

help spell enchant armor

cast 'enchant armor' <armor>
  • Accumulative: No
  • Duration: Permanent

This spell is similar to the spell enchant weapon, but it allows you to increase the benefits of armor much more so than it normally would be. Here are the bonuses and at what levels you get them:

Level AC
1–19 −1
20–39 −2
40–50 −3
51–59 −4
60 −5
Level Save
1–30 0
31–50 1
51–59 2
60 3

Note, this spell also alters the ALIGNMENT of the object to match that of the caster.

Game data

  • Learned by: Magic User 16
  • Mana: 100
  • Lag: 3 rounds after casting
  • Position: standing
  • Target: something you carry, something you wear

Related: Enchant Weapon, Armor Class

Spells

Enchant Weapon

help spell enchant weapon

cast 'enchant weapon' <weapon>
  • Accumulative: No
  • Duration: Permanent

This spell will enchant non-magical (non-modifying) weapons only. By non-modifying weapons we refer to weapons that might alter any ability such as for example damage. The only way to know if a weapon is suitable for enchantment is to fully identify it. A level 50 dispel magic will usually make a weapon suitable for enchanting.

The enchantment will modify the weapon as:

Level Hit Roll Damage

14..17 +1 +1
18..19 +2 +1
20..40 +2 +2
41..50 +3 +3
51..59 +4 +4
60 +5 +5

See also: SPELL ENCHANT ARMOR, SPELL DISPEL MAGIC

Game data

  • Learned by: Magic User 14
  • Mana: 100
  • Lag: 3 rounds after casting
  • Position: standing
  • Target: something you carry, something you wear
Spells

Energy Drain

help spell energy drain

cast 'energy drain' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell spell negation.

Drains one level from a PC, or a mob. When you lose levels, you also lose max hit points. Beware of monsters with level\ draining ability. Be aware that this spell makes you evil very quickly. A necromancer heals its level in hit points with each drain.

See also: SPELL PROTECTION FROM DRAIN

Game data

  • Learned by: Magic User 22, Necromancer 22
  • Mana: 50 when first learned, down to 35 at 1 level above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Energy Restore

help spell energy restore

cast 'energy restore' <player>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

Gives a player back the experience that energy drain took from them, up to the most they had before they were drained. Only players can be restored. A level that was drained away is not given back by the spell: it has to be earned again, and the hit points lost with it return as it is. The spell exhausts a mortal caster, leaving them helpless for a short time.

See also: SPELL ENERGY DRAIN, SPELL PROTECTION FROM DRAIN

Game data

  • Learned by: Cleric 47
  • Mana: 100
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Entangle

help spell entangle

cast 'entangle' <victim>
  • Accumulative: No
  • Duration: Until the next hour
  • Save: Save vs. spells for negation

By means of this spell, the Druid calls upon the forces of nature to cause trees, shrubs, vines, weeds and the like to surround the victim. This effectively paralyzes the victim (if the saving throw was failed). This spell lasts until the hour is out. This spell must be cast outdoors in a forest.

See also: SPELL PARALYZE

Game data

  • Learned by: Druid 16
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Faerie Fire

help spell faerie fire

cast 'faerie fire' <victim>
  • Accumulative: No
  • Duration: Caster's level (in hours)
  • Save: None
  • Damage: None

When this spell is cast, the caster outlines the victim in a pale glowing light. While the faerie fire does not itself inflict harm upon the victim, it increases the victim's armor class by 20 points, making the victim easier to hit. This spell does not irritate monsters for some reason.

See also: SPELL HEAT STUFF

Game data

  • Learned by: Magic User 5, Cleric 4, Druid 1
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (not yourself); an attack (it starts a fight)
Spells

Faerie Fog

help spell faerie fog

cast 'faerie fog'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. spells to avoid affect

The caster of this spell creates a large volume of purple smoke to spew forth from his or her fingertips. This smoke will reveal the presence of any invisible people in the room, provided they fail a saving throw vs. spells. It does not reveal hidden people.

See also: SPELL SENSE LIFE

Game data

  • Learned by: Magic User 16, Cleric 11, Druid 10
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Fear

help spell fear

cast 'fear' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. spells to negate.

With this spell the caster can instill fear in the victim, provided the victim is at least 2 levels lower than the caster. This fear, if successful, will cause the victim to flee.

See also: FLEE

Game data

  • Learned by: Magic User 8, Necromancer 14
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Feeblemind

help spell feeblemind

cast 'feeblemind' <victim>
  • Accumulative: No
  • Duration: 24 hours
  • Save: vs. Spells for negation

This spell causes the victim to become a moron if they fail their save. The chance of spell casting successfully is greatly reduced, as is the intelligence and ability to use skills, due to the victim's profound lack of intelligence.

See also: SPELL MINDBLANK

Game data

  • Learned by: Magic User 34
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Find Familiar

help spell find familiar

cast 'find familiar' <name>
  • Accumulative: -
  • Duration: Indefinite, can only be cast once every 24 hours
  • Save: None

This spell causes a creature to become a companion of the spell caster. This creature will be loyal to the creature for it's lifetime, provided the caster does not attack it. Having this familiar lowers the caster's armor class by a small amount for 24 hours. The kind of creature you get is dependent on your level. The name field is the name you want the familiar called.

Level(s) Creature
2-3 Puppy
4-5 Beagle
6-7 Rottweiler
8+ Wolf

See also: SPELL ANIMAL SUMMON ONE

Game data

  • Learned by: Magic User 2
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Find Traps

help spell find traps

cast 'find traps'
  • Accumulative: Yes
  • Duration: (level of caster) hours
  • Save: None

This spells improves a person's ability to find traps based on the caster's level.

See also: FIND TRAPS, DISARM

Game data

  • Learned by: Cleric 16, Druid 15, Ranger 13
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: yourself
Spells

Fireball

help spell fireball

cast 'fireball'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell for half damage.
  • Damage: (Mage level of caster)d8
  • Damage Type: Fire
  • Warning!: AREA EFFECT

With this spell the caster directs large volumes of searing flame at a room. This damages all non-grouped things in the rooms by 1d8 per level of the caster. As with other damaging spells, this can wreck equip. People with infravision who are not affected by truesight and are in a dark room will be momentarily blinded.

See also: SPELL COLOUR SPRAY, SPELL LIGHTNING BOLT, SPELL ACID BLAST

Game data

  • Learned by: Magic User 25
  • Mana: 50
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Fireshield

help spell fireshield

cast 'fireshield'
  • Accumulative: No
  • Duration: 4 hours from a mage or sorcerer of no other class, else 2 (an immortal's lasts its level)
  • Save: Yes, for the attacker.
  • Damage: Special, for the attacker.
  • Damage Type: Fire

This spell summons an armor of fire around the caster. Any person who comes into physical contact with the caster and is not protected with a fireshield themselves will get a fireball shot back at them if they hit the caster. The fireball will do the same damage to the attacker that they did to the caster. Some mobs will realize that attacking a person with fireshield isn't such a good idea and they will randomly attack another person in the same room, even if they aren't attacking the mob or in the casters group! This is self only.

This spell can also be reversed as a chillshield!

See also: SPELL SANCTUARY, FLAME SHROUD, SPELL CHILLSHIELD, SPELL BLADE BARRIER

Game data

  • Learned by: Magic User 40, Druid 48
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Chillshield

help spell chillshield

cast 'chillshield'
  • Accumulative: No
  • Duration: 2 hours multiclass, 4 hours single class
  • Save: Yes, for the attacker.
  • Damage: Special, for the attacker.
  • Damage Type: Cold

This spell summons an armor of chill flames around the caster that are icy to the touch. Any person who comes within physical contact with the caster and is not protected by a chillshield themselves will get blasted by the icy flames if they hit the caster. The blast will do the same damage to the attacker that they did to the caster. Some mobs will realize that attacking a person with chillshield isn't such a good idea and they will randomly attack another person in the same room, even if they aren't attacking the mob or in the casters group! This is self only.

The reverse of this spell is fireshield!

See also: SPELL SANCTUARY, FLAME SHROUD, SPELL BLADE BARRIER

Game data

  • Learned by: Magic User 40, Druid 48
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Blade Barrier

help spell blade barrier

cast 'blade barrier'
  • Accumulative: No
  • Duration: 2 hours multiclass, 4 hours single class
  • Save: For Half Damage
  • Damage: 8d8
  • Damage Type: Slash

This spell summons a whirling barrier of magical blades to surround the cleric. Any person who comes into physical contact with the caster and is not protected with a blade barrier themselves will be slashed (on a successful hit roll) by the deadly blades. A successful save will reduce the damage in half. Some mobs will realize that attacking a person with a blade barrier isn't such a good idea and they will randomly attack another person in the same room, even if they aren't attacking the mob or in the cleric's group! This is self only.

See also: SPELL FIRESHIELD, SPELL CHILLSHIELD

Game data

  • Learned by: Cleric 45
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Fire Servant

help spell fire servant

cast 'fire servant'
  • Accumulative: Can be cast only once every 24 hours
  • Duration: 24 hours
  • Save: None

When this spell is cast, the caster opens a momentary rift between planes and forces a fire elemental to come and do the caster's bidding. Unlike Conjure Elemental (a Cleric spell), this spell needs no material component. This spell may only be cast once every 24 hours, and the elemental will only do the caster's bidding for (24*(caster's charisma)/11) hours.

See also: SPELL CONJURE ELEMENTAL, SPELL EARTH SERVANT, SPELL WATER SERVANT, SPELL WIND SERVANT, ALLIES

Game data

  • Learned by: Druid 35
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Firestorm

help spell firestorm

cast 'firestorm'
  • Accumulative: Yes
  • Duration: Instantaneous.
  • Save: vs. spells for half damage.
  • Damage: 2d8+1 + caster's level
  • Damage Type: Fire
  • Warning: Area Effect

By this spell the caster calls into being an enormous cloud of flame which whirls around the room, searing those not in the caster's group. The intense heat does (2d8 +1 + caster's level) hitpoints of damage. People with infravision who are not affected by truesight and are in a dark room will be momentarily blinded.

See also: SPELL SUNRAY, SPELL BLINDNESS, SPELL POWER WORD BLIND

Game data

  • Learned by: Druid 22
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: none needed
Spells

Flame Blade

help spell flame blade

cast 'flame blade'
  • Accumulative: No
  • Duration: Permanent
  • Save: None

This spell creates a magical blade of flame to appear in your weapon hand. The flame blade can inflict 1d4 + 4 + lvl/8 of damage to an opponent.

Note: This spell will fail if you are already wielding a weapon.

This spell is _very_ important if you want to advance past 10th level.

See also: SPELL MINOR CREATION

Game data

  • Learned by: Druid 7
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Flamestrike

help spell flamestrike

cast 'flamestrike' <target>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: save vs. spell for 1/2 damage
  • Damage: 6d8
  • Damage Type: Fire

This spell summons a column of fire down upon the target. The force of the fire is so great that it will do 6 - 48 points (6d8) flame damage, 1/2 if save. People with infravision who are not affected by truesight and are in a dark room will be momentarily blinded.

See also: SPELL CAUSE CRITIC, SPELL CALL LIGHTNING

Game data

  • Learned by: Cleric 15
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Fly

help spell fly

cast 'fly' <victim>
  • Accumulative: Yes, up to twice the duration
  • Duration: (Caster's level +3) hours
  • Save: None

This spell enables the victim to fly. This will prevent drifting on rivers and lessens movement loss through certain terrain types. (Note, ceilings and doorways are hard to maneuver around, so movement loss indoors is actually MORE if you are flying). It will also prevent you from falling to death in flying rooms. You can still hit a falling Death Trap when flying, though.

See also: SPELL GROUP FLY, SPELL TRAVELLING

Game data

  • Learned by: Magic User 11, Cleric 22, Druid 14
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Golem

help spell golem

cast 'golem'
  • Accumulative: -
  • Duration: Permanent, until killed
  • Save: None

This spell enables the caster to create a golem out of armor. In order to do this you need 1 piece of armor for the following spots laid out in the room: Head, Feet, Body, Legs, Arms, Hands. The armor class of the golem will be that of all the pieces added together. The amount of hitpoints that the golem has is based on the level of the caster, and the quality of the armor used to construct the golem. The level of the golem is also dependent on the type of armor used. High level golems may have more than one attack per round.

See also: -

Game data

  • Learned by: Cleric 15
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Goodberry

help spell goodberry

cast 'goodberry'
  • Accumulative: Make as many as you want.
  • Duration: Permanent.
  • Save: None

This spells must be cast outdoors. Upon doing so, the caster calls into being a bunch of berries. These berries have a slightly less nutritional value than a loaf of bread, but they do cure 1d8 hit points of damage when eaten.

See also: SPELL CREATE FOOD, SPELL CREATE WATER, SPELL CURE LIGHT, SPELL MINOR CREATION

Game data

  • Learned by: Druid 4
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Group Fly

help spell group fly

cast 'group fly'
  • Accumulative: Yes
  • Duration: (Caster's level +3) hours

This spell operates the same as "FLY", except that it affects the caster's entire group. Especially good for lazy people, and can stack with fly for extra insurance, as they probably won't run out at the same moment.

See also: SPELL FLY, SPELL TRAVELLING

Game data

  • Learned by: Magic User 24, Druid 22
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Group Heal

help group heal · help spell group heal

cast 'group heal'
  • Accumulative: Yes
  • Duration: Instantaneous

A warm golden light washes over the caster and everyone in their group who is in the room, healing each of them up to 100 hit points (never past their most). Someone in an anti-magic shell is not touched by it. In a fight the heals float over each one healed.

See also: SPELL HEAL, SPELL RENEW, GROUP

Game data

  • Learned by: Cleric 30
  • Mana: 60
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed
Spells

Growth

help spell growth

There is no generalized GROWTH spell. However, some items can provide a growth spell affect if equipped. For mobs, this effectively doubles the size of the mob, enabling it to do more damage, lowering its saves, and giving it more hit points.

This spell affect has only a cosmetic affect on Player Characters and does not change their actual size or attributes in any way.

See also: SPELL ANIMAL GROWTH, SPELL INSECT GROWTH, SPELL VEGETABLE GROWTH

Spells

Gust of Wind

help spell gust of wind

cast 'gust of wind'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. spells for negation.

Upon casting this spell, the caster sends a gust of wind at all the non- grouped people in the room. If the things in the room fail their save, they are put into sitting position, as if they had been bashed.

See also: BASH

Game data

  • Learned by: Magic User 10
  • Mana: 50 when first learned, down to 2 at 32 levels above that
  • Lag: 0.8 rounds after casting
  • Position: sitting or better
  • Target: none needed
Spells

Harm

help spell harm

cast 'harm' <victim>
  • Accumulative: Yes, assuming they survive.
  • Duration: Instantaneous
  • Save: Must "hit" the victim
  • Damage: Up to 100
  • Damage Type: General

This spell is only successful if the caster makes a successful hit roll on the victim. If it does work, this spell removes up to 100 hitpoints from the victim. It is very hard to actually cast this spell when already engaged in combat.

See also: SPELL CAUSE LIGHT, SPELL CAUSE SERIOUS, SPELL CAUSE CRITIC

Game data

  • Learned by: Cleric 25
  • Mana: 50 when first learned, down to 35 at 1 level above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Haste

help spell haste

cast 'haste' <victim>
  • Accumulative: No
  • Duration: 1 hour per level of caster
  • Save: None

This spell causes the victim to gain speed resulting in more attacks. It also ages the victim due to the immense physical strain on the body. Mobs generally don't like the strain.

Note: Haste does not work on mobs at the moment.

See also: SPELL SLOWNESS, AGING

Game data

  • Learned by: Magic User 23
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here; an attack (it starts a fight)
Spells

Heal

help spell heal

cast 'heal' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous

Heal will heal all the hitpoints from a person, except 1d4 points. Maximum 100 points can be healed. A victim who is blinded will also be cured by the heal spell.

See also: SPELL CURE LIGHT/SERIOUS/CRITIC/BLIND

Game data

  • Learned by: Cleric 25
  • Mana: 50
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Heat Stuff

help spell heat stuff

cast 'heat stuff' <victim>
  • Accumulative: No
  • Duration: (Level of caster) hours.
  • Save: read below

The caster of this spell needs to successfully hit the victim for the spell to work. A heated victim suffers from a -2 dexterity penalty, and suffers from a reduced hit point gain each hour.

See also: SPELL FAERIE FIRE

Game data

  • Learned by: Druid 23
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Heroes Feast

help spell heroes feast

cast 'heroes feast'
  • Accumulative: no
  • Duration: 24 hours (kinda)

By means of this spell, the caster calls into being a magnificent feast which the caster's group is able to partake in. This feast slakes the thirst of those who eat it, as well as satiating them. It also restores one hitpoint and returns movement to max.

See also: -

Game data

  • Learned by: Cleric 24
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Holy Word

help holy word · help spell holy word

cast 'holy word'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Halves the damage
  • Damage: (Cleric level of caster / 2)d6 to each evil foe in the room; vs. undead ((level / 2)d6) x2
  • Damage Type: General

The cleric speaks a word of holy power. Every evil creature in the room, but the cleric's own group, is struck by it: one six-sided die for every two levels of the cleric, and twice that for the undead. The good and the neutral are not touched.

See also: SPELL DISPEL EVIL, SPELL EARTHQUAKE

Game data

  • Learned by: Cleric 32
  • Mana: 50 when first learned, down to 45 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Ice Storm

help spell ice storm

cast 'ice storm'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: vs. spells for half.
  • Damage: (Caster's Mage level)d6
  • Damage Type: Cold
  • Warning: Area Effect

This spell causes the caster to summon an intense blast of cold which affects all non-grouped things in the room but immortals. This frigid blast does level d6 points of damage, unless a saving throw was made or the victim is immune to cold.

See also: SPELL CONE OF COLD

Game data

  • Learned by: Magic User 11
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Incendiary Cloud

help spell incendiary cloud

cast 'incendiary cloud' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell for half damage.
  • Damage: (Caster's Mage level)d10
  • Damage Type: Fire
  • Warning: Area Effect

This spell summons mass amounts of flammable gases from the casters fingertips that instantly ignite what they touch, causing flammables to catch fire and persons to burn like wood. This spell does level*d10 damage per victim, save for half damage. WARNING, AREA EFFECT SPELL.

Game data

  • Learned by: Magic User 45
  • Mana: 60
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)

Related: Fireball

Spells

Infravision

help spell infravision

cast 'infravision' <target>
  • Accumulative: No
  • Duration: level*4 hours

Infravision is a spell that allows you to see heat sources in otherwise dark conditions. It does not allow you to read scrolls, or find items. In addition, usage of spells which create large amounts of heat may cause temporary blindness in Infravision-affected players and monsters.

See also: SPELL TRUE SIGHT

Game data

  • Learned by: Magic User 8, Druid 5
  • Mana: 50 when first learned, down to 7 at 11 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Insect Growth

help spell insect growth

cast 'insect growth' <victim>
  • Accumulative: No
  • Duration: 2 * (level of caster)
  • Save: None

This spell causes the victim, an insect, to grow to twice it's original size. This enables the victim to do more damage, have better saving throws, more hit points etc. This spell may not be cast on Player Characters, nor on something that is more than half your level.

See also: SPELL ANIMAL GROWTH, SPELL VEGETABLE GROWTH

Game data

  • Learned by: Druid 33
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (not yourself)
Spells

Invisibility

help spell invisibility

cast 'invisibility' <victim | object>
  • Accumulative: No
  • Duration: 24 hours, permanent on objects.

This spell causes the caster to turn invisible. Only those who are able to detect invisibility will be able to see him/her. Attacking while invisible will immediately break the spell. Another way to become visible is to type VIS. If you become hungry or thirsty you also become visible.

This may also be used to make objects invisible, making it less likely mobs will loot your stuff if you die.

See also: SPELL DETECT INVISIBILITY, SPELL TRUE SIGHT

Game data

  • Learned by: Magic User 4
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here, something you carry, something you wear, something here
Spells

Invis to Animals

help spell invis to animals

cast 'invis to animals'
  • Accumulative: No
  • Duration: 24 hours
  • Save: None

The caster may only cast this spell on him/herself. Upon doing so, the caster vanishes from the eyes of animals.

Races classified as animals are:

amphibian, aquatic, arachnid, avian, biped, bird, canine, carnivore, equine, feline, fish, herbivore, insect, kangaroo, quadraped, manta, mount, omnivore, primate, reptile, rodent, snake, and tentacled.

See also: SPELL INVISIBILITY

Game data

  • Learned by: Druid 11, Ranger 8
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: yourself
Spells

Knock

help spell knock

cast 'knock' <target>
  • Accumulative: Why would you want to unlock something once it's unlocked??
  • Duration: Instantaneous
  • Save: None

This spell will open a locked door. For some reason, however, some exits are not affected by the spell.

See also: PICK

Game data

  • Learned by: Magic User 3
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Know Alignment

help spell know alignment

cast 'know alignment' <victim>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None.

By means of this spell, the caster is roughly able to determine the alignment of the victim.

Here are partial alignment phrases, in order:
Evil: I'd rather just not say anything, had a bad childhood. Neutral: could be nicer, isn't the worst, doesn't seem to have a firm moral commitment, isn't a bad sort, is often kind and thoughtful. Good: excellent moral character, white as the driven snow.

See also: SPELL DETECT EVIL, SPELL DETECT GOOD

Game data

  • Learned by: Magic User 7, Cleric 4, Druid 2, Paladin 5
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here; in a fight, your opponent if you name no one
Spells

Know Monster

help spell know monster

cast 'know monster' <victim>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: none

If the victim is not a Player Character, this spell will give the caster information about the statistics of the mobile. What statistics are based on the level of the caster.

Levels -> Information

1-5 -> Race of Victim
6-10 -> Approximate Level of Victim
11-15 -> Approximate Experience Worth of Victim
16-20 -> Races or Classes the Victim Hates
21-25 -> Approximate Hit Points of Victim
26-30 -> Susceptibilities of Victim
31-35 -> Resistance's of Victim
36-40 -> Immunities of Victim
41-45 -> Approximate Number of Attacks of Victim
46-50 -> Approximate Amount of Damage per Attack of Victim
51+ -> Where the monster last ate lunch!

The information gathered is cumulative.

See also: IRS, MOB IRS

Game data

  • Learned by: Magic User 9
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here (not yourself); in a fight, your opponent if you name no one
Spells

Lightning Bolt

help spell lightning bolt

cast 'lightning bolt' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Versus spell for half damage.
  • Damage: (Mage level of caster)d6
  • Damage Type: Electricity

Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 per level of the spell caster.

See also: SPELL SHOCKING GRASP, SPELL CHAIN LIGHTNING

Game data

  • Learned by: Magic User 10
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Locate Object

help spell locate object

cast 'locate object' <object>
  • Accumulative: No
  • Duration: Instantaneous

If possible you will know exactly where an object is, or the name of the person using it. If more than one object by the same name exists, you will get a listing of several objects. The maximum number of objects you can simultaneously locate is your level divided by 2. This spell is zone-only, except for portals and corpses, which are world wide.

See also: IDENTIFY

Game data

  • Learned by: Cleric 11
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: a name
Spells

Magic Missile

help spell magic missile

cast 'magic missile' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: None
  • Damage: Xd4+X where X =((Mage level of caster)/2+1) (Yes, algebra! *cackle*)
  • Damage Type: Energy

The spell sends shooting missiles from your fingers. Each missile does 1d4+1 damage. You get one missile for every 2 levels you have. The spell "shield" will completely negate its effect. This spell is unlikely to damage equipment.

See also: SPELL SHIELD

Game data

  • Learned by: Magic User 1
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Mana

help spell mana

Not available.

Game data

  • Learned by: no class (it cannot be practised)
  • Mana: 200
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Major Invulnerability

help spell major invulnerability

cast 'major invulnerability'
  • Accumulative: No
  • Duration: Level/10
  • Save: None

Similar to MINOR INVULNERABILITY this spells also makes you immune to damaging mage spells. This protective globe will protect you from spells ranging from level 10 to 18.

See also: SPELL MINOR INVULNERABILITY

Game data

  • Learned by: Magic User 27
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Major Track

help spell major track

cast 'major track' <victim>
  • Accumulative: Yes
  • Duration: Caster's level *2 in hours.
  • Save: None

This spell enables the victim to track. Elves track better than most, devils, demons and immortals track the best of all. Track enables you to hunt a target (via the track command) up to (50* your max level) rooms away. You cannot track in the dark. Major track lasts longer.

See also: SPELL MINOR TRACK, HUNT

Game data

  • Learned by: Magic User 20, Druid 17
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Mana Shield

help mana shield · help spell mana shield

cast 'mana shield'
  • Accumulative: No (casting it again renews it)
  • Duration: 3 hours, plus 1 for every 10 levels of the caster

A shimmering shield of mana forms around the mage. While it lasts, half of the damage of every blow they take comes out of their mana instead of their hit points. When their mana runs out the shield shatters.

See also: SPELL STONE SKIN, SPELL ARCANE WARD

Game data

  • Learned by: Magic User 30
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: yourself
Spells

Mark Quarry

help hunters mark · help mark quarry · help spell mark quarry

cast 'mark quarry' <victim>
  • Accumulative: No (a new mark replaces the old)
  • Duration: 4 hours

The ranger marks a foe as their quarry. Every blow the ranger or anyone in their group lands on it does 2 more damage, plus 1 for every 10 levels of the ranger. Others who fight it get nothing from the mark.

See also: SPELL WOODLAND MEND, GROUP

Game data

  • Learned by: Ranger 18
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Mass Invisibility

help mass invisibility · help spell mass invisibility

cast 'mass invisibility'
  • Accumulative: No (casting it again renews it)
  • Duration: 24 hours

The mage and everyone in their group who is in the room slowly fade out of existence, as the invisibility spell. Attacking ends it, as always.

See also: SPELL INVISIBILITY, GROUP

Game data

  • Learned by: Magic User 18
  • Mana: 50 when first learned, down to 35 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Mental Barrier

help mental barrier · help spell mental barrier

mind 'mental barrier'
  • Accumulative: No (using it again renews it)
  • Duration: Half the psionicist's level, in hours

The psionicist raises a mental barrier about themselves and everyone in their group who is in the room: the psi shield on each of them (10 points better armor class for every 10 levels of the psionicist), for half as long as their own.

See also: PSI SHIELD, SPELL MIND LINK, GROUP

Game data

  • Learned by: Psionist 30
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed
Spells

Messenger

help spell messenger

See: MESSENGER

Game data

Spells

Meteor Swarm

help spell meteor swarm

cast 'meteor swarm' <victim>
  • Accumulative: Yes... Pound 'em often, pound em hard!
  • Duration: Instantaneous
  • Save: vs. spells for half damage
  • Damage: (Caster's Mage level)d12
  • Damage Type: Energy

This spell creates a swarm of meteors which the caster can direct at a victim. The meteors do (d12 * Level of caster) damage to the victim if the save is failed.

See also: SPELL DISINTEGRATE

Game data

  • Learned by: Magic User 36
  • Mana: 50 when first learned, down to 35 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Minor Creation

help spell minor creation

cast 'minor creation' <item>
  • Accumulative: Yes.. make as much as your mana allows
  • Duration: Instantaneous

By means of this spell the caster focuses his magical energies into the creation of a mundane object. This object can either be a sword, shield, raft, bag, barrel, a loaf of bread, a staff or a dagger. Whatever object you create will appear in your inventory unless you already carry too many items or too much weight, in which case, it will fall to the ground.

See also: -

Game data

  • Learned by: Magic User 8
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Minor Invulnerability

help spell minor invulnerability

cast 'minor invulnerability'
  • Accumulative: No
  • Duration: Level/10
  • Save: None

This spell quiet simply makes you immune to spells that are aggressive in nature and are below level 10 (1-9).

Example, someone casts chill touch, your globe will protect you from it.

See also: SPELL MAJOR INVULNERABILITY

Game data

  • Learned by: Magic User 20
  • Mana: 50 when first learned, down to 25 at 2 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Minor Track

help spell minor track

cast 'minor track' <victim>
  • Accumulative: Yes
  • Duration: Caster's level in hours.
  • Save: None

This spell enables the victim to track. Elves track better than most, devils, demons and immortals track the best of all. Track enables you to hunt a target (via the track command) up to (50* your max level) rooms away. You cannot track in the dark. Major track lasts longer.

See also: SPELL MAJOR TRACK, HUNT

Game data

  • Learned by: Magic User 12, Druid 7
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Monsum One ... Seven

help spell monsum one ... seven

cast 'monsum one'
cast 'monsum two'
...
  • Accumulative: You can summon as many as your charisma will allow
  • Duration: As for charm person.
  • Level: Monsum one at 4 Mage up to monsum seven at 22 Mage.
  • Save: None

The various incarnations of this spell create monsters of the appropriate level to serve you as followers for a time. The time is as long as the time that charm person would work on the same creature.

See also: SPELL ANIMAL SUMMON, SPELL CONJURE ELEMENTAL, ALLIES

Spells

Mount

help spell mount

cast 'mount'
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: None

This spell creates a mount for the caster. The kind of mount is dependent on the level of the caster and, after 30th level, it is dependent on the alignment of the caster as well.

See also: MOUNT

Game data

  • Learned by: Magic User 47, Druid 15
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Paralyze

help spell paralyze

cast 'paralyze' <victim>
  • Accumulative: No
  • Duration: 4 + caster's level in hours.
  • Save: vs. paralysis to negate; 2 attempts to save if resistant
  • Damage: Special

Upon a successful casting of this spell, the caster robs the victim of the ability to move. This essentially stuns the victim, making them unable to flee, cast etc. It also increases the amount of damage done to the victim when the victim is hit, and increases the chances of hitting the victim.

See also: SPELL ENTANGLE

Game data

  • Learned by: Magic User 20
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Poison

help spell poison

cast 'poison' <victim | food | drink>
  • Accumulative: Yes on persons.
  • Duration: 2*level hours, or permanent on food and drinks.
  • Save: Save vs. paralyzation for no effect.
  • Damage: 10 to 32 points each tick on all but Halflings. 1 to 20 points each tick on Halflings.
  • Damage Type: Poison

Cast this on a mob, and they will lose HP each game hour until the spell runs out, or they die.

Casting poison on food or drink (containers) will poison it. Eating poisoned food/drinks will poison the person eating or drinking. If you leave poisoned food around for someone to find, you may be accused and convicted of an illegal PKill (Player Kill.) A person who is poisoned will suffer Hit Point damage every hour, and gain less points than usual. (Sometimes a monster's poison is FATAL, so beware.)

See also: POISON, SPELL DETECT POISON, SPELL SLOW POISON, SPELL REMOVE POISON, HP

Game data

  • Learned by: Cleric 13, Druid 8
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here, something you carry, something you wear (not yourself); in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Polymorph Self

help spell polymorph self

cast 'polymorph' <mobname>
  • Accumulative: You must return before changing form again.
  • Duration: Until you return or die

WARNING: POLYMORPHED FORMS CAN BE UNPREDICTABLE, AGGRESSIVE, OR DANGEROUS!

With this spell the caster is able to change his shape into the form of a monster that he has seen before. Changes in form give the caster all the abilities of the new form, including flight or breath weapons. However, some forms are not able to use equipment. You WILL do the normal actions of your new form, regardless if you wish to or not. If you switch into a humanoid monster, you can cast spells if you are a magic-user, Cleric, or Druid, and you can steal if you are a Thief.

NOTE: Changing into a giant-sized form does NOT give you the ability to bash huge mobs nor will it prevent smaller mobs from being able to bash you. These restrictions were implemeted to prevent multi-classed fighters from becoming too overpowered for game balance.

To return to your character, type the command: RETURN

Now, here is the list:

Creature Level (Comments)
"goblin" 5* (goblin slave)
"parrot" 5 (Norwegian blue)
"orc" 6*
"troglodyte" 7 (troglodyte)
"bat" 8 (small)
"gnoll" 8*
"wolf" 8
"bugbear" 9*
"spider" 9 (huge)
"lizard" 10
"ogre" 10*
"lion" 12
"muckdweller" 12
"snake" 13 (rattle)
"worg" 13 (vicious)
"lizardman" 14
"lamia" 14
"troll" 14* --regenerates!
"young" 14*! (young mindflayer)
"homonculous" 15
"bear" 16 (grizzly)
"minotaur" 16*
"ogre-magi" 17*!
"wyvern" 17
"crocodile" 18
"drider" 18
"stone" 18* (stone giant)
"aarakocra" 19
"wererat" 19*
"black" 20 (black dragon)
"ettin" 22*
"behir" 23
"roc" 24
"displacer" 25
"adult" 27*! (adult mindflayer)
"white" 27 (white dragon)
"frost" 30* (frost giant)
"gargantuan" 33 (gargantuan spider)
"mindflayer" 37*! (master mindflayer)
"blue" 40 (blue dragon)
"beholder" 41!
"storm" 42* (storm giant)
"slug" 44
"red" 45 (red dragon)
"werepanther" 47* (SINGLE CLASS MAGE ONLY)
"master" 50! (master beholder) (SINGLE CLASS MAGE ONLY)

The ones with * are humanoid, so you may use normal skills such as spells. The ones with ! cast spells automatically. (Some of the others may do so also.) Some dragons breathe. Remember, be cautious: polyforms act on their own and have special racial abilities or habits. The forms' special abilities are listed below; in a form, type ABILITIES to be reminded.

See also: SPELL CHANGE FORM, SPELL TREE

Game data

  • Learned by: Magic User 5
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
  "parrot"      5   fly or land.
  "troglodyte"  7   hide or touch others with toxic oil.
  "bat"         8   fly, land or screech.
  "wolf"        8   track.
  "spider"      9   climb or bite to poison.
  "lizard"      10  bite.
  "lion"        12  attack with hind claws or track.
  "muckdweller" 12  spit a jet of water.
  "snake"       13  bite to inject poisons.
  "worg"        13  track.
  "lamia"       14  seduce your enemies into complacency.
  "young"       14  blast with a cone of psionic energy.
  "homonculous" 15  land, fly or bite to induce slumber.
  "bear"        16  bearhug your opponents.
  "minotaur"    16  track or charge distant opponents.
  "wyvern"      17  attack with your poison stinger, fly or land.
  "drider"      18  climb.
  "stone"       18  doorbash, lift boulders from the earth, heave boulders
                    or smash walls and floors to create earthquakes.
  "aarakocra"   19  land, fly or dive at your enemies with a spear or the
                    like.
  "wererat"     19  summon a hoarde of rodents.
  "black"       20  breathe acid, fly or land.
  "ettin"       22  dual wield.
  "behir"       23  climb, grab opponents, squeeze held victims or breathe
                    lightning.
  "roc"         24  grab victims in your talons, squeeze held victims, fly
                    or land.
  "adult"       27  blast with a cone of psionic energy.
  "frost"       30  lift boulders from the earth, heave boulders or bellow
                    to create avalanches.
  "white"       30  breathe frost, fly or land.
  "gargantuan"  33  bite to inject poison or shoot webbing to hold victims
                    (not in a fight).
  "mindflayer"  37  blast with a cone of psionic energy.
  "blue"        40  breathe lightning, fly or land.
  "beholder"    41  fly or gaze with your eyestalks.
  "storm"       42  fly your companions, summon storms, call lightning from
                    a storm or throw lightning bolts.
  "slug"        44  spit a stream of acid.
  "red"         45  fly, land or breathe a mass of fire.
  "werepanther" 47  track or summon followers.
  "master"      50  fly, glare with your central eye or gaze with your
                    eyestalks.
Spells

Portal

help spell portal

cast 'portal' <player|mob>
enter portal
  • Accumulative: Sure. Make as many portals as your mana allows.
  • Duration: less than one game hour
  • Save: None

The caster of this spell calls into being a gate that can instantly transport those who enter it elsewhere. The target is a creature that exists in the game already. The portal will deposit those who enter it, through the "enter" command, to the room where the target is located. An immortal (of the portal's level or above) cannot be reached this way.

See also: DOORWAY, PSI PORTAL

Game data

  • Learned by: Magic User 43
  • Mana: 50
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: anyone, anywhere
Spells

Power Word Blind

help spell power word blind

cast 'power word blind' <victim>
  • Accumulative: -
  • Duration: (level of caster)/2 hours
  • Save: None

This spell will instantly blind the victim unless they are too powerful. The spell has a wider range of effectiveness than the spell Power Word Kill does. You should be able to blind someone of about your level when you first get this spell. i.e.: a 16th level victim.

See also: SPELL POWER WORD KILL, SPELL BLINDNESS

Game data

  • Learned by: Magic User 16
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Power Word Kill

help spell power word kill

cast 'power word kill' <victim>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: None

This spell will instantly kill the victim unless they are too powerful. This spell has a more limited range of effectiveness than does the spell Power Word Blind.

See also: SPELL POWER WORD BLIND

Game data

  • Learned by: Magic User 23
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Prismatic Spray

help spell prismatic spray

case 'prismatic spray'
  • Accumulative: -
  • Duration: Instantaneous
  • Save: Versus spells for no damage.
  • Damage: Varies.
  • Damage Type: Varies
  • Warning: Area Effect

This spell causes several colors of the rainbow to shoot forth from the fingers of the caster and strike the victim. There are 7 colors and each color has different effects. This spell is an area effect spell and will effect all mobs/PCs in a room not grouped with the caster. The effects of the beams are as follows:

red - 40 hp dam
orange - 80 hp dam
yellow - 100 hp dam

green poison
blue paralyze

indigo - feeblemind
violet - teleport

Game data

  • Learned by: Magic User 17
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 2.3 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)

Related: Color Spray, Area Effect

Spells

Protection Acid Breath

help spell protection acid breath

cast 'protection acid breath'
Accumulative :No
Duration :level/10 hours

This spell is the same as PROTECTION FROM BREATH except that it only protects the caster from ACID types of breath weapons.

See also: SPELL PROTECTION (FIRE, FROST, ELECTRIC, GAS) BREATH

Game data

  • Learned by: Cleric 40, Druid 41
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection Electric Breath

help spell protection electric breath

cast 'protection electric breath'
Accumulative :No
Duration :level/10 hours

This spell is the same as PROTECTION FROM BREATH except that it only protects the caster from ELECTRIC types of breath weapons.

See also: SPELL PROTECTION (FIRE, FROST, ACID, GAS) BREATH

Game data

  • Learned by: Cleric 39, Druid 40
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection Fire Breath

help spell protection fire breath

cast 'protection fire breath'
Accumulative :No
Duration :level/10 hours

This spell is the same as PROTECTION FROM BREATH except that it only protects the caster from a FIRE type of breath weapon.

See also: SPELL PROTECTION (FROST, ELECTRIC, ACID, GAS) BREATH

Game data

  • Learned by: Cleric 40, Druid 41
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection From Breath

help spell protection from breath

cast 'protection from breath' <person>
Accumulative :No
Duration :level/10 hours

This spell or scroll enables the caster to be protected from ANY breath weapon that might be used against him. This spell reduces ALL damage from said attack types by 1/4.

See also: SPELL PROTECTION (FIRE, FROST, ACID, GAS, ELECTRIC) BREATH

Game data

  • Learned by: no class (it cannot be practised)
  • Mana: 200
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Protection From Cold

help spell protection from cold

cast 'protection from cold'
  • Accumulative: No
  • Duration: level/10 hours

This spell protects the caster from cold based attacks, they take 1/2 damage from all cold based attack spells.

See also: SPELL PROTECTION FROM (ELECTRICITY, FIRE, ENERGY)

Game data

  • Learned by: Cleric 20, Druid 21
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection From Drain

help spell protection from drain

cast 'protection from drain'
  • Accumulative: No
  • Duration: 3 Hours
  • Save: None

This spell offers resistance to drain attacks. Note this is only resistance, not immunity!

Game data

  • Learned by: Cleric 48
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)

Related: Energy Drain

Spells

Protection From Electricity

help spell protection from electricity

cast 'protection from elec'
  • Accumulative: No
  • Duration: level/10 hours

This spell protects the caster from electric based attacks, they take 1/2 damage from all electric based attack spells.

See also: SPELL PROTECTION FROM (FIRE, ENERGY, COLD)

Game data

  • Learned by: Cleric 18, Druid 19
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection From Energy

help spell protection from energy

cast 'protection from energy'
  • Accumulative: No
  • Duration: level/10 hours

This spell protects the caster from energy based attacks, they take 1/2 damage from all energy based attack spells.

See also: SPELL PROTECTION FROM (FIRE, COLD, ELECTRIC)

Game data

  • Learned by: Cleric 19
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection From Evil

help spell protection from evil

cast 'protection from evil' <target>
  • Accumulative: No
  • Duration: 24 hours

The spell protects you from evil creatures and even prevents some attacks that are touch. You get +1 to hit evil, -4 to be hit by evil, and protects from a ghoul's paralyzation.

See also: SPELL PROTECTION FROM EVIL GROUP

Game data

  • Learned by: Cleric 7, Paladin 20, Ranger 25
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Protection From Evil Group

help spell protection from evil group

cast 'protection from evil group'
  • Accumulative: No
  • Duration: 24 hours.

This spell is exactly the same as 'protection from evil' except it effects all people following caster and are in the room at cast time. It forms a magical barrier around you that gives you extra protection from evil forces, and can even prevent some attacks that are touch. The spell protects you from evil creatures and even prevents some attacks that are touch. You get +1 to hit evil, -4 to be hit by evil, and protects from a ghoul's paralyzation. (Normal 'protection from evil' is level 7 Cleric, 20 Paladin, 25 Ranger.)

See also : SPELL PROTECTION FROM EVIL

Game data

  • Learned by: Cleric 20, Paladin 35, Ranger 45
  • Mana: 50 when first learned, down to 45 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Protection From Fire

help spell protection from fire

cast 'protection from fire'
  • Accumulative: No
  • Duration: level/10 hours

This Cleric spell protects the caster from fire attacks, they take 1/2 damage form any fire based attack spell.

See also: SPELL PROTECTION FROM (ELECTRICITY, COLD, ENERGY)

Game data

  • Learned by: Cleric 21, Druid 22
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection Frost Breath

help spell protection frost breath

cast 'protection frost breath'
Accumulative :No
Duration :level/10 hours

This spell is the same as PROTECTION FROM BREATH except that it only protects the caster from FROST types of breath weapons.

See also: SPELL PROTECTION (FIRE, ELECTRIC, ACID, GAS) BREATH

Game data

  • Learned by: Cleric 38, Druid 39
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Protection Gas Breath

help spell protection gas breath

cast 'protection gas breath'
Accumulative :No
Duration :level/10 hours

This spell is the same as PROTECTION FROM BREATH except that it only protects the caster from the GAS types of breath weapons.

See also: SPELL PROTECTION (FIRE, FROST, ELECTRIC, ACID) BREATH

Game data

  • Learned by: Cleric 37
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Refresh

help spell refresh

cast 'refresh' <victim>
  • Accumulative: Yes
  • Duration: Permanent

Increases the targets movement by 1d4+1 per level, with a minimum of 20 points.

See also: SPELL SECOND WIND

Game data

  • Learned by: Magic User 6, Cleric 3, Druid 4
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Reincarnate

help spell reincarnate

cast 'reincarnate' <victim>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: None

Upon casting this spell the caster summons the slain Player Character's spirit from the nether world and inserts it into a new body. This body may be of any race, and may not be a race you really want to be stuck with. This spell must be cast outdoors in a forest on a player character's corpse. It lowers the constitution of the victim by one, and will no longer work when the victim is down to a 3 con. The victim must also NOT enter the game. Doing so will makes the corpse too weak to be reincarnated. If the victim did not COMPLETELY exit the game, and is, for instance, at the main menu, the spell will not work. Casting this spell is a great strain upon the caster. It will drain the caster's movement, hit points, and mana to at least 1.\ Current possible races are:
Human, Half-Elf, Moon-Elf, Gold-Elf, Wild-Elf, Sea-Elf, Dwarf, Halfling, Gnome, Half-Ogre, Half-Orc, Deep-Gnome, Dark-Elf, Mind-Flayer, Dark-Dwarf, Gnoll, Lizardman, Goblin, Orc, Troll, Tiefling.\ (Half-Giants are not currently on the list, but if the game ever changes so that those who are of non-magical races have a harder time casting magic, it may return.)

See also: SPELL RESURRECTION

Game data

  • Learned by: Druid 39
  • Mana: 50
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: something here
Spells

Rejuvenation

help rejuvenation · help spell rejuvenation

cast 'rejuvenation'
  • Accumulative: No (casting it again renews it)
  • Duration: 6 hours

The druid calls on the green, and new life stirs in them and everyone in their group who is in the room: each mends 4 more hit points an hour, plus one for every three levels of the druid (at most 25), and 8 more moves an hour, in a fight too.

See also: SPELL RENEW, SPELL BARKSKIN GROVE, GROUP

Game data

  • Learned by: Druid 20
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed
Spells

Remove Curse

help spell remove curse

cast 'remove curse' <person | object>
  • Accumulative: No
  • Duration: Instantaneous

Will remove a curse on a carried object of the caster, or a cursed object equipped by the target person. If the target person is a Player Character, the cursed item may also be in inventory. The spell effect of the item does not change, just whether the item may be dropped. This can also be used to cure someone who has had the curse spell cast on them.

See also: SPELL CURSE

Game data

  • Learned by: Cleric 8
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here, something you carry, something you wear, something here
Spells

Remove Paralysis

help spell remove paralysis

cast 'remove paralysis' <victim>
  • Accumulative: No
  • Duration: Instantaneous

Will remove paralysis.

See also: SPELL PARALYZE

Game data

  • Learned by: Cleric 6, Druid 9, Paladin 15
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one
Spells

Remove Poison

help spell remove poison

cast 'remove poison' <victim | food | drink>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: save vs. spell

Will remove poison from person, food, or a drink.

See also: POISON, SPELL POISON, SPELL SLOW POISON, SPELL DETECT POISON

Game data

  • Learned by: Cleric 17, Druid 8, Paladin 40, Ranger 20
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here, something you carry, something here
Spells

Renew

help renew · help spell renew

cast 'renew' <victim>
  • Accumulative: No (casting it again renews it)
  • Duration: 6 hours

A gentle warmth settles over the target and mends their wounds a little every hour, in a fight too: 5 more hit points an hour, plus one for every two levels of the caster (at most 30). It shows among their buffs while it lasts.

See also: SPELL HEAL, SPELL GROUP HEAL, SPELL REJUVENATION

Game data

  • Learned by: Cleric 12
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Resurrection

help spell resurrection

cast 'resurrection' <victim>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: None

BEWARE: It is against the race war rules to resurrect someone killed in the race war unless you also are in the race war. If you saw the world wide death message, it is safe to resurrect, as that tells you who killed the deceased. If you did not see a death message, be sure it was not a race war death before you resurrect.

With this spell the Cleric calls upon the aid of their deity to bring the life force back into a dead person. This is quite an undertaking as it will require a sacrifice of 25,000 coins for mobs and 75,000 coins for PC's, and the beneficiary loses 1 con point permanently. After the con reaches 3, no more resurrections can occur. The calling of such help from a deity is so draining on the Cleric that the Cleric will move to 1 hit point, 1 mana, and 1 movement point, also they will be stunned for a while. The more levels the dead player had, the more of their lost experience comes back. A monster rises only for a Cleric who can lead one more follower. Make sure you are as your victim. If this spell is cast upon a monster the monster becomes a loyal follower of the cast for 36 game hours.

IMPORTANT: The dead character has to stay OUT of the game until he/she is resurrected. If he/she reenters the game, he/she cannot be resurrected. All the way out. I.E. all the way out of telnet. If you are at the choice menu, tough luck - you were warned!

See also: SPELL REINCARNATE

Game data

  • Learned by: Cleric 36
  • Mana: 50 when first learned, down to 33 at 1 level above that
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: something here
Spells

Sanctuary

help spell sanctuary

cast 'sanctuary' <victim>
  • Accumulative: No
  • Duration: 4 hours from a cleric or druid of no other class, else 2 (an immortal's lasts its level)

This spell summons a glowing force of protection around the subject of the spell. This force will make all attacks on the person protected only do half damage.

See also: SPELL FIRESHIELD

Game data

  • Learned by: Cleric 26
  • Mana: 50
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Scare

help spell scare

cast 'scare' <victim>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: vs. spells unless victim very low level

This spell causes the victim to become so scared of the caster that they flee the room. This only can work on victims below your level. It is sure to work on very easily scared, low powered creatures, or ones more than 20 levels below you.

See also: SPELL TURN

Game data

  • Learned by: Magic User 4
  • Mana: 50 when first learned, down to 3 at 24 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Second Wind

help spell second wind

cast 'second wind' <victim>
  • Accumulative: Yes
  • Duration: Permanent

Increase the targets movement by 1d8+1 per level.

See also: SPELL REFRESH

Game data

  • Learned by: Magic User 20, Cleric 9, Druid 14, Paladin 35, Ranger 30
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Sending

help spell sending

See: SENDING

Game data

Spells

Sense Life

help spell sense life

cast 'sense life' [self]
  • Accumulative: No
  • Duration: 5 hours per level

This spell will enable you to sense hidden life forms in a room. This is the best way to find a hiding Thief. Invisible persons are also considered hidden. This spell is currently self only, but items and potions may be found.

See also: HIDE

Game data

  • Learned by: Cleric 4
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Shield

help spell shield

cast 'shield' <victim>
  • Accumulative: No
  • Duration: (8 + level of caster) hours

Creates a shield of magic around the target, some protection(-10 AC), and deflects all magic missile attacks.

See also: SPELL ARMOR, SPELL STONE SKIN

Game data

  • Learned by: Magic User 1
  • Mana: 50 when first learned, down to 1 at 49 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Shillelagh

help spell shillelagh

cast 'shillelagh' club
  • Accumulative: No
  • Duration: Permanent
  • Save: None

This spell changes a club into a 2d4 +1+1 club.

See also: SPELL ENCHANT WEAPON

Game data

  • Learned by: Druid 3
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: something you carry
Spells

Shocking Grasp

help spell shocking grasp

cast 'shocking grasp' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Must "hit" the victim
  • Damage: 1d8 + (Mage level of caster).
  • Damage Type: Electricity

Upon casting this spell the wizard develops an electrical charge that gives a jolt to the creature touched.

See also: SPELL BURNING HANDS, SPELL CHILL TOUCH, SPELL SHOCKING GRASP

Game data

  • Learned by: Magic User 2
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Silence

help spell silence

cast 'silence' <victim>
  • Accumulative: No
  • Duration: (level of caster) hours
  • Save: vs. spells for negation

This spell, if it works, stops the victim casting spells. Very nasty thing to do to a spell caster. (It does not stop the chat.)

See also: -

Game data

  • Learned by: Magic User 21, Cleric 23, Druid 25
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Sleep

help spell sleep

cast 'sleep' <person>
  • Accumulative: No
  • Duration: 4 hours + one hour per level of caster.
  • Save: vs. spells to negate; 2 attempts to save if resistant.

If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked or if the sleep spell is dispelled.

See also: SPELL COMMAND, SPELL DISPEL MAGIC

Game data

  • Learned by: Magic User 3
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Slowness

help spell slowness

cast 'slow' <victim>
  • Accumulative: No
  • Duration: (level of caster) hours
  • Save: None

This spell causes the victim to slow down, resulting in a loss of attacks. This generally annoys mobiles.

See also: SPELL HASTE

Game data

  • Learned by: Magic User 19
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here; an attack (it starts a fight)
Spells

Slow Poison

help spell slow poison

cast 'slow poison'
  • Accumulative: -
  • Duration: 24 hours
  • Save: None

This spell may only be cast upon the caster. Upon doing so, it lessens the affect of poison.

See also: POISON, SPELL DETECT POISON, SPELL POISON, SPELL REMOVE POISON

Game data

  • Learned by: Druid 6, Paladin 10, Ranger 10
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Smite

help smite · help spell smite

cast 'smite' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: None
  • Damage: 2d8 + (Paladin level of caster); vs. evil (2d8 + level) x1.5, vs. undead (2d8 + level) x2
  • Damage Type: General

Holy light gathers in the paladin's hand and they strike the foe with it: two eight-sided dice plus the paladin's level. An evil foe takes half again as much, and the undead twice as much.

See also: SPELL HOLY WORD, SPELL AURA OF COURAGE

Game data

  • Learned by: Paladin 12
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Snare

help spell snare

cast 'snare' <victim>
  • Accumulative: No
  • Duration: Until victim gets movement back
  • Save: Save vs. spell for negation

This spell must be cast outdoors in a forest. If the victim fails their saving throw, their movement is reduced to zero. They stay at zero until move regenerates naturally, or Refresh or Second Wind is cast upon them.

See also: SPELL WEB

Game data

  • Learned by: Druid 8, Ranger 5
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Speak With Plants

help spell speak with plants

cast 'speak with plants' tree
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

This spells enables you to talk with a plant and acquire it's name. It is very useful in conjunction with the spell, Transport Via Plant.

See also: SPELL TRANSPORT VIA PLANT

Game data

  • Learned by: Druid 7
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: something here
Spells

Stone Skin

help spell stone skin

cast 'stone skin'
  • Accumulative: No
  • Duration: (caster's level) hours.

This makes the skin of the caster change into a stone-like material. This will greatly improve the armor class (-40 on a scale of -100 to 100) and make the caster resistant to piercing attacks. This is a personal spell, it cannot be cast on others.

See also: SPELL ARMOR, SPELL SHIELD

Game data

  • Learned by: Magic User 26
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: yourself
Spells

Strength

help spell strength

cast 'strength' <victim>
  • Accumulative: No
  • Duration: 2*Level hours

This spell increases the victim's strength by a random amount, by the victim's classes. Warriors, barbarians, rangers and paladins have 1d8 points of strength added, clerics, thieves and psionists 1d6, and anyone else 1d4. Mobiles are treated differently from players and usually only 1d6 points of strength added. This spell should not go past the racial maximum.

Game data

  • Learned by: Magic User 6
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here

Related: Weakness, Stats

Spells

Summon

help spell summon

cast 'summon' <victim>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: save vs. spell for mobs, none for PCs

Will summon a person of the name spoken. You can summon any level player, but if you attempt to summon a monster, it will get a saving throw, and you may wind up with the wrong monster. You cannot summon from NO SUMMON rooms, nor can you summon from NO MAGIC rooms. You cannot summon to TUNNEL rooms, nor to PEACEFUL rooms, nor from PEACEFUL rooms. You cannot summon someone who is fighting, as it is impossible to get a precise fix of their location. Summoning someone against their will is illegal, unless it is a race war situation.

See also: PSI SUMMON

Game data

  • Learned by: Magic User 27, Cleric 19
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: anyone, anywhere; an attack (it starts a fight)
Spells

Sunray

help spell sunray

cast 'sunray' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous (kinda)
  • Save: Save vs. spell for negating blindness (read below)
  • Damage: 6d8 target, 3d6 others, undead only
  • Damage Type: General
  • Warning: Area Effect (kinda)

By means of this spell, the caster causes an intense beam of light to hit the victim. The intensity of the light is such that it might blind (as per spell) all the people in the room that are not grouped with the caster. If the victim is a plant creature or any type of undead, the victim will be damaged. If the victim is undead, they take 6d8 points of damage, NO save. If the original victim is a plant creature, they take 6d8 points of damage with a successful save vs. spells cutting that in half. The ray is so intense that it also does damage to others in the room that are not immortal or part of the caster's group. For undead, this is 3d6, no save. For plant creatures, it is 3d6, save for no damage.

See also: SPELL FIRESTORM, SPELL BLINDNESS, SPELL POWER WORD BLIND

Game data

  • Learned by: Druid 27
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Teleport

help spell teleport

cast 'teleport' <victim>
  • Accumulative: -
  • Duration: Instantaneous.
  • Save: vs. spells

Teleport (with error) will instantly transfer the target to another location in the world. This location is random, and thus there will always be a risk of landing in a fatal location. If you cast this against a mob they will be teleported to another location if they fail their saving throw. This spell should not be cast on an unwilling PC except in race war situations.

See also: ROOM TELEPORT

Game data

  • Learned by: Magic User 17
  • Mana: 50 when first learned, down to 33 at 1 level above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Teleport Without Error

help spell teleport without error

cast 'teleport without'
  • Accumulative: No
  • Duration: Instantaneous

By means of this spell, the caster is able to transport himself, and anyone in his group that is also in the same room as he, to the astral plane.

You arrive at the Edge of the Astral Void, at the foot of the firepole that climbs through the plane's six floors. Its rifts lead only to the other planes: to travel the world itself, take the airship.

Note: You must be in a group for this to work, so if you are alone, group yourself.

See also: SPELL ASTRAL WALK, SPELL PROBABILITY TRAVEL

Game data

  • Learned by: Magic User 30
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: anyone, anywhere
Spells

Transport Via Plant

help spell transport via plant

cast 'transport via plant' <tree name>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

This spell lets the caster instantly transport himself between two trees. First the caster must know the location of a tree, and the name of the tree (s)he wishes to go to. The caster has to be at one tree before he can transport themselves to another. You must journey to the trees and speak with them to find out their names.

See also: SPELL SPEAK WITH PLANTS, SPELL PORTAL, DOORWAY, PSI PORTAL, SPELL

PLANT GATE

Game data

  • Learned by: Druid 10
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: something anywhere
Spells

Plant Gate

help spell plant gate

cast 'plant gate' <tree name>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

Transport via plant for a whole group. Standing by a tree, the druid opens a gate in it to the named tree; the awake members of the group step through first, then the druid, and the gate closes behind them. As with transport via plant, you must know the name of the tree you are going to, and it must be on the same plane as you.

See also: SPELL TRANSPORT VIA PLANT, SPELL SPEAK WITH PLANTS

Game data

  • Learned by: Druid 49
  • Mana: 80
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: something anywhere
Skills

Woodworking

help build · help chop · help woodworking

chop <tree>        (or: chop tree, in a forest)
build wood <what>

CHOP: barbarians, warriors and rangers can chop wood with an axe (an axe, hand axe, two-handed axe or halberd) wielded. Chop down a tree that stands in the room by its name, or in a forest just "chop tree" (inside a great tree, "chop wood" cuts a block from its walls). Strong, nimble choppers do best; giants and half-giants have an edge. A tree once chopped down is a stump. Chopping tires you.

BUILD: with the woodworking skill, a piece of chopped wood becomes a weapon:

Rangers fashion a bow, or arrows
Thieves craft a hand crossbow, or quarrels (bolts)
Druids shape a staff
Barbarians work a club

The higher your level and skill, the finer the work (from poorly made to divine), and the better its bonuses to hit and damage. A failed attempt splinters the wood.

Woodworking is taught to rangers, druids, thieves and barbarians.

See also: SKILLS, PRACTICE

Game data

Spells

Travelling

help spell travelling

cast 'travelling'
  • Accumulative: -
  • Duration: (Level of Caster) hours
  • Save: None

When this spell is cast the caster, and only the caster, is able to travel over any terrain type with a loss of only 1 move. Note however, this does NOT enable the caster to fly, you will need some sort of aid to travel over rivers and chasmes. The effects of this spell only work outdoors.

See also: SPELL FLY, SPELL GROUP FLY

Game data

  • Learned by: Druid 10, Ranger 15
  • Mana: 50 when first learned, down to 2 at 32 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: yourself
Spells

Tree

help spell tree

cast 'tree'
  • Accumulative: No
  • Duration: 24 hours.
  • Save: None

This spell turns the caster into a tree. It is very similar to polymorph. This is a list of at what levels you turn into a different size tree:

Level Tree
15–20 young sapling
21–30 teenage tree
31–40 young adult tree
41–48 large adult tree
49–50 huge ancient tree

See also: SPELL POLYMORPH, SPELL CHANGE FORM

Game data

  • Learned by: Druid 15
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Tree Travel

help spell tree travel

cast 'tree travel' <self>
  • Accumulative: No
  • Duration: 24 hours
  • Save: None

This spell enables you to move through certain trees unhindered. It is a must for any Druid who would like to get past 10th level.

See also: SPELL TREE, SPELL WATER BREATH

Game data

  • Learned by: Druid 8
  • Mana: 50 when first learned, down to 2 at 32 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: yourself
Spells

True Sight

help spell true sight

cast 'true sight' <victim>
  • Accumulative: No
  • Duration: 2 * casters level.

True sight allows you to see invisible creatures, it is a cure for blindness, and allows you to see in the dark. It does not reveal hidden creatures.

See also: SPELL DETECT INVISIBILITY, SPELL SENSE LIFE

Game data

  • Learned by: Cleric 19, Druid 24
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Turn

help spell turn

cast 'turn' <victim>
  • Accumulative: Yes
  • Duration: Permanent
  • Save: vs. spell to negate
  • Damage: None

Forces undead of lower level who fail their save against spells to flee from you. The lower they are compared to your level, the more likely they are to flee.

See also: SPELL CALM, SPELL SCARE, SPELL SUNRAY

Game data

  • Learned by: Cleric 3, Druid 12, Paladin 10
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Vegetable Growth

help spell vegetable growth

cast 'vegetable growth' <victim>
  • Accumulative: No
  • Duration: 2 * (level of caster) hours
  • Save: None

Upon casting this spell, the caster can double the size of a vegetable- like\ monster. This also improves it's saves, hit points, and damage. This spell can not create a monster more powerful than the caster, so, it will not work on a monster that is more than half the level you are. This spell must also be cast outdoors, plants don't grow so well inside. Players\ also don't grow so well via this spell.

See also: SPELL ANIMAL GROWTH, SPELL INSECT GROWTH

Game data

  • Learned by: Druid 20
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (not yourself)
Spells

Ventriloquate

help spell ventriloquate

cast 'ventriloquate' <victim | object> <text>
  • Accumulative: -
  • Duration: Instantaneous
  • Save: save vs. spell for listener.

For all people in the same room as the caster that fail a saving throw, the spell will make the object or victim appear to say the text written. People saving will only notice that someone tried to make it sound that way, not who. (This is good to irritate someone or to be silly, and goes well with spell invisibility.)

Example, at the Halfling beauty:

\> cast 'vent' beauty Oh! I want you. You are so handsome, so powerful...

See also: SPELL INVISIBILITY

Game data

  • Learned by: Magic User 1
  • Mana: 50 when first learned, down to 5 at 15 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here, something here (not yourself)
Spells

Warp Weapon

help spell warp weapon

cast 'warp weapon' <victim> or cast 'warp weapon' <object>
  • Accumulative: Yes
  • Duration: Instantaneous
  • Save: Weapon saves to avoid damage.

This spell bends and warps a weapon, effectively causing it to do less damage. For example: If a 3d6 weapon fails it's save, it will be reduced to 3d5 or possibly 3d4. Really nasty thing to do to someone.

See also: -

Game data

  • Learned by: Druid 19
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here, something you carry, something here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Water Breath

help spell water breath

cast 'water breath' <victim>
  • Accumulative: Yes, up to twice the duration
  • Duration: (Caster's level +3) hours.
  • Save: None.

This spell enables the recipient to enter underwater rooms.

See also: -

Game data

  • Learned by: Magic User 9, Druid 6
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing
  • Target: someone here
Spells

Water Servant

help spell water servant

cast 'water servant'
  • Accumulative: Can be cast only once every 24 hours
  • Duration: about 24 hours
  • Save: None

When this spell is cast, the caster opens a momentary rift between planes and forces a water elemental to come and do the caster's bidding. Unlike Conjure Elemental (a Cleric spell), this spell needs no material component. This spell may only be cast once every 24 hours, and the elemental will only do the caster's bidding for about 24 hours.

See also: SPELL CONJURE ELEMENTAL, SPELL EARTH SERVANT, SPELL FIRE SERVANT, SPELL WIND SERVANT, ALLIES

Game data

  • Learned by: Druid 37
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Web

help spell web

cast 'web' <victim>
  • Accumulative: Yes
  • Duration: Caster's Level in Hours
  • Save: vs. paralysis for negation

When this spell is cast, the caster encases the victim in a sticky webbing which effectively reduces a mobile's moves, sometimes to the point of exhaustion. This spell might make the victim mad, depending upon the size of the victim, if the spell was cast indoors or outdoors, etc. Some mobiles manage to attack you through their webs too.

See also: SPELL SNARE

Game data

  • Learned by: Magic User 11
  • Mana: 50 when first learned, down to 3 at 24 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Weakness

help spell weakness

cast 'weakness' <victim>
  • Accumulative: No
  • Duration: Caster's Level in Hours / 2.
  • Save: vs. spells for negation
  • Damage: Special

This spell makes the victim weaker. It is weighted by the caster's level and the strength of the victim. The strength is reduced by a percentage related to half of the caster's level. Casting this spell generally irritates the victim.

See also: SPELL CHILL TOUCH

Game data

  • Learned by: Magic User 6, Necromancer 3
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Wind Servant

help spell wind servant

cast 'wind servant'
  • Accumulative: Can be cast only once every 24 hours
  • Duration: about 24 hours
  • Save: None

When this spell is cast, the caster opens a momentary rift between planes and forces an air elemental to come and do the caster's bidding. Unlike Conjure Elemental (a Cleric spell), this spell needs no material component. This spell may only be cast once every 24 hours, and the elemental will only do the caster's bidding for (24*(caster's charisma)/11) hours.

See also: SPELL CONJURE ELEMENTAL, SPELL EARTH SERVANT, SPELL FIRE SERVANT, SPELL WATER SERVANT, ALLIES

Game data

  • Learned by: Druid 38
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Wizardeye Wizard Eye

help spell wizardeye wizard eye

cast 'wizardeye'
  • Accumulative: No
  • Duration: 3 Hours

This spell enables a wizard to summon forth a 'wizardeye' and look into the nearby surroundings. In MUD terms this means the wizard can LOOK into the next room by 'looking' in a direction. (look n, look s etc.). Some places are protected from this spying.

See also: SPY

Game data

  • Learned by: Magic User 35
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (yourself only)
Spells

Woodland Mend

help spell woodland mend · help woodland mend

cast 'woodland mend' <victim>
  • Accumulative: Yes
  • Duration: Instantaneous

The ranger lays their hands on someone (or themselves) and green light mends their wounds: two eight-sided dice plus the ranger's level in hit points, never past their most.

See also: SPELL CURE LIGHT, SPELL MARK QUARRY

Game data

  • Learned by: Ranger 10
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Psionic Teleport

help spell psionic teleport

mind 'psionic teleport' <name>
  • Duration: Instant
  • Saves: No effect
  • Damage: None

This psionic discipline allows a Psionist to randomly teleport himself or a victim to any place in the world. The Psionist uses his/her mind for this skill, but other than above the skill is the same as the Mage version.

See also: SPELL TELEPORT

Game data

  • Learned by: Psionist 12
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
The world and its rules

Psionic Teleport

help psionic teleport

The world and its rules

Psi Teleport

help psi teleport

The world and its rules

Teleport

help teleport

Spells

Probability Travel

help spell probability travel

mind 'probability travel'

Duration: Instant

This discipline allows a Psionist to transport himself, and his group members that are also in the same room as he, to the astral plane.

You arrive at the Edge of the Astral Void, at the foot of the firepole that climbs through the plane's six floors.

Note: You must be in a group for this to work, so if you are alone, group yourself.

See also : SPELL ASTRAL WALK, SPELL TELEPORT WITHOUT ERROR

Game data

  • Learned by: Psionist 21
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Probability Travel

help probability travel

Spells

Psionic Strength

help spell psionic strength

mind 'psionic strength'
  • Accumulative: no
  • Duration: Level*2 hours

This discipline uses the Psionist's mind power over his/her body to give it massive strength. This can only be used on oneself. Other than above the skill is the same as the Cleric/Mage version. It is possible to have both psionic strength and the Mage spell strength cast on you at the same time... they will add to each other.

See also : SPELL STRENGTH

Game data

  • Learned by: Psionist 6
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Psionic Strength

help psionic strength

The world and its rules

Psi Strength

help psi strength

Spells

Psionic Danger Sense

help spell psionic danger sense

mind 'psionic danger sense'

Duration: level/10 Hours

This discipline enhances the Psionist's awareness to dangers around him/her. This skill in MUD terms allows a Psionist to 'see' deathtraps. Once this skill is enabled, simply 'look DIR' and you will get a idea if that direction is safe. NOTE: This skill does not allow you to see TIMED DT's. IF the room in the direction looked at IS the DT then you will know, otherwise you will not.

See also: SPELL CLAIRVOYANCE, SPOT, DT, ROOM TELEPORT

Game data

  • Learned by: Psionist 13
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Psionic Danger Sense

help psionic danger sense

The world and its rules

Danger Sense

help danger sense

Spells

Clairvoyance

help spell clairvoyance

mind 'clairvoyance'

Duration: 3 Hours

This Psionist discipline allows a Psionist to see things that are at a great distance. In MUD terms this allows a Psionist to 'look DIR' and see into the next room. This skill is very similar to the Thief SPY skill. Some places are protected from this spying.

See also :SPY

Game data

  • Learned by: Psionist 8
  • Mana: 50 when first learned, down to 45 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Clairvoyance

help clairvoyance

Spells

Psionic Disintegrate

help spell psionic disintegrate

mind 'psionic dis'
  • Accumulative: Yes
  • Duration: Instant
  • Saves: vs. Spells for half damage
  • Damage: (User's Psi level)d10 and scraps equipment
  • Damage Type: Energy

At this time this skill is the same as the MAGE disintegrate spell except the Psionist uses his mental powers to call forth the disintegration ray.

See also: SPELL DISINTEGRATE

Game data

The world and its rules

Psionic Disintegrate

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The world and its rules

Disintegrate

help disintegrate

Spells

Telekinesis

help spell telekinesis

mind 'telekinesis' <name> <dir>
  • Duration: Instant
  • Saves: Save negates
  • Damage: None

This Psionist skill teaches the Psionist to use the power of the mind to shove people about. When using to move monsters about, the Psionist must supply a direction to shove the creature, it also must be an open exit. If the Psionist is fighting he can use the telekinesis skill to slam the offender to the ground. To use while fighting mind 'telekinesis' NAME, to use to move a creature mind 'telekinesis' NAME DIR (dir must be north/south/west/east/up or down).

note: This skill is considered aggressive, it can also be useless against some creatures as they are to large or powerful.

See also: SPELL GUST OF WIND

Game data

  • Learned by: Psionist 35
  • Mana: 50 when first learned, down to 35 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
The world and its rules

Telekinesis

help telekinesis

Spells

Levitation

help spell levitation

mind 'levitation'

Duration: level*2/10 Hours

This discipline teaches a Psionist to use the power of his/her mind to lift his own body into the air. In MUD terms you have the same abilities as a person flying.

See also : SPELL FLY

Game data

  • Learned by: Psionist 10
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here
The world and its rules

Levitation

help levitation

Spells

Cell Adjustment

help spell cell adjustment

mind 'cell adjustment'
  • Duration: Special
  • Saves: None
  • Damage: None

When a Psionist uses this skill he controls the cells of his body, thus allowing himself to heal wounds. This skills takes a lot of concentration and is very exhausting, and will stun your for a while. The most that a Psionist can heal on himself is 100 hit points. This skill is self only.

See also: SPELL CURE LIGHT, CANIBALIZE

Game data

  • Learned by: Psionist 14
  • Mana: 100
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Cell Adjustment

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Spells

Chameleon

help spell chameleon

mind 'chameleon'

Duration: Same as HIDE

This Psionist discipline allows a Psionist to take on the colors of the surrounding area he/she is in. Allowing the Psionist to hide his body while he makes others see him as 'camouflaged'. This skill is the same as the Thief skill HIDE.

See also :HIDE

Game data

  • Learned by: Psionist 8
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Chameleon

help chameleon

Spells

Mind Over Body

help spell mind over body

mind 'mind over body'
  • Duration: 12 hours
  • Saves: None
  • Damage: None

This Psionist discipline allows the Psionist to use the power of his/her mind to force his body to not require food or water for 12 hours.

See also: SPELL HEROES FEAST, SPELL CREATE FOOD

Game data

  • Learned by: Psionist 16
  • Mana: 60
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Mind Over Body

help mind over body

Spells

Domination

help spell domination

mind 'domination' <victim> <command>
  • Duration: Instantaneous
  • Save: vs. paralysis for negation

The psionicist's command: you order the victim to do a one-word command (sleep, sit, flee, drop...). A weak mind (below level 6, with an intelligence under 13) always obeys; anyone else obeys unless they save against paralysis. One who resists knows what you tried, and a monster attacks you. No one can be made to quit.

See also: SPELL COMMAND

Game data

  • Learned by: Psionist 40
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)

Related: Psionist, Mind, Allies

Spells

Mind Wipe

help spell mind wipe

mind 'mind wipe'
  • Duration: 24 hours
  • Saves: vs. Spell for negation
  • Damage: None

This spell causes the victim to become a moron if they fail their save. The chance of spell casting successfully is greatly reduced, as is the intelligence and ability to use skills, due to the victim's profound lack of intelligence.

At this time this skill is exactly the same as the Mage spell feeblemind, but the Psionist uses his mind and not magic powers.

See also: SPELL FEEBLEMIND

Game data

  • Learned by: Psionist 21
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Psychic Crush

help spell psychic crush

mind 'psychic crush' <victim>
  • Duration: Instant
  • Saves: Half damage
  • Damage: (Caster's Psi level)d6, + (Caster's Psi level)/2
  • Damage Type: General

This skills is a massive attack on a single persons mind, trying to bend the will of it and force it in on itself. The Psionist skill is very powerful and taught to only the most experienced Psionist.

See also: SPELL TOWER OF IRON WILL

Game data

  • Learned by: Psionist 37
  • Mana: 50 when first learned, down to 45 at 1 level above that
  • Lag: 2.1 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
The world and its rules

Psychic Crush

help psychic crush

Spells

Tower of Iron Will

help spell tower of iron will

mind 'tower of iron will'
  • Duration: level/10 hours
  • Saves: None
  • Damage: None

This psionic discipline teaches the Psionist to ways to avoid damage to his mind from psionic attacks. This skill, when enabled protects the Psionist completely from PSIONIST BLAST, and somewhat protects from PSYCHIC CRUSH and ULTRA BLAST. There are however a few other attacks that will effect the Psionist.

See also: SPELL MINDBLANK

Game data

  • Learned by: Psionist 34
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Tower of Iron Will

help tower of iron will

Spells

Mindblank

help spell mindblank

mind 'mindblank'
  • Duration: level*2/10
  • Saves: None
  • Damage: None

This discipline teaches the Psionist protective ways to hide his mind from some psionic attacks, such as MIND WIPE and FEEBLEMIND, both of which the Psionist will be immune to should he have this skill enabled.

See also :SPELL MIND WIPE, SPELL FEEBLEMIND, SPELL TOWER OF IRON WILL

Game data

  • Learned by: Psionist 17
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
Spells

Psychic Impersonation

help spell psychic impersonation

mind 'psychic impersonation'
  • Duration: Level*2/10 Hours
  • Saves: None
  • Damage: None

This Psionist's discipline teaches the Psionist to use his mind to confuse the mind of others into believing he is actually someone else. In MUD terms this means the Psionist is disguised, as per the DISGUISE skill of thieves.

See also :DISGUISE

Game data

  • Learned by: Psionist 3
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here (yourself only)
The world and its rules

Psychic Impersonation

help psychic impersonation

Spells

Ultra Blast

help spell ultra blast

mind 'ultra blast'
  • Duration: Instant
  • Saves: vs. spells for half damage.
  • Damage: (Caster's Psi level)d4 + (Caster's Psi level)
  • Damage Type: General
  • Warning: Area Effect

This skill teaches the Psionist to send out a massive wave of destructive psionic energy slamming into the minds of any creature present. This power is totally destructive and can kill creatures by turning their mind to jelly.

NOTE: This skill is an AREA EFFECT skill.

See also: SPELL TOWER OF IRON WILL, SPELL MIND BURN

Game data

  • Learned by: Psionist 20
  • Mana: 60
  • Lag: 2.2 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
The world and its rules

Ultra Blast

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Spells

Mind Burn

help spell mind burn

mind 'mind burn'
  • Duration: Instant
  • Saves: Save for NO damage
  • Damage: 1d4+1+(Caster's Psi level)/2
  • Damage Type: Fire
  • Warning: Area Effect

This skill allows a Psionist to summon up a burst of mental power that will shoot out in a gout of flame. Small balls of fire will shoot forth from the Psionist hitting most anything in it's path. (This is remarkably similar to the mage spell burning hands.)

See also: SPELL BURNING HANDS, SPELL ULTRA BLAST

Game data

  • Learned by: Psionist 5
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Skills

Psi Shield

help psi shield

shield

This skill allows a Psionist to summon a protective shield of psionic energy. The shield will increase in strength as the Psionist gains experience. This power may only be used on oneself.

See also: PSIONIST, SPELL SHIELD, ARMOR

Game data

Spells

Psi Shield

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Game data

Commands

Shield

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Game data

  • Level: any
  • Position: standing
Skills

Shield Wall

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shieldwall

A warrior's skill: with a shield worn, set your feet and raise it into a wall. For about an hour every blow you take does a quarter less damage, but you hit 4 less often. You need a shield, and it takes a round to do.

See also: PROVOKE, PARRY

Game data

Skills

Flame Shroud

help flame shroud

flame

Duration : 10 + (level/5) hours.

The flame shroud summoned by a Psionist is that like a magic user that calls fire shield. The duration however is much longer. This power may only be used on oneself.

See also: PSIONIST, SPELL FIRESHIELD

Game data

Spells

Flame Shroud

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Game data

Commands

Summon

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Game data

  • Level: any
  • Position: standing
The world and its rules

Psionic Summon

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Skills

Psi Summon

help psi summon

summon <name>

Saves : vs. spell for mobs, none for PCs.

This skills is similar to the spell summon that is used by Clerics. Sometimes when the distance is great and the Psionist is very powerful the trip can be disturbing for individuals, so summoned mobs will attack the summoner, if they can see him. Mobs cannot be summoned if they have more hit points (HP) than the summoner. This power leaves the user unable to act for a while after use. For two word names, hyphenate. Example: summon sewer-rat

See also: SPELL SUMMON, PSIONIST

Game data

Skills

Scry

help scry

scry <name>

This allows a Psionist to see the room with the specified person or mob in it. If the Psionist would be unable to see the target (for instance, if the room is dark and he cannot see in the dark) this power will not work. Some places are protected from this, and some creatures are too powerful to target.

See also: PSIONIST, SPELL CLAIRVOYANCE

Game data

Spells

Scry

help spell scry

See: SCRY

Game data

Skills

Doorway

help doorway

doorway <name>

This skill allows a Psionist to open a doorway to another dimension and travel to one place far away quickly. The Psionist will then be transferred to the location of the mob/pcname. For people or mobs with the same name, use 2.name, 3.name, etc.. For two word names, hyphenate, i.e. door sewer-rat. This power leaves the user unable to act for a while after use. This power works only on the user, but is nice coupled with Psi summon.

See also: PSIONIST, PSI PORTAL, PSI SUMMON

Game data

Spells

Doorway

help spell doorway

See: DOORWAY

Game data

Skills

Psi Portal

help psi portal

portal <name>

This skill is just like DOORWAY except the Psionist takes everyone that is grouped with him or her, from anywhere.

See also: PSIONIST, DOORWAY, SPELL PORTAL

Game data

Commands

Portal

help portal

Game data

  • Level: any
  • Position: standing
Skills

Aura Sight

help aura sight

aura

The Psionist calls forth mental powers to see unseen auras, thus giving him/her the ability to detect magic, detect good, and detect evil. This power works only on the caster.

See also: PSIONIST, SPELL DETECT MAGIC, SPELL DETECT GOOD, SPELL DETECT EVIL

Game data

Spells

Aura Sight

help spell aura sight

Game data

Skills

Great Sight

help great sight

great

The Psionist calls forth mental powers to see even more unseen aura's and objects. This include spell effects of true sight, detect invisibility, and sense life. This power works only on the user.

See also: PSIONIST, AURA SIGHT, SPELL TRUE SIGHT, SPELL DETECT INVISIBILITY, SPELL SENSE LIFE

Game data

Spells

Great Sight

help spell great sight

Game data

Skills

Adrenalize

help adrenalize

adrenalize <target>

Duration : 5 hours

The Psionist calls forth the reserves of energy retained within the target's mind. This power can be used on others as well. This provides:

  • to-hit penalty of 1+(level/10), max of -4
  • damage bonus of 1+(level/10), max of +4
  • armor class penalty of +20

See also: PSIONIST

Game data

Spells

Adrenalize

help spell adrenalize

Game data

Skills

Psionic Blast

help psionic blast

blast <target>
blast
  • Saves: (level-1)/50 chance to save: less damage, and no blinding, stunning or paralysis.
  • Damage: 1 to 150, by the psionist's level (below).

Psionists can focus their mental powers on a victim and turn its brain to jelly. The more powerful the Psionist, the more powerful the blast. Once engaged in battle, just typing "blast" will auto-target the Psionist's opponent.

Damage and effects

By the psionist's level (a multiclass character's psionist level):

Psionist level Damage Effects If the victim saves
1 1-4 1 damage
2-4 2-10 1-4 damage
5-7 3-12 2-10 damage
8-10 4-16 3-12 damage
11-20 20 blinds 4-16 damage
21-30 35 blinds and stuns 20 damage
31-40 70 stuns, hitroll -5 50 damage
41-49 100 stuns, hitroll -10 75 damage
50 150 stuns and paralyzes 100 damage, hitroll -5

Saving

The victim has a (level-1)/50 chance of saving: a level 50 victim saves 49 times in 50, a level 21 victim 2 times in 5. A victim that saves takes the damage in the last column, without the blinding, stunning or paralysis.

See also: PSIONIST

Game data

Commands

Blast

help blast

Game data

  • Level: any
  • Position: standing or fighting
Spells

Psionic Blast

help spell psionic blast

Game data

Skills

Psi Invisibility

help psi invisibility · help psionic invisibility

Psi invis

The Psionist uses his mental powers to bend light about his body, and become invisible. To become visible again type VIS. You become visible automatically when you engage in combat.

See also: PSIONIST, SPELL INVISIBILITY, VIS

Game data

The world and its rules

Invisibility

help invisibility

Spells

Psi Invisibility

help spell psi invisibility

Game data

Skills

Meditate

help meditate

meditate

A Psionist that is meditating can regain mental power back much faster (mana).

See also: PSIONIST, MANA

Game data

Spells

Meditate

help spell meditate

See: MEDITATE

Game data

Skills

Canibalize

help canibalize

cani <number>

This skill allows a Psionist to convert physical stamina to mental power (HPs to MANA).Don't kill yourself!

See also: PSIONIST, MANA

Game data

The world and its rules

Cannibalize

help cannibalize

Spells

Canibalize

help spell canibalize

Game data

Commands

Telepathy

help telepathy

telepathy <person> <text>

Level: Basic Psi ability

This basic Psionist skill allows the Psionist to telepathically link to anyone in the world and send them a message. To use 'telepathy <name> <message>'. Where <name> is the person's name and <message> is the message text.

The telepathy ability also allows one to command followers in otherwise silenced rooms using the "order" command.

This skill is known naturally by Psionists, and does not need to be studied.

See also: SENDING, MESSENGER, ORDER

Game data

  • Level: any
  • Position: resting or better
Commands

Hypnotize

help hypnotize

See: HYPNOSIS

Game data

  • Level: any
  • Position: standing
Skills

Hypnosis

help hypnosis

hypnotize <target>

This takes control of the mind of the target, hypnotizing them with your mental power. This is very similar to the spell Charm Person.

See also: ALLIES, GUARD, PSIONIST, SPELL CHARM PERSON

Game data

Spells

Hypnosis

help spell hypnosis

See: HYPNOSIS

Game data

Commands

North

help north

See: MOVEMENT

Game data

  • Level: any
  • Position: standing
Commands

South

help south

See: MOVEMENT

Game data

  • Level: any
  • Position: standing
Commands

East

help east

See: MOVEMENT

Game data

  • Level: any
  • Position: standing
Commands

West

help west

See: MOVEMENT

Game data

  • Level: any
  • Position: standing
Commands

Up

help up

See: MOVEMENT

Game data

  • Level: any
  • Position: standing
Commands

Down

help down

See: MOVEMENT

Game data

  • Level: any
  • Position: standing
Classes and races

Race War

help race war

The races of Grindy Mud have their old hatreds, but there is no race war between players: players fight each other only in the arena, whatever their race. 'set war' only says so.

See also: ARENA, PLAYER KILLING

Related: Set, Races

Commands

Split

help split

split <amount>

Shares that many of your gold coins among the members of your group who are in the room with you, yourself included. Each gets an equal share, and you keep what cannot be divided evenly.

Coins you take with auto-loot or REAP are split for you, if 'set autosplit' is on.

Game data

  • Level: any
  • Position: resting or better

Related: Group

Commands

Auto-Loot

help auto-loot · help autoloot · help autosplit · help reap

reap
set autoloot [on/off]
set autosplit [on/off]

With auto-loot on, when you kill a monster you take the coins from what is left of it: its corpse, or the pile of dust and bones when there is no body. If your charmed pet makes the kill, you take them, if you are there. You do not take anything from other players' corpses.

'reap' takes the coins from every corpse and pile of dust in the room (except other players' corpses), as if you had looted each one.

With auto-split on, the coins you loot or reap are shared, as SPLIT does, with the players of your group who are in the room.

Both are on to begin with. Turn them off or on with 'set autoloot' and 'set autosplit', or on the Settings pane of the game's client.

Game data

  • Level: any
  • Position: resting or better

Related: Set

Commands

Train

help train

train <skill or spell>

Training is gone: your class's skills and spells come with your levels, at 70%, and get better as you use them, up to 95%. 'train' only tells you so. See SKILLS.

The Character pane's Skills tab lists everything your classes can learn, with the level each comes at and how good you are.

Game data

  • Level: any
  • Position: resting or better

Related: Practice

Commands

Dream

help dream

dream

Only those who are asleep can dream.

Game data

  • Level: any
  • Position: any (even asleep)

Related: Sleep, Communication

Commands

Fly

help fly · help land

fly
land

Creatures that fly by their own wings (birds, dragons, devils, beholders and the like, and players in such a form) take to the air with 'fly' and come back down with 'land'. You cannot land in mid-air, nor while a spell is keeping you aloft. Others fly with the FLY spell.

Game data

  • Level: any
  • Position: standing

Related: Fly, Mount

Commands

Buck

help buck

buck

When you are a mount (a player in a mount's form) and someone is riding you, 'buck' tries to throw them off. A good rider may stay on.

Game data

  • Level: any
  • Position: standing

Related: Ride, Mount

The world and its rules

Speedwalk

help speedwalk · help speedwalking

.<directions>

A "." followed by directions walks them one after another, as if you had typed each: n, e, s, w, u and d, each with a count before it if you like.

Example: .3n5e2wdeud
walks north three times, east five times, west twice, then down, east, up and down.

".." before the directions walks them back: ..3n2e is .2w3s. Give a walk a name with /path (see PATHS).

If a step cannot be taken (a closed door, a wall, a fight), you stop there and the rest of the walk is dropped. A walk takes a step every half second, and is at most 100 steps.

To stop a walk under way (a speedwalk, the map's "Autowalk there", a room double-clicked), click the red STOP above the hotbar, press Escape, or type 'stop'. The map's "Autowalk there" becomes "Stop walking" while you walk.

On the client's Map pane, double-click a room of the zone you are in to walk there the shortest way (never through a death trap).

Related: Movement, Run

Start here

Character

help buffs · help character · help your buffs

The Character button opens everything about your character, in four tabs:

  • Score: your score, with your attributes under it (the score command opens it).
  • Your Buffs: the spells on you and how long each has left, what your gear and your body give you, and anything harmful (the attribute command, or att, opens it).
  • Skills: your skills and spells, to use, put on the hotbar or read about ('skills' opens it); its Other tab lists the skills teachers outside the guilds teach.
  • Gear: what you wear, carry and what lies here, with what you can do with each.

A number on the button and the Skills tab counts the skills and spells you have learned and not looked at yet.

See also: SCORE, ATTRIBUTES, SKILLS, EQUIPMENT, INVENTORY

Spells

Raise Skeleton

help spell raise skeleton

cast 'raise skeleton'

Bones claw up out of the ground and knit together into a skeleton that follows you and fights for you. It needs no corpse, but there must be earth below: it fails on water, in the air and under water.

A skeleton's strength grows with your level: about three fifths of your level, 8 hit points a level, and a second attack from level 30. Skeletons turn blades and points but break under blunt weapons.

You may keep one skeleton, two from level 10, three from 20, four from 30 and five from 40.

See also: NECROMANCER, SPELL ANIMATE DEAD, UNDEAD ARMY

Game data

  • Learned by: Necromancer 1
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Bone Shield

help spell bone shield

cast 'bone shield'
  • Accumulative: No
  • Duration: 12 hours + level/4
  • Save: None

Plates of bone circle about you, lowering your armor class by 10 + level/5.

See also: NECROMANCER

Game data

  • Learned by: Necromancer 5
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: yourself
Spells

Corpse Explosion

help spell corpse explosion

cast 'corpse explosion' [corpse]
  • Accumulative: No
  • Duration: Instantaneous
  • Save: Versus spell (half damage)

A corpse in the room bursts apart, doing (your level)d6 damage to every foe in the room. Without a corpse named, the first one you can use bursts. The corpse's belongings fall to the floor.

The damage goes by your level, never by the corpse's.

The blast is heard in the rooms next door (through open ways), so anyone nearby knows a necromancer is at work.

See also: NECROMANCER, SPELL CHAIN EXPLOSION, CORPSES

Game data

  • Learned by: Necromancer 6
  • Mana: 50 when first learned, down to 30 at 2 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: something here; an attack (it starts a fight)
Spells

Chain Explosion

help spell chain explosion

cast 'chain explosion'
  • Accumulative: No
  • Duration: Instantaneous
  • Save: Versus spell (half damage, each burst)

Every corpse you can use in the room bursts at once: each does 60% of a corpse explosion to every foe in the room. The more corpses lie about, the bigger the blast.

See also: NECROMANCER, SPELL CORPSE EXPLOSION, CORPSES

Game data

  • Learned by: Necromancer 20
  • Mana: 50
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Mend Dead

help spell mend dead

cast 'mend dead' <undead>

Dark threads draw an undead creature's wounds closed: 3d8 + your level hit points. It mends only the undead (your minions, or you in lich form).

See also: NECROMANCER, UNDEAD ARMY

Game data

  • Learned by: Necromancer 9
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here
Spells

Vampiric Touch

help spell vampiric touch

cast 'vampiric touch' <victim>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: None

Your touch draws the life from a foe: (level/2)d6 + level/2 damage, and half of it heals you. The undead and golems have little life to take: half damage, and no healing.

See also: NECROMANCER, SPELL SIPHON SOUL

Game data

  • Learned by: Necromancer 10
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Consume Corpse

help spell consume corpse

cast 'consume corpse' [corpse]

A corpse rots away before your eyes as you draw in its last life: twice your level in hit points and your level in mana. Without a corpse named, it takes the first one you can use.

See also: NECROMANCER, CORPSES

Game data

  • Learned by: Necromancer 16
  • Mana: 50 when first learned, down to 10 at 8 levels above that
  • Lag: 0.8 rounds after casting
  • Position: standing or fighting
  • Target: something here
Spells

Wither

help spell wither

cast 'wither' <victim>
  • Accumulative: No
  • Duration: level/4 hours
  • Save: Versus spell (avoids it)

A foe's limbs wither: Strength and Dexterity -2, and their hit points come back 10 slower, for a quarter of your level in hours.

See also: NECROMANCER

Game data

  • Learned by: Necromancer 22
  • Mana: 50 when first learned, down to 20 at 3 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Command Undead

help spell command undead

cast 'command undead' <undead>
  • Accumulative: No
  • Duration: Until it dies
  • Save: Versus paralysis (resists)

A wild undead creature of your level - 2 or lower bows to you and serves you as one of your zombies (it takes a zombie's place). Liches, vampires and the undead that cannot be charmed are too strong a will to bend.

See also: NECROMANCER, UNDEAD ARMY

Game data

  • Learned by: Necromancer 26
  • Mana: 50 when first learned, down to 15 at 5 levels above that
  • Lag: 1.5 rounds after casting
  • Position: standing
  • Target: someone here (not yourself)
Spells

Siphon Soul

help spell siphon soul

cast 'siphon soul' <victim>
  • Accumulative: No
  • Duration: Instantaneous
  • Save: Versus spell (half damage)

Tears at a foe's soul for (level)d6 damage. A third of it heals you, and another third is shared among your undead in the room.

See also: NECROMANCER, SPELL VAMPIRIC TOUCH

Game data

  • Learned by: Necromancer 30
  • Mana: 50 when first learned, down to 45 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Horrify

help spell horrify

cast 'horrify'
  • Accumulative: No
  • Duration: Instantaneous
  • Save: Versus spell (avoids it)

Visions of the grave fill the room: every monster you are fighting of your level or below that fails to save flees in terror. The undead fear nothing.

See also: NECROMANCER, SPELL FEAR

Game data

  • Learned by: Necromancer 32
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: none needed; an attack (it starts a fight)
Spells

Plague

help spell plague

cast 'plague' <victim>
  • Accumulative: No
  • Duration: level/6 hours (at least 2)
  • Save: None

A wasting sickness: Constitution -2 and 2 + level/5 damage each hour. When its victim dies, the plague leaps once to another monster in the room (more weakly). The undead, and those immune to poison, are spared.

See also: NECROMANCER

Game data

  • Learned by: Necromancer 34
  • Mana: 50 when first learned, down to 40 at 1 level above that
  • Lag: 1.5 rounds after casting
  • Position: standing or fighting
  • Target: someone here; in a fight, your opponent if you name no one; an attack (it starts a fight)
Spells

Bone Golem

help spell bone golem

cast 'bone golem'

The bones of three corpses fuse into a towering bone golem, the wall of your army: 12 hit points a level, armor class -50, heavy blows, and now and then it slams a foe that isn't huge to the ground. It takes the place of two zombies, and you may bind only one.

See also: NECROMANCER, UNDEAD ARMY, CORPSES

Game data

  • Learned by: Necromancer 35
  • Mana: 80
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Army Of The Dead

help spell army of the dead

cast 'army of the dead'

Every corpse you can use in the room rises as a zombie at once, as far as your zombie places go.

See also: NECROMANCER, SPELL ANIMATE DEAD, UNDEAD ARMY

Game data

  • Learned by: Necromancer 42
  • Mana: 100
  • Lag: 2.3 rounds after casting
  • Position: standing
  • Target: none needed
Spells

Lich Form

help spell lich form

cast 'lich form'
  • Accumulative: No
  • Duration: level/4 hours, then a day before the next
  • Save: None

Your flesh withers and your eyes burn cold: for a quarter of your level in hours you are undead, immune to drain, poison, sleep, hold and charm, with armor class -30 and faster mana. You may keep one more skeleton and one more zombie, and your undead rise two levels stronger. Afterwards your body needs a day (24 hours) before you can take lich form again.

See also: NECROMANCER, UNDEAD ARMY

Game data

  • Learned by: Necromancer 48
  • Mana: 150
  • Lag: 3 rounds after casting
  • Position: standing
  • Target: yourself
Skills

Feast

help feast

feast [corpse]

Your zombies feed on the dead: a zombie below half its hit points eats a corpse in the room on its own, getting back a quarter of its hit points and twice your level. You can also order one to: order zombie feast.

See also: NECROMANCER, UNDEAD ARMY, CORPSES

Game data

Skills

Death Frenzy

help death frenzy

none

A kill by you or your undead fills you with a death frenzy for three rounds; each kill within it stacks it again (up to three) and starts the three rounds over. While it lasts your spells take a half, a third or a quarter of their usual time to cast, and each of your undead swings once more a round. When it runs out, it rests for 30 seconds before the next kill can start it again.

See also: NECROMANCER

Game data

The world and its rules

Necromancer

help corpses · help necromancer · help necromancers · help undead army

Necromancers are evil summoners who fight with an army of the dead. They are frail, and their power is in their undead and in the corpses around them.

The pact

  • A necromancer is always Evil, and starts at -1000.
  • Raising the dead and using up corpses are dark deeds: each takes a little from your alignment toward evil.
  • Above -500 the dead grow restless; once you are no longer evil (above -350) your minions crumble to dust and the dead stop answering until you are evil again.

The army

  • Skeletons (RAISE SKELETON, level 1) need no corpse. You may keep one, two from level 10, three from 20, four from 30 and five from 40.
  • Zombies (ANIMATE DEAD, level 8) rise from a corpse. You may keep one, two from level 15, three from 22, four from 30, five from 40 and six from 48.
  • A minion's strength goes by your level, never by the corpse's: a zombie is as strong as you are, whatever it was.
  • A bone golem (level 35) takes three corpses and the place of two zombies; you may bind one.
  • Your undead stay until they are killed or you leave the game. A minion that dies fades away into dust and leaves no remains (so do the zombies of animate dead).
  • At most 8 raised undead may stand in one room, and 80 in the world.

Corpses

Corpses feed your spells: zombies, corpse explosion and chain explosion, consume corpse, the bone golem and the army of the dead. Their belongings fall to the floor when they are used. Players' corpses, undead remains and demons' corpses can't be used. Undead remains (piles of dust and bones) you can DEVOUR instead, for a little hit points, mana and moves.

The sun

The dead hate the sun. Outdoors by day (anywhere without a roof, in full daylight), your flesh burns: you lose 2% of your most hit points each hour, and your zombies lose that much more than they heal, so they slowly wear down and crumble into ash. Skeletons and the bone golem are bare bones: the sun has nothing to burn. Clouds and darkness spells give no shade. It never kills you; keep your army indoors and out of the light, or travel by night.

Other things to know

  • Necromancers see in the dark (infravision), and are immune to drain from level 20.
  • They wear what mages wear, and learn their spells from a necromancer's guildmaster.
  • A warrior/necromancer is a death knight.
  • Necromancers get 100 + 5 mana a level.

See also: LEVELS NECROMANCER, SPELL RAISE SKELETON, SPELL ANIMATE DEAD, SPELL CORPSE EXPLOSION, SPELL BONE GOLEM, FEAST, DEATH FRENZY, SPELL LICH FORM, CLASSES

The world and its rules

Necromancer levels

help levels necromancer

The experience a necromancer needs for each level, and the title that comes with it (a male / a female one where they differ).

See also: LEVELS, EXPERIENCE, NECROMANCER

Necromancer levels

Level Experience Title
1 1 Gravedigger
2 2,500 Bone Gatherer
3 5,000 Corpse Handler
4 10,000 Mourner
5 20,000 Acolyte of Bones
6 40,000 Shroud Weaver
7 60,000 Embalmer
8 90,000 Grave Robber
9 135,000 Ghoul Tender
10 250,000 Deathspeaker
11 375,000 Bonesetter
12 750,000 Crypt Keeper
13 1,125,000 Tomb Warden
14 1,500,000 Spirit Caller
15 1,875,000 Corpse Raiser
16 2,250,000 Necromancer
17 2,625,000 Shadow Binder
18 3,000,000 Soul Taker
19 3,375,000 Dread Scholar
20 3,750,000 Bone Lord / Bone Lady
21 4,150,000 Grave Master / Grave Mistress
22 4,575,000 Plague Bearer
23 5,050,000 Death's Hand
24 5,500,000 Wight Binder
25 6,250,000 Crypt Lord / Crypt Lady
26 7,000,000 Soul Reaver
27 7,750,000 Black Magus
28 8,550,000 Master of Bones / Mistress of Bones
29 9,350,000 Deathcaller
30 10,200,000 Wraithlord / Wraith Queen
31 11,200,000 Gravelord / Gravelady
32 12,200,000 Dark Thaumaturge
33 13,200,000 Bone Tyrant
34 14,500,000 Dread Necromancer
35 16,000,000 Lord of the Crypt / Lady of the Crypt
36 18,500,000 Shade Master / Shade Mistress
37 20,000,000 Corpse King / Corpse Queen
38 23,000,000 Dark Hierophant
39 26,000,000 Reaper
40 30,000,000 Master of the Dead / Mistress of the Dead
41 34,000,000 Dread Lord / Dread Lady
42 38,000,000 Soul Tyrant
43 42,000,000 Archnecromancer
44 46,000,000 Lord of Bones / Lady of Bones
45 51,000,000 Dark Sovereign
46 56,000,000 Herald of Death
47 61,000,000 Demilich
48 66,000,000 Lich
49 72,000,000 Archlich
50 80,000,000 Lich Lord / Lich Queen
The world and its rules

Activity log

help activity · help activity log

The Activity log, in the Chat pane, keeps a record of everything that happens to you:

  • each room you enter, with who and what was there ("as before" when nothing changed, "nothing here" when it was empty);
  • arrivals and departures;
  • every line of the fights you see, and other people's spells;
  • what you gain: experience, coins, things you pick up, levels, quest steps.

Rooms you walk through quickly, with nothing happening between them, fold into one "walked" line: click it to see each room. Typing look adds a snapshot of the room. The All, Rooms, Fights and Gains buttons at the top show just one kind.

The main window keeps the game quiet: who and what is here is in the room panel beside it (someone arriving makes their row pulse), and comings and goings are in the log.

How much of a fight the main window shows

The log's "Main window" choice decides how much of a fight is also shown in the main window. The log keeps everything whatever you choose.

A fight's line in the main window Nothing Key moments
What your own commands did (bash, cast, kill...), hit or miss, and "You lost your concentration" yes yes
What is done to you: bashed, stunned, knocked down yes yes
Your own death yes yes
Other deaths you see, your kill too ("The orc is dead! R.I.P.") no yes
Experience for the kill no yes
Fleeing in your fight, yours or your foe's no yes
The blow-by-blow of each round no no
Fights you only watch, others bashed or stunned no no
Other people's spells ("Bob utters the words...") no no

Everything shows every line, as the main window always did. Key moments is the default.

At every level, your spells wearing off (or about to) show in the main window, and so do the coins and things you pick up.

See also: CHAT, COMBAT, MAP

Start here

Advanced guide

help advanced · help advanced guide · help tips

Tips for when you know your way around: how to make your character stronger, level faster, earn gold and take on the hardest parts of the world.

Gear

Fighters want damage. Warriors, monks, rangers, paladins, thieves and barbarians hit harder with every +damage item they wear. It is the single biggest boost to a fighter, so take +damage wherever you can.

Resistances are the best gear in the game. Most monsters hit with blunt attacks ("hits"), so items that resist blunt are the most valuable there are, and they are rare and hard to get. Resist slash comes next, then resist pierce, which the stone skin spell also gives. See RESISTANCES.

Casters want mana. A pure mage or cleric is at its best with +mana and +mana regeneration items: they keep your mana up through a long fight, so you can keep the group healed and keep casting.

Find the right item. The Item Database (the link under the message of the day on your character list) searches every item in the world by class, level, alignment and what it does, and shows which monsters and shops have it.

Keep it in repair. Everything you wear wears down in fights, and falls apart at 0%. The repairman in Daleville's Repair Shop mends it for a price (see REPAIR).

Carry potions. Potions of heal, sanctuary, fireshield and more drop from monsters and are sold around the world. Stock up before a hard fight (see POTION).

Leveling

Group up at higher levels. The experience you get from one kill is capped at 150,000. In a group the cap rises (up to 50,000 more for each other member near your level), so at higher levels a group of two or more levels much faster than anyone alone. See GROUP and EXPERIENCE.

Classes

More classes, more power. Two or three classes take longer to level, but they are usually much stronger in the end. The exception is a half-giant warrior or barbarian, who can bash huge monsters such as dragons that others cannot knock down. See CLASSES.

Thieves backstab. At medium and high levels a thief, or a character with thief as one of its classes, backstabs for a great deal of damage. Backstab, flee, come back and backstab again: most monsters fall in one or two. See BACKSTAB.

Single-class mages shape-change. At high level a mage with no other class learns powerful forms through polymorph self, such as the werepanther at level 47: more hit points, and you can still cast and wear your equipment.

Druids are hard but strong. Keeping a druid's alignment neutral makes it slower to level, but druids get powerful elemental pets, and their creeping death can kill some monsters outright, whatever their hit points. See DRUID.

The hardest places

Bring friends. Some monsters, dragons among them, need a team of three to five to take down.

Look for secrets. High-level zones hide secret doors and traps. A thief finds them (see SEARCH and TRAP), and the room descriptions hint at the way: something to "lift trapdoor" or "push rock". Read them closely.

Farm gold. Some high-level items sell for a lot, and some zones have rich monsters that are not that hard to kill. When you need gold, go back for them.

See also: NEWBIE, GROUP, EXPERIENCE, CLASSES, RESISTANCES, ZONES

Skills

Animal Lore

help animal lore

consider <monster>

Animal Lore is knowing animals: beasts of every kind: wolves, bears, great cats, horses, birds, fish, rodents, apes, snakes and other reptiles, insects and spiders. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: The Druid BlueIvesia (Unicorn Run), up to 10%

Related: Lore, Consider

The world and its rules

Bounties

help bounties · help bounty · help quests bounty

quests bounties
quests bounty <name>
quests bounty drop

A bounty puts a price on the fiercest monster of a zone. From level 4 to 50, the Quests pane (its Repeatable tab) lists the bounties for your level; 'quests bounties' lists them too. Take one with its Take button or 'quests bounty <name>' (the name 'quests bounties' shows, such as 'quests bounty valkim').

You have 3 hours to slay the target. It counts if you land the killing blow, if your charmed follower does, or if anyone in your group does while you are in the room. The gold line on the map and the exit glowing gold in the room view lead you to it. If someone else has slain it first, it comes back when its zone resets, and the way leads to where it appears. A few targets lie behind a riddle, a puzzle or a quest's key: their bounty says so, and the gold line stops where the way does.

A bounty pays 5% of your next level in experience and 300 gold for each of your levels. If you level past its range before you finish it, it pays nothing. At level 50 there is no next level, so it pays the gold alone.

Beware autowalking. "Autowalk there" takes the shortest way and stops for nothing: it can walk you straight into monsters that attack on sight, on the way or in the target's lair, and they can kill you. Watch where it goes, and walk the last rooms yourself: STOP above the hotbar, or Escape, stops a walk at once.

These are the hardest monsters of their zones. Each bounty says what to beware of: spellcasters, breath that hits the whole room, poison, a paralysing touch, monsters that heal as they fight, and the company they keep. Go buffed and at full hit points, and bring friends for the hard ones.

You can hunt one bounty at a time. 'quests bounty drop' gives it up. Done, given up or run out, a bounty is put up again 24 hours later.

See also: QUESTS, TREASURE HUNT

Commands

Cooking

help cook · help cooking · help dishes · help meals · help simple spice

cook <dish>
eat <dish>
professions cooking     (the Professions window, on Cooking)

Cooking turns fish, spices and herbs into dishes, anywhere you like. Fish come from Fishing, spices now and then with a herb you gather, herbs from Botany, and the Simple Spice most recipes need from the Old Skull Inn in Daleville, for 100 gold a pouch. Easy dishes take any fish of their tier; better ones ask for particular fish, a spice of their tier and a herb, and more of them.

Type "cook" and the dish's name, or pick it in the Professions window and click Cook. It takes a moment; moving, a fight or another command stops it. You learn as you cook, as with every profession (see PROFESSIONS). Dishes stack and weigh nothing.

Eat a dish for its meal. Every 20 seconds while it lasts, it gives back hit points, mana or move, and the better dishes give more: a sense, a bonus, resistance to cold or fire, a raise to your maximum hit points, mana or move for a while. Meals stack: eat different dishes and they all work at once; the same dish again only starts its time over. Of the raises to a maximum, only the largest of each counts. A meal lasts through quitting, as spells do, and counts down while you play. Dishes hardly fill you, so you can eat several. Some are, shall we say, lively.

Tier Skill Dish Ingredients Meal
1 0 Salted Fish Skewer any tier 1 fish, Simple Spice +3 hp every 20 s for 15 min; burps
1 15 Fisher's Broth 2 any tier 1 fish, Dewpetal, Simple Spice +2 hp, +3 move every 20 s for 20 min; +5% to land a fish
1 30 Thyme-Baked Perch Brook Perch, Wild Thyme, Simple Spice +3 hp, +2 mana every 20 s for 30 min; +1 to saving throws
2 50 Peppered Trout Rainbow Trout, Black Peppercorn, Simple Spice +6 hp every 20 s for 30 min; +5 armor
2 65 Catfish Stew 2 any tier 2 fish, Black Peppercorn, Stillwort +5 hp, +5 move every 20 s for 30 min; +5% to land a fish; farts
2 80 Cinnamon-Glazed Eel River Eel, Cinnamon Bark, Emberthistle, Simple Spice +4 hp, +5 mana every 20 s for 30 min; water breathing
3 100 Mustard-Crusted Snapper Red Snapper, Mustard Seed, Ironmoss, Simple Spice +10 hp, +8 move every 20 s for 30 min; +1 to hit
3 115 Saffron Salmon Silver Salmon, Saffron Thread, Moonfern, Simple Spice +8 hp, +8 mana every 20 s for 30 min; spells fail 5% less
3 130 Moonscale Supper Moonscale Trout, Glowfin Cavefish, Saffron Thread, Mustard Seed +8 hp, +8 mana, +8 move every 20 s for 30 min; infravision
4 150 Ember Bass Thunder Bass, Ember Pepper, Dragon's Tongue, Simple Spice +15 hp every 20 s for 30 min; resist cold; burps
4 165 Bluefin Tartare Bluefin Tuna, Ghost Vanilla, Ghostcap, Ember Pepper +12 hp, +12 mana every 20 s for 30 min; resist fire
4 180 Angler's Lantern Soup Phosphor Angler, Ghost Eel, Ghost Vanilla, Ember Pepper, Ghostcap +10 hp, +10 mana, +10 move every 20 s for 30 min; detect invisible; +10% to land a fish
4 190 Prospector's Pike Pie Ironjaw Pike, Swordfish, Ember Pepper, Dragon's Tongue, Simple Spice +10 hp, +10 move every 20 s for 20 min; 50% chance of double ore
5 200 Sunscale Platter Sunscale Mahi, Dragonscale Carp, Sunfire Chili, Starlily +20 hp, +12 move every 20 s for 30 min; sense life
5 215 Stormray Curry Stormray, Abyssal Cod, Sunfire Chili, Moonpetal Nutmeg, Bloodthorn +15 hp, +15 mana every 20 s for 30 min; max hp +5% for 10 min; resist cold; farts
5 230 Wyrdlight Feast Wyrdlight Eel, Shadow Gar, Moonpetal Nutmeg, Sunfire Chili, Starlily +15 hp, +15 mana, +15 move every 20 s for 30 min; max mana +10% for 10 min; true sight
5 240 Alchemist's Frostfin Chowder Frostfin Char, Abyssal Cod, Moonpetal Nutmeg, Starlily, Bloodthorn +15 mana every 20 s for 5 min; potions mixed 2 at once
6 250 Seraph Koi Banquet Seraph Koi, Elder Sturgeon, Seraph Anise, Seraph's Bell, Simple Spice +25 hp, +25 mana, +25 move every 20 s for 30 min; max hp +5%, mana +5%, move +5% for 10 min; resist cold and fire; +2 to saving throws
6 265 Tempest Marlin Steak Tempest Marlin, Leviathan Grouper, Void Saffron, Seraph Anise, Voidroot +30 hp, +20 move every 20 s for 20 min; max hp +10% for 10 min; +1 damage; burps
6 280 Starfin Royale Starfin, Starlight Lanternfish, Void Saffron, Seraph Anise, Seraph's Bell, Voidroot +30 hp, +30 mana, +30 move every 20 s for 20 min; max hp +10%, mana +10%, move +10% for 5 min; +10% experience

The inn buys dishes back at four fifths of their worth, but that is a waste of a good meal.

Game data

  • Level: any
  • Position: resting or better

Related: Fishing, Eat

Skills

Demonology

help demonology

consider <monster>

Demonology is knowing demons and devils: demons and devils. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: Dove Falconhand (Hades/Shadow Keep), up to 10%

Related: Lore, Consider

Skills

Devour

help devour

devour [pile]

A necromancer can eat the dust and bones an undead monster leaves behind (the "pile of dust and bones" a skeleton or zombie turns into when it dies). Each pile gives you back 5 hit points, 5 mana and 5 moves, up to your most. Whatever the pile held falls to the floor. Necromancers learn it at level 1.

Without a name it eats the first pile in the room. Ordinary corpses are left alone: they are for your other spells.

See also: NECROMANCER, CORPSES

Game data

Commands

Fishing

help fish · help fishing · help fishmonger · help rod

fish
professions fishing     (the Professions window, on Fishing)

Fishing needs a fishing rod in your inventory. The fishmonger in Daleville sells a plain rod for 100 gold: his shop is just north of the North Ride, by the bank. Smiths forge two better rods (see SMITHING): a silversteel fishing rod (tier 3) lands two fish at once half the time, a starmetal fishing rod (tier 6) four times in five. The second fish is a bonus: it doesn't count against the spot. With several rods you fish with the best. Bait may come later.

Fish bite at fishing spots: some of the rooms on rivers, lakes and the sea, and on the shores beside them. "Fish are rising in the water here" marks one, and the zone map shows them as small blue fish (turn Fishing off on the map to hide them). Each spot gives 20 fish, then rests until its zone resets. Fishing spots are never herb or ore spots.

Type "fish" at a spot. A cast takes a moment; moving, a fight or another command stops it. A cast can always miss, though less often as your skill grows: two casts in five land a fish at a tier's first skill, and at best nine in ten. You learn only from a fish landed, as with every profession (see PROFESSIONS).

Like the herbs, harder fish swim in harder zones, by the level of the monsters there. You catch the fish of the water's tier, or of your own tier if it is lower ("something bigger" may get away).

Tier Skill Zones Fresh water Salt water Both Rare Caves only
1 0 1-10 Brook Perch, Mud Carp Harbor Herring, Sand Smelt Silver Minnow Speckled Dab (salt) Glimmer Minnow
2 50 11-18 Rainbow Trout, Whiskered Catfish Mackerel, Sea Bream River Eel Pike (fresh) Lantern Eel
3 100 19-26 Lake Sturgeon, Golden Carp Red Snapper, Stonefish Silver Salmon Moonscale Trout (fresh) Glowfin Cavefish
4 150 27-34 Ironjaw Pike, Thunder Bass Bluefin Tuna, Swordfish Ghost Eel Coral Grouper (salt) Phosphor Angler
5 200 35-42 Dragonscale Carp, Frostfin Char Abyssal Cod, Stormray Shadow Gar Sunscale Mahi (salt) Wyrdlight Eel
6 250 43+ Seraph Koi, Voidgill Leviathan Grouper, Tempest Marlin Elder Sturgeon Starfin (both) Starlight Lanternfish

Cave water has the glowing fish of its tier besides the fresh-water ones. Outdoors, the hour (dawn, day, dusk, night) and the weather (clear, cloudy, rain, storm) make each fish bite a little better or a little worse: no fish needs a particular hour or sky. The Professions window shows each fish's leanings. Caves know neither.

Fish stack and weigh nothing. They are worth little raw: cooking will make them worth more. The fishmonger buys any fish at four fifths of its worth, a whole stack at once ("sell perch"), whatever his purse; no other shop buys them.

Game data

  • Level: any
  • Position: standing

Related: Gather

The world and its rules

Font of Life

help font · help font of life · help regen

A shimmering font of life stands in The Common, on the west side of Daleville, and no one can fight there. Every few seconds it pulses and gives you back a tenth of your hit points, mana and movement, so you are whole again in about forty seconds, even when you are hungry, thirsty or poisoned. Now and then it hums loud enough to be heard from the rooms next to it.

It is the quickest way to recover between fights.

See also: MAP

Skills

Giant Lore

help giant lore

consider <monster>

Giant Lore is knowing giants and giantish creatures: giants, ogres, trolls, orcs and half-orcs, gnolls, bugbears, minotaurs, golems and titans. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: Boris and Clovis (Heiraktazin), up to 25%

Related: Lore, Consider

Commands

Information

help information

information

General information about the realm, when there is any.

See also: NEWS, MOTD, CREDITS

Game data

  • Level: any
  • Position: any (even asleep)

There is no information yet.

The world and its rules

Lore

help lore · help lores

A lore is knowing one kind of creature. Each works by itself when you consider a monster of that kind: you are told what it seems to be, and get an estimate of how it compares to you. The better you know the lore, the more it tells:

  • Any: its hit points and armor class, compared to yours.
  • Above 60%: how many attacks it has.
  • Above 70%: how much damage they do.
  • Above 80%: its to-hit and damage bonuses.

The estimates are rough when you know the lore a little, and close when you know it well. Knowing several lores of one creature, the best one counts.

Lore Creatures
Animal Lore Beasts of every kind: wolves, bears, great cats, horses, birds, fish, rodents, apes, snakes and other reptiles, insects and spiders
Vegetable Lore Walking trees and plant-men, fungi and moulds, slimes, slugs and parasites
Necromancy Zombies, skeletons, ghouls, ghasts, wights, spectres, vampires, liches and ghosts
Demonology Demons and devils
Reptile Lore Dragons, lizardmen, troglodytes, snakes, amphibians and dinosaurs
People Lore Humans and demi-humans: elves (drow too), dwarves, halflings, gnomes, goblins, centaurs, lizardmen, lycanthropes, mind flayers, tieflings and the like
Giant Lore Giants, ogres, trolls, orcs and half-orcs, gnolls, bugbears, minotaurs, golems and titans
Other Lore Elementals, golems, lycanthropes, mind flayers, planar beings, will-o'-wisps and other monsters

No class learns the lores with its levels: teachers out in the world teach them, for gold, each up to a limit. From there you get better by using them: now and then, considering a creature a lore knows teaches you a little more of it, up to 95%. The Character pane's Skills tab lists them under Other, with who teaches each and where.

Related: Consider, Skills

Skills

Necromancy

help necromancy

consider <monster>

Necromancy is knowing the undead: zombies, skeletons, ghouls, ghasts, wights, spectres, vampires, liches and ghosts. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned by: Necromancer 1
  • Also taught by: a scarecrow (Red Fog Cemetary), up to 10%

Related: Lore, Consider

Commands

News

help news

news

The latest news of the realm, when there is any.

See also: INFORMATION, MOTD, CREDITS

Game data

  • Level: any
  • Position: any (even asleep)

There is no news yet.

Skills

Other Lore

help other lore

consider <monster>

Other Lore is knowing the strange and the otherworldly: elementals, golems, lycanthropes, mind flayers, planar beings, will-o'-wisps and other monsters. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

Other lore is the least exact of the lores: what you learn counts for half as much.

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: Allga (Port Mir), up to 10%

Related: Lore, Consider

Skills

People Lore

help people lore

consider <monster>

People Lore is knowing people: humans and demi-humans: elves (drow too), dwarves, halflings, gnomes, goblins, centaurs, lizardmen, lycanthropes, mind flayers, tieflings and the like. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: The Venom-Master (Shadows of the City), up to 25%; An elderly sage (The Dark Castle of Khmer), up to 30%

Related: Lore, Consider

Commands

Repair

help condition · help durability · help repair · help wear and tear

repair <item>
repair all

At a repairman, mends what you wear or carry, for a price. Type list there first: he looks over everything you wear and carry, shows each piece's condition and what mending it costs, with a link to repair each one (or everything at once).

Wear and tear. Everything you wear or wield has a condition, from 100% (new) down to 0%, shown as a bar along its icon and on identify. Its stats stay whole until it breaks.

  • Every hit point you lose in a fight wears what you wear: about 1% for every 300 hit points. Low-level characters take smaller hits, so their gear lasts longer.
  • Your weapon wears as it deals damage: about 1% for every 1,000.
  • A dragon's breath or acid takes 5% off everything you wear at once; fireballs, lightning, cold and the other spells that harm things take 2%. Protection from a breath spares your gear.
  • Brittle things wear twice as fast.
  • At 50% and again at 25% you are warned, and after every fight you are reminded of anything at 25% or under. At 0% it falls to the ground in scraps.

Fighting steadily, expect to want repairs every six to eight hours of play.

The price is half a percent of the item's value (or its rent, if more) for every percent it lacks: mending something from 50% back to 100% costs a quarter of its value.

See also: LIST, IDENTIFY, SHOPS

Game data

  • Level: any
  • Position: standing
Skills

Reptile Lore

help reptile lore

consider <monster>

Reptile Lore is knowing reptiles: dragons, lizardmen, troglodytes, snakes, amphibians and dinosaurs. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: Asheley (The Lost City), up to 20%

Related: Lore, Consider

Skills

Vegetable Lore

help vegetable lore

consider <monster>

Vegetable Lore is knowing plants and fungi: walking trees and plant-men, fungi and moulds, slimes, slugs and parasites. It works by itself when you consider one of them: you are told what it seems to be, and get an estimate of how it compares to you (its hit points and armor class, and the better you know the lore, its attacks, its damage and its to-hit and damage bonuses).

No class learns it with its levels: a teacher out in the world teaches it, for gold, and considering the creatures it knows teaches you a little more now and then. The Character pane's Skills tab lists it under Other, with who teaches it and where.

Game data

  • Learned from: a teacher: an oak treant (Enchanted Gardens), up to 10%

Related: Lore, Consider