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CACAODEMON
This spell is wreathed in mystery. The only sure knowledge about it is that it is cast in the following manner:
cast <cacaodemon> one
.
.
.
cast <cacaodemon> six
CACCEPT
Syntax:
caccept <player name>
This command can by used by a clan leader to accept the specified player into the clan. The player must be following the leader to indicate their consent.
Players can not belong to more than one clan at once.
Use the cdefect command to defect from a clan that you belong to.
Note that it is up to the respective clans as to what price (if any) is required by its prospective candidates for membership in the clan.
CALL
(also LIGHTNING)
This spell will use the "force of nature" to make a lightning strike the victim. It is therefore only possible to call lightning outside, and it has to be raining (or worse).
See also: OFFENSIVE-SPELLS · PROFS · SPELLS
CALM
Calm makes an aggressive monster non-aggressive. Be warned that at present this is an aggressive spell.
CANON-AE
See CANON-AIR
CANON-AIR
(also CANON-AE)
ae ... air Elemental Air spells are those spells which somehow use the air, or wind, to the benefit of the caster.
yel ... air evoke Evoke air from the elemental plane of air.
CANON-BOTANY
(also CANON-PO)
po ... botany Spells dealing with plant life in some way.
anz ... create food Create edible food maj ... major food Create very large amounts of food
CANON-CHI
See CANON-FROST
CANON-CYTOLOGY
(also CANON-TY)
ty ... cytology Spells which harm the body of the target. All types of spells which cause some sort of damage, be they slow or fast, actual damage or impairment of a normal bodily function.
co ... vocal chords Target the vocal cords em ... harm Cause heavy general damage es ... eyes Target the eyes guk ... poison What else you want to know? ilt ... cause light Cause a little general damage irc ... cause crit Cause much general damage uss ... cause ser Cause quite a bit general damage tet ... tetanus Immobilize the muscles ti ... vitality Target the general health ut ... tissue harm Harm living tissue wus ... weaken Weaken the muscles
CANON-DAR
See CANON-DARKNESS
CANON-DARKNESS
(also CANON-DAR)
dar ... darkness Elemental Darkness spells are those spells which create darkness, snuff out light of all sorts.
vad ... evoke dark Evoke a strong darkness.
CANON-DEMONOLOGY
(also CANON-UUL)
uul ... demonology Perhaps the most likely spell to cause bodily harm to the spellcaster herself, demonology spells are those which attempt to go in the depths of hell or the abyss and attempt (note the word, attempt) to overpower the mind of some foul and evil creature.
dem ... cacoademon Summon a demon to serve (you hope!)
CANON-DIMENSIONALISM
(also CANON-XU)
xu ... dimension The dimensionalism spells are those that attempt to open a hole in the fabric of space and time, and try to control that hole. The end result should allow the spellcaster to go to some distant place very quickly, where normally it would have been difficult or impossible for her to do so.
ain ... sp. align Align the hole to a specific place.
jur ... elemental Bring an elemental being from its home plane to you.
muv ... travel Travel from you through a dimensional hole.
ose ... gate Open a hole and keep it open.
piz ... prison Align the hole to an imprenetrable prison.
ran ... random align Align the hole to someplace random.
som ... summon Bring someone from another place to you through
the hole.
yul ... home align Align the hole to your home.
CANON-DIVINATION
(also CANON-KO)
ko ... divination Divination spells are some of the more powerful in the game - they give you information. Anything that has to know the content or effect, the location, or any other information falls under the divination school of magic.
arc ... magic A magical (aura).
atr ... attributes The attributes of an object.
bad ... evil An evil (aura).
goo ... good A good (aura).
gra ... greater track A more powerful version of track.
guk ... poison Poison (aura).
isi ... invisibility Invisibility.
liv ... life Living creatures.
lol ... local Searching locally.
ser ... search Search for a specific thing.
tra ... track Find the track of an individual.
voi ... clairvoyance To be able to "see" someplace else as if you were
there.
CANON-DOP
See CANON-MORPHOLOGY
CANON-DRU
See CANON-NATURE
CANON-EARTH
(also CANON-MO)
mo ... earth Elemental Earth spells are those spells which use the atomic elements to create mass-type objects. Note, that acids are a type of elemental earth.
ast ... meteor Bring some space-borne earth to you. der ... drill Drill through earth. dyn ... shake earth Violently shake the earth. fal ... fault Earthquake fault. mel ... evoke acid Highly dissolving acid. sot ... greater acid Even stronger, more powerful acid. soi ... earth evoke Earth evocation. sto ... greater earth Stronger earth evocation.
CANON-ECH
CANON-ELECTRICITY
(also CANON-XAP)
xap ... electricity Elemental Electricity spells are those that somehow harness electrical energies and send it coursing through your opponents' bodies.
buz ... evoke elec. Evoke a concentrated electric current.
cin ... chain elec. Chain the current through your opponents.
zek ... greater elec. Even a more concentrated electric current (must
be used with "buz").
CANON-ENCHANTMENT
(also CANON-ECH)
ech .. enchantment Enchantment spells are powerful spells used to enchant non-living objects into more powerful objects.
sla ... slay better To slay monsters better. wep ... weapon Weapon.
CANON-FIRE
(also CANON-FU)
fu ... fire Elemental Fire spells are those spells which either cause fire or take the heat of fire and use it for the caster's benefit.
ume ... evoke fire Create a large amount of fire. orc ... greater fire An even more intense fire (must be used with "ume").
CANON-FROST
(also CANON-CHI)
chi ... frost Elemental Frost spells are those which remove all traces of heat. The severe cold can be used with other types of elements (specifically water).
fro ... evoke frost Concentrated coldness. nip ... greater frost Even more concentrated coldness (must be used with "fro").
CANON-FU
See CANON-FIRE
CANON-ILLUSION
(also CANON-ILU)
ilu ... illusion Illusion type spells are very powerful spells which fool your opponents into believing a fictional reality reather than the true reality. Sometimes, this belief is so strong that your opponent may actually get damaged by the light components of the spells.
isi ... invisibility Disappear from view.
ris ... prismatic An even more powerful color display (must be
used with "roy").
roy ... colour A powerful, damaging color display.
sur ... surround Surround with faerie fire.
CANON-ILU
See CANON-ILLUSION
CANON-KO
See CANON-DIVINATION
CANON-LIGHT
(also CANON-ZUN)
zun ... light Elemental Light spells are those which cause light. "There shall be light!"
las ... long lasting
light Everlasting light
eve ... evoke light Evoke a strong light.
lun ... evoke lunar
light Evoke moonlight.
sta ... evoke sun
light Evoke sunlight.
CANON-MET
See CANON-METAMAGIC
CANON-METAMAGIC
(also CANON-MET)
met ... metamagic Metamagic spells are those which use magic almost as an "elemental" in order to achieve what normally would be an impossible effect. Metamagic spells are easily combined with other canons.
ban ... bane Impair the receiver. neg ... negate Negate the magical properties. smi ... rem curse Removes curses. spi ... web Create a magical spider web.
CANON-MO
See CANON-EARTH
CANON-MORPHOLOGY
(also CANON-DOP)
dop ... morphology Spells which shift the form of an individual or a weapon would be considered morphology type spells.
alt ... Alter To alter the form for the worse.
pro ... greater
morph A more thorough type of shift.
shi ... shift form To shift form.
wep ... weapon Weapon.
CANON-NATURE
(also CANON-DRU)
dru ... druidic Druidic spells are those spells which deal with nature. The spells are such that only druids and rangers can ever hope to be able to use them successfully.
ani ... animal Animals. shi ... shift form To shift form. taf ... staff To make into staff form. wod ... wood Wood or bark.
CANON-NECROMANCY
(also CANON-NEK)
nek ... necromancy Necromatic spells are the powerful spells which use the forbidden magics to give life where there is none, or where life has been lost.
ims ... imbue soul Imbues an arbitrary soul on the target. per ... specific soul Imbues a specific soul on the target, namely its original soul.
CANON-NEK
See CANON-NECROMANCY
CANON-PO
See CANON-BOTANY
CANON-PSY
CANON-PSYCHOMANCY
(also CANON-PSY)
psy ... psychomancy Psychomatic spells are those which directly go into the mind of your opponent and actively try to change it to your liking.
dom ... dominate Dominate the mind. pec ... peace Instill peace. pho ... fear Instill fear. sno ... sleep Force sleep.
CANON-TEK
CANON-TELEKINETICS
(also CANON-TEK)
tek ... telekinesis Telekinetic spells are those which seeminly defy the laws of physics, specifically gravity and force.
abs ... absorb Absorbs/slows down objects. def ... defect Deflects objects. fli ... fly To fly. flo ... float To float. loq ... unlock To unlock a locking mechanism. mis ... missile A force-like missile. no ... dance Seemingly makes an object "dance".
CANON-THE
See CANON-THEOLOGY
CANON-THEOLOGY
(also CANON-THE)
the ... theology Clerics and paladins can summon the power of their deities directly through theology spells. Some of these are the most powerful a cleric can cast.
bad ... evil Evilness. ble ... bless Give the deity's blessing. dei ... deity The deity itself. goo ... good Goodness. hol ... holy word A powerful word with the strength of the deity. san ... sanctuary A strong protection from the deity. tur ... turn To turn undead creatures. unh ... unholy word An evil version of "hol". wra ... wrath The wrath of the deity.
CANON-TOO
See CANON-WATER
CANON-TY
See CANON-CYTOLOGY
CANON-UUL
See CANON-DEMONOLOGY
CANON-VIT
See CANON-VITOLOGY
CANON-VITOLOGY
(also CANON-VIT)
vit ... vitology Vitology spells are those which specifically attempt to cure the recepient of bodily damages and harm.
cri ... healing To cure critical wounds. co ... vocal cords The vocal cords. cu ... cure To cure a defect or harm. enh ... enhance To enhance. es ... eyes The eyes. fre ... refresh To cure tiredness. hea ... healing, superior A very powerful heal, stronger than "hem". hem ... healing, greater A powerful heal. lit ... healing, inferior To cure light wounds. par ... rem paralysis To remove paralysis. ser ... healing, lesser To cure serious wounds. ti ... vitality The actual vitality of the person.
CANON-WATER
(also CANON-TOO)
too ... water Elemental Water spells are those which use H2O (water) to its full advantage. Most often used with Frost for ice-type spells.
wew ... water evoke Evoke water from the elemental plane of water.
CANON-XAP
CANON-XU
CANON-ZUN
See CANON-LIGHT
CANONS
A canon is a collection of runic knowledge embodying similar spell-casting knowledge. Each canon is unique in the abilities and powers in the spells contained therein. Each has a specific purpose and source for its magical powers. Every canon has it's own set of runes that form the doctrine of its magic. All known canons are listed as follows:
botany po plant life. cytology ty harming the body in some manner. demonology uul demonic and diabolical. dimensionalism xu dimensions. divination ko projecting mind to discern information. elemental shaping the base elements to some use. air ae darkness dar earth mo electricity xap fire fu frost chi light zun water too enchantment ech enchantments. illusion ilu illusions. morphology dop shape shifting and polymorphing. nature dru dealing directly with nature. necromancy nek undead. psychomancy psy mind. telekinetics tek gravity and hidden forces. theology the divine. vitology vit healing the body.
See also: CANON-<canon> · CAST · RUNES · <name>
CAPPOINT
Syntax:
cappoint <player name>
If you are a clan leader, you may use this command to appoint someone to be the clan's historian. The clan historian is responsible for keeping the clan's platform and agenda up to date. A clan can have multiple historians.
If you cappoint someone who is already a clan historian, they will be relieved of their historian duties.
The prospective historian must already be in your clan.
See also: CLANS · CPROMOTE · CRECORD
CAREERS
See CLASSES
CAST
Syntax:
cast <rune combination> [options] cast '<spell name>' [options]
The "cast" command is used to invoke the power of magical spells. There are two main forms of casting: using rune combinations and "common" names for spells. For example, the following two are equivalent:
cast xumuvranind cast 'teleport'
Casting spells requires both knowledge of all of the runes composed by the spell being cast and sufficient mana strength to evoke the magic being intoned.
See also: CANONS · MANA · RUNES
CATCH
If you are proficient in the catch skill, you will have a chance of catching weapons thrown at you providing that you also have skill in throwing that weapon yourself. For example, if someone is throwing a dagger at you, you will only be able to catch it if you are proficient in catch AND in dagger throwing (and even then, your chances will be slim). Should you succeed however, the item will go into your inventory.
If you are skilled with archery and are good with catch, you will also be able to catch an arrow shot at you every once in a blue moon.
Note: If you do not have any hands free, do not expect to catch too many projectiles. Also, should you happen to have BOTH hands free, your chances of catching will be much better than with just one hand free.
See also: ARCHERY · AXE · DAGGER · DART · HAMMER · MARKSMANSHIP · SHOOT · SPEAR · STAR · THROW · THROWING · TOSS
CAUSE-CRITIC
This spell causes 5d10 points of damage.
CAUSE-LIGHT
This spell causes 1d10 points of damage.
CAUSE-SERIOUS
This spell causes 3d10 points of damage.
CDECLARE
Syntax:
declare war|peace <clan codename>
This command is used by the clan leader to declare either war or peace with another clan.
Note that if you declare war upon another clan, that clan will AUTOMATICALLY declare war back upon you as well. When vying for PEACE, however, you only stop declaring war upon them. Thus either side can make both sides go to war, but each side must individually declare peace for a lasting peace to be ensured. If either clan is at war with the other, it is legal for members from either clan to PK members from the opposing clan.
See also: CDIPLOMACY · CLANS
CDEFECT
Syntax:
cdefect
Use this command to remove your association with a clan.
CDIPLOMACY
Syntax:
cdiplomacy [clan codename]
This command shows all of the political relationships between all clans. If you supply a codename, only relationships involving that clan will be shown.
CDISBAND
Syntax:
cdisband yes
This command can be used by the leader of a clan to disband the clan altogether. This is a permanent act and so should be taken with careful thought.
If you are a clan leader and would like to leave the clan, but not disband it, cpromote someone else and then cdefect from the clan. This will remove you from the clan while keeping the clan intact.
You must supply the yes operand to verify that you wish to actually disband the entire clan.
See also: CDEFECT · CFOUND · CLANS
CFOUND
Syntax:
cfound <clan codename> <clan name>
This command is used to form a clan. The person issuing the cfound command will become the leader of the clan. The cost of starting a clan is quite high, and will require a large amount of gold and experience points, so do not undertake founding a clan lightly.
A clan codename is a three to five letter codename for your clan. The clan name is the actual name for your clan.
See also: CAPPOINT · CDISBAND · CLANS · CPROMOTE
CHAIN
(also LIGHTNING)
This spell will unleash a powerful lightning bolt that will arc from foe to foe, electrocuting as many as it can. However, the bolt becomes weaker as it rips through each foe.
See also: LIGHTNING · OFFENSIVE-SPELLS · PROFS · SPELLS · WEB
CHANGESTAFF
This spell will convert any magic staff that the wielder is holding into a Treant that will fight for the caster. The staff must have some power left in it for the spell to take effect.
CHANNEL
Syntax:
channel [all|auction|battlefield|muse|gossip|shout|clan] [tell] [beep]
Use this command to either "tune into" or "tune out of" either the auction or gossip channels. It works like a toggle. Only gods can tune out shouts and muses, however. Also, channeling shouts also channels yells as well.
If you are channeling muse, you will not hear thunders and bellows either.
It is also possible to disable other people's ability to tell you things if you use the 'tell' option. This too works like a toggle.
Channeling beeps with the 'beep' option will ensure that when you are beeped (with the beep command), that no audible beeps are actually sounded. Use this option if some undesireable starts to annoy you with beeps. (If they are really annoying, see a god, and they may have their beeping privilege taken away.)
See also: AUCTION · BEEP · BGOSSIP · COMMUNICATIONS · GOSSIP · SHOUT · TELL · YELL
CHARM
(also ANIMAL)
Is is not possible to charm an animal that is already charmed, if you are charmed yourself, or if the animal is higher level than yourself. The animal will get a saving throw versus "paralysation".
A charmed animal will follow you, and not be able to attack you, you can order charmed animals using the order command.
CHARM-MONSTER
This spell is just like "charm person" and "charm animal" except that it works against monsters as well.
See also: CHARM-ANIMAL · CHARM-PERSON · FOLLOW · ORDER
CHARM-PERSON
Is is not possible to charm anyone that is already charmed, if you are charmed yourself, or if the person is higher level than yourself. The person will get a saving throw versus "paralysation".
A charmed person will follow you, and not be able to attack you, you can order charmed person using the order command.
CHAT
Syntax:
chat
This command puts you into "chat mode". When in this mode, everything you type is interpreted as a "say" command. This will make having long conversations easier. If you wish to enter in commands still, prefix them with an asterisk (*).
When you are in chat mode, you will have a rounded prompt point ")" instead of the pointed command one ">".
To return out of chat mode, simply enter '*chat'.
CHECKERS
Syntax:
checkers checkers reset [chess board layout] checkers remove <position> checkers place <piece name> <position> checkers king <piece name> <position> checkers unking <piece name> <position> checkers <old position> <new position>
The checkers command can be used to manipulate a checkers board should you happen to have one handy.
Entering checkers with no arguments, displays the current status of the checkers board.
Entering checkers reset will reset the checkers board to the standard starting configuration. If you would like to see nonstandard configurations added, please contact an implementor and it will get added.
You can remove a piece with the remove option, and place a piece that is currently off the board onto the board with the place option.
The final option will move a chess piece from the specified old position to the new position.
Examples:
checkers a1 a3 move the checkers piece at A1 to A3. checkers remove a1 remove the piece at a1 from the board. checkers place ro a3 place an offboard red checker at position A3.
See also: CHESS
CHESS
Syntax:
chess chess reset [chess board layout] chess remove <position> chess place <piece name> <position> chess <old position> <new position>
The chess command can be used to manipulate a chess board should you happen to have one handy.
Entering chess with no arguments, displays the current status of the chess board.
Entering chess reset will reset the chess board to the standard starting configuration. If you would like to see nonstandard configurations added, please contact an implementor and it will get added.
You can remove a piece with the remove option, and place a piece that is currently off the board onto the board with the place option.
The final option will move a chess piece from the specified old position to the new position.
Examples:
chess a1 a3 move the chess piece at A1 to A3. chess remove a1 remove the piece at a1 from the board. chess place wr a3 place an offboard white rook at position A3.
See also: CHECKERS
CHILL-TOUCH
You grap hold of your opponent, sending waves of cold through its body, your victim will also (temporarily) lose one point of strength.
See also: OFFENSIVE-SPELLS · PROFS · SPELLS
CLANS
Syntax:
clans
This command will list all of the active clans on the mud.
Clans are a collection of players who are allied together. Clans are allowed to go to war with other clans and therefore legally PK the other clan's members. Thus clans provide the mud with a structured way for people to PK each other if that is their desire while at the same time permitting people who do not wish to partake in PK to remain out of it. Repeated bluntly: Do NOT join a clan unless you are mature enough to handle being PKed by other players!
It is not legal for someone in a clan to PK someone who is either not in a clan or is not in a clan that is at war with the playerkiller's own clan.
Unlike groups, clans remain even if the mud shuts down and reboots.
See also: CACCEPT · CAPPOINT · CDECLARE · CDEFECT · CDIPLOMACY · CDISBAND · CFOUND · CPROMOTE · CRECORD · CROSTER · CTELL · CVIEW · CWHO · PK
CLASSES
(also CAREERS)
There are ten classes (or careers) on this mud that your character can take up:
Anti-paladin Evil alignment. Mix of Mage/Warrior with some Thief/Cleric. Barbarian Best fighter. Can't use magic items. Cleric Healing spells. Okay fighter Druid Nature magic. Okay fighter Illusionist Like mage, but with bent toward illusion magic. Mage Strong spell caster. Weak fighter. Paladin Good alignment. Good fighter. Some cleric magic. Ranger Good fighter. Some druid magic. Thief Okay fighter. Thievery. Stealth skills. Warrior General fighter.
See also: ANTI-PALADIN · BARBARIAN · CLERIC · DRUID · ILLUSIONIST · MAGE · PALADIN · RANGER · THIEF · WARRIOR
CLERIC
Clerics devote their lives to furthering the goals of their patron diety. They are fair fighters and obtain powers of defensive and healing spells from their deity.
Best Canons: Cytology, Necromancy, Theology, Vitalogy
Type "profs cleric" for a list of cleric abilities.
See also: CANONS · CLASS · LEVELS · PRACTICE · PROFS · RUNES · SKILLS · SPELLS
CLIMB-WALLS
This skill will prove handy if you are trying to scale walls or enter an exit that cannot be normally travelled.
See also: FLY
CLOSE
See OPEN
CLS
Syntax:
cls
This command will clear your screen. It can come in handy in certain circumstances.
See also: ANSI · LINES · PROMPT · VT100
COLOR-SCHEMES
Color schemes let you set up all the colors in an easy fashion that doesn't require you to invidividually set every attribute/color which can be tedious.
Syntax:
color <scheme>
<scheme> is one of the following:
nocolors This will disable all usage of color (default). vt100 standard VT100 Uses bold, inverse, underlining ocean blues ANSI blues ... emerald eyes ANSI greens ... fuzzy haze ANSI purples and reds ... purple paradise ANSI purples ... prune juice ANSI purple/white on black frobolli cake ANSI black background pearly whites ANSI white background, best with dim foreground colors bloody murder ANSI red background velvet elvis ANSI blue on black morbidity ANSI black background death on black ANSI white on black kramercolor ANSI red/purple on black senecolor ANSI white on blue total incyanity ANSI cyan on black cracked ice ANSI yellow on black
If you have a nifty coloring scheme that you think others would enjoy, please talk to one of the gods and we'll see what we can do to make it a standard scheme.
See also: COLOR · COLOR-TYPE
COLOR-TYPE
(also COLOR-TYPES)
Color types are the individual elements that you can paint with a certain color on the mud.
<type> is one of the following:
normal Any text that is not covered under one of the following. bold General purpose bolded text. reverse General purpose reverse text. blink General purpose blink text. examples Any thing that is an example. mprompt The main part of your prompt. In "H:45>" it is the "H:45" pprompt The point part of your prompt. In "H:45>" it is the ">" title Room titles. description Room descriptions. exits Room exits. track Tracking information. objects Any sort of objects. characters What color characters are painted in. say What color 'say' communication is colored in. tell For "tells". socials Social actions. channel A substitute for: gossip auction shout arena battlefield gossip Gossip channel. auction Auction channel. shout Shout channel. arena Arena channel and announcements. battlefield Battlefield channel and announcements. groups Group talking and announcements. gods The color that gods appear in. think Generic color for when you want to think about something. muse Immortal channel and announcements. (IMMORTALS) log The color that log information appears in. (IMMORTALS) weather The color that weather announcements appear in. hit Whenever you hit. wounded Whenever you GET hit. combat Other people's combat announcements. danger Whenever you are in DANGER. (Good candidate for blinking.) clan Clan talking and announcements. ponder Avatar communication channel color. (AVATARS) reflect Good color to pick for reflective moments. (IMMORTALS)
See also: COLOR · COLOR-SCHEMES
COLOR-TYPES
See COLOR-TYPE
COLORS
Syntax:
color <scheme> (VT100/ANSI) color <type> normal|reverse|underlined bold|blinking (VT100) color <type> <color> [on] <color> blinking|bold (ANSI) color display
The color command lets you select what color certain items of text get colored in.
Enter 'help color schemes' for a list of valid <scheme>'s.
<type> is
normal, bold, reverse, blink, examples, mprompt, pprompt, title, description, exits, track objects, characters, say, tell, socials, channels, gossip, auction, shout, arena, battlefield, group, gods, think, muse, log, weather, hit, wounded, combat, danger, clan, ponder, reflect
Enter 'help color-types' for more information. BE SURE TO ENTER A VALUE FOR THE NORMAL FIELD OR ELSE YOUR COLORS WILL BLEED!!! Example, if you use VT100, enter 'color normal normal'. If you use ANSI, enter 'color normal <normal foreground> on <normal background>'. All the schemes automatically set the normal color however.
<color> is
black, red, green, yellow, blue, purple, cyan, white
NOTE: All parameters can be abbreviated...
EXAMPLES:
color hit red on black blinking bold (ANSI) color hit re bl bl bo (ANSI) (abbreviated) color combat red on black (ANSI) color tell normal bold (VT100)
As setting ALL the colors individually can be tedious, you may use one of the built in color schemes. Example:
color emerald eyes (ANSI)
NOTE: Enter color nocolor to completely turn off all coloring. Enter color display to visually see your current color settings.
See also: ANSI · COLOR-SCHEMES · COLOR-TYPE · LINES · PROMPT · VT100
COLOUR-BEAM
An intense beam of illusory color strikes your opponent, strong enough to do signficant damage.
See also: OFFENSIVE-SPELLS · PROFS · SPELLS
COLOUR-SPRAY
Similar to color beam, but instead the color fans to strike all of your opponents.
See also: OFFENSIVE-SPELLS · PROFS · SPELLS
COMBAT
An example of the damage system: The MUD will determine the area of your body that is being attacked. The MUD will generate the hitroll and compare it to your AC. AC is the sum of the AC value(s) of the item(s) in the area being attacked, and your ALL-AC. If the attack gets past your AC, the MUD will compute the total damage done in the attack. The stopping (actual protection) value of the item(s) (if any) covering the area of your body that was attacked will be subtracted from the total damage. Stopping value is the sum of the STOPPING value(s) of the item(s) in the area being attacked, and your ALL-STOPPING. Items with immunities to the form of attack being used are evaluated as infinite STOPPING, and block all damage. Items with a resistance are evaluated as double STOPPING, and items with a susceptibility are evaluated as half STOPPING. The remaining amount of damage (if any) will be subtracted from your remaining hitpoints. If the remaining amount of damage is zero or negative, then no damage will be incurred for that attack.
See also: AC · AC-AREAS · HIT · ITEM-OBJECT · STOPPING · STOPPING-AREAS
COMMANDS
Syntax:
commands
Lists all of the available commands that you currently have access to.
See also: AVHELP · IMMHELP · SOCIALS
COMMUNE
Syntax:
commune <text>
This command is used to communiate among the gods whenever you need to say something important that you want all gods to hear. Commune can't be channeled by builders so make sure that whatever you say is worth disrupting everyone for.
See also: MUSE · PONDER · PRAY
COMMUNICATIONS
General summary of communication commands on this mud:
agossip <text> -- Use this channel for all arena conversation.
Arena announcements also go over this channel.
ask <person> <text> -- Used if you want to ask someone in your current room
a question.
auction <text> -- Places your text on the auction channel. Everyone
tuned in will hear you. Use this channel for buying
or selling items.
beep <person> -- This will send to audible beeps to the person whom
you try to beep. Note, however, that they can
choose to ignore beeps.
bgossip <text> -- Use this channel for all battlefield conversation.
battlefield announcements also go over this channel.
channel <channel> -- This command will turn on or off a certain channel.
echo -- Turns off echoing of your statements.
gossip <text> -- Places your text on the gossip channel. Everyone
tuned in will hear you. Use this channel for any
sort of gossip.
gtell <text> -- If you are in a group, the text will be sent to
everyone in your group, regardless of which room
they are in.
reply <text> -- Replies to the last person who told you something.
report [s|x] -- Tells group members your current status.
say <text> -- Everyone in the current room will hear whatever you
say. You can also abbreviate say by using just a
single quote. This command is by far the most
common method of speaking.
shout <text> -- This will place whatever text you say onto the shout
channel. Anyone on the mud tuned in will hear what
you have to say. Use this channel only for
emergencies. "I need a SUMMON!!!" for example.
talk <person> <text> -- Directs your say to a single person, although all
people in the room will be able to hear what you
are saying.
tell <person> <text> -- Tells the <person> whatever you say. The person
does not have to be in the current room.
whisper <person> <text> -- Use this whenever you want to whisper a secret to
someone. The person must be in the same room as
you are.
yell <text> -- This command is just like shout except that the
text you say will only be heard by others in your
zone.
Examples:
say I'm a jerk.
tell joe You are so nice!
channel gossip
...
NOTE:
If you misuse one of the three channels, "auction", "gossip", or "shout", you stand a good chance of being gagged by the gods and you will be prevented from conversing over that channel(s).
See also: AGOSSIP · ASK · AUCTION · BEEP · BGOSSIP · CHANNEL · ECHO · GOSSIP · GTELL · LANGUAGES · REPLY · SAY · SHOUT · SPEAK · TELL · WHISPER · YELL
COMPACT
Syntax:
compact
If you have a small display you might want to use this command. It turns off (or on) the extra newline after output to your screen.
See also: BRIEF
CONJURE-ELEMENTAL
conjure air elemental: "ae" "xu" "jur" "ain" conjure earth elemental: "mo" "xu" "jur" "ain" conjure fire elemental: "fu" "xu" "jur" "ain" conjure water elemental: "too" "xu" "jur" "ain"
Conjuring elementals involves sacrificing an object: red stone for fire elementals pale blue stone for water elementals grey stone for earth elementals clear stone for air elementals
CONSENT
Syntax:
consent [order|remove|summon|teleport]
This command permits you to give your consent on certain items. For example, if you don't give consent to be summoned, you will try to save versus summon.
Giving consent to order means that you will permit your group leader to give you orders when you are grouped.
Consenting to remove permits others to remove your clothing AND weapons.
See also: FOUND · GROUP
CONSIDER
Syntax:
consider <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, please help us fix this, make bug reports :) Consider does _NOT_ take hitpoints/behavior attacks/damage into account.
Example:
consider fido
CONTINUAL-LIGHT
This spell will create a permanent ball of light which you may hold as a light source.
See also: DARKNESS · DARKNESS · EVER · EVER · LIGHT · LIGHT
CONTROL-WEATHER
This spell will change the "course" of the current weather. Course can be better or worse
Example:
> cast <control weather> worse
COOKING
(also FILLET)
Syntax:
fillet <slice name>
Anyone who knows the cooking skill can "cook" a slice of meat so as to make it edible and more filling.
WARNING! If you have a taste toward cannibalism, you should be aware that many denizens of Tera find cannibalism to be repulsive and may act violently toward your person should you be seen acting on your appetite.
COPY
Syntax:
copy <original> [on] <copy> [with] <pen>
This command can be used to copy a note with something written on it. The note will be copied in whatever language you are currently speaking.
If there is a bulletin board handy, the original can also be a post number, in which case you can copy a bulletin post on to a note.
copy paper 2.paper pen Copies the contents of paper on to 2.paper. copy 3 paper pen Copies post #3 on the bulletin board to paper.
See also: WRITE
CPROMOTE
Syntax:
cpromote <player name>
If you are a clan leader, you may use this command to appoint someone else to be the leader of your clan. You will no longer be the leader once they are promoted.
The prospective leader must already be in your clan.
CRACKLE
Syntax:
crackle [<victim>]
This is a god-social. Use it to annoy.
See also: GLOW · HALO · PATRONIZE · SNOWBALL
CREATE-FOOD
This spell instantly creates an edible magic mushroom. The mushroom will filling for the next (5+level) hours, up to a maximum of 24 hours.
CREATE-WATER
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.
Double amount of water will be created if it is raining (or snowing).
CRECORD
Syntax:
crecord agenda|history|platform
If you are the leader or the historian of a clan, you may use this command to update the clan's archives.
agenda Records private clan ambitions and goals.
history Records a history of the glorious (and not so glorious) deeds
of the clan.
platform The public record of the clan. All people may read this.
Put whatever you want everyone to know about your clan here.
CRITHIT
Syntax:
crithit <victim name>
This command is very similar to the KICK command for warriors but is mainly for thieves and packs a little more punch. The success of each crit hit depends on how well you have the skill learned. The more you have it learned, the better your chances to hit and do more damage are. After using crit hit there are three rounds of delay during combat.
CROSTER
Syntax:
croster <clan code>
This will show the names of everyone who belongs to the specified clan, regardless of whether or not they are currently connected to the mud.
CTELL
Syntax:
ctell <message>
If you are a member of a clan, you may use this command to tell all your fellow clanmembers something. It is a kind of intraclan gossip channel.
See also: CLANS
CURE-BLIND
This spell will cure a person blinded by the "blindness" spell, it can not remove blindness caused by for example cursed items.
CURE-CRITICAL
This spell cures 5d10 + level/2 damage.
CURE-LIGHT
This spell cures 1d10 + level/8 damage.
CURE-SERIOUS
This spell cures 3d10 + level/4 damage.
CURSE
Curse cast on a person that fails the saving throw, will reduce the hitroll by one, and reduce the saving throw versus paralysation by one.
CUSTOM-PROMPT
(also CUSTOM-PROMPTS)
Syntax:
prompt custom [delete|<your custom prompt here>]
Custom prompts allow you to define your prompt to be exactly how you want it. The mud will replace the following prompt codes with the relevant statistics.
^p*ch Current hit points IMMORTAL ONLY
^pmh Maximum hit points
^p*cm Current mana points ^pz The zone you are in
^pmm Maximum mana points ^pr The room you are in
^p*cv Current movement points ^pi Your invisibility level
^pmv Maximum movement points ^ps Whether you are stealthy
^pal Alignment
^pxp Experience needed to level
^pgd Gold on hand
^p*vc Victim's condition
^p*tc Tank's condition
^psp Spells affected by
^pn Your name
^ptm Shows current mud time
^pt[O]r Shows current RL time where 'O' is an optional offset of hours from
the mud's time zone. An offset is provided so that you can shift the
time into your local time zone. Ex: "^ptr" "^pt5r" "^pt-10r"
All asterisks (*) are optional. If present, they will cause the entry to be color coded.
Ex: prompt custom My hit points are at: ^pch My name is: ^pn
Enter prompt custom with no parameters to switch to your custom prompt. Enter prompt custom delete to delete your custom prompt. Use the regular prompt variation to set your windowed settings.
TIP: You can use the alias command to keep track of all of your prompts.
alias p1 prompt c H:^pch Tank:^ptc
CUSTOM-PROMPTS
See CUSTOM-PROMPT
CVIEW
Syntax:
cview [clan name]
This command will display the specified clan's public platform. If you are a member of the clan, you will also be shown the clan's agenda and history.
The clan name defaults to your current clan.
CWHO
Syntax:
cwho [linkdead] [gods|<clan name>|<level>|<low level> <high level>]
Lists the people currently in the game who belong to a clan. Some people may choose to remain unseen. If the "gods" parameter is used, a listing of all the active and visible gods will be shown. If the clan name parameter is used, only players in the specified clan will show up on the who list. You can also get a listing of all players that are equal to or higher than "level" or who are between the levels of "low level" and "high level".
The linkdead clause will tell the mud to list people who are linkdead as well. (Normally people who are linkdead do not appear in the who lists...)
See also: CLANS · CROSTER · WHO
