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SANCTUARY

When protected by this spell, you take 1/2 damage from all attacks

See also: FIRESHIELD · SHOCKSHIELD

SAVE

Syntax:

save

Save your persona. This includes experience points, strength, gold, etc. It also saves your equipment, up to the first 200 items. Be sure to save after each adventure, or battle.

SAY

Syntax:

say <text>

The most common method of communicating on this mud is to use this command. Whatever you say will appear to everyone in the current room. You can use a single quote (') to abbreviate this command.

See also: COMMUNICATIONS · TALK

SCAN

Syntax:

scan [direction]

This skill will permit you to scan your surroundings for anything moving. All adjacent rooms will be scanned and the creatures therein reported. However, depending on the type of terrain you are scanning in, you may be less likely to spot your foes. In addition, you cannot scan through closed doors.

If you attempt to scan in a particular direction, you wil be able to see farther in that direction, sacrificing breadth for depth. However, the farther you get from your position, the less likely your chance to spot all foes decreases.

If your character has the scan skill, their chances of successfully scanning the area will improve markedly.

SCORE

Use the STATUS command to view your character's attributes.

See also: STATUS

SCRIBE

(also SCROLLCRAFT)

Syntax:

scribe <spellname>

The scrollcraft skill allows a magic user to write a magical spell unto a scroll which can later be instantly recited. Any spell that the magic user knows can be scribed. The scroll can be given to another character, but that character will not be able to understand the scroll if he or she is more than 10 levels lower than the scribe. In order to scribe a spell you must be one level higher than the minimum level of the spell. The mana cost is three times the normal cost of casting the spell.

Note: if you fail the skill roll, all mana will be lost.

See also: BREW

SCROLLCRAFT

See SCRIBE

SCRY

With this affecting you, you may peek around corners (ex: look n). It's very usefulwhen you aren't quite sure what might lie waiting in next room.

See FIND-DEATH-TRAPS

SELL

See BUY

SENSE-LIFE

This spell will enable you to sense hidden life forms in a room. Invisible persons are also considered hidden.

See also: HIDE

SHADOW

Syntax:

shadow <target name>

This command works identically to the "follow" command with one exception: the person you are following will not be told that you have started to follow them. If used in combination with the thief skill sneak, a character could successfully "shadow" another character. It is up to the thief, however, to find a hiding spot if the character they are shadowing lingers in a room (see the "hide" command).

See also: FOLLOW · HIDE · LOSE · SHADOW · SNEAK · SPOT

SHAPESHIFT

(also ANIMALSHIFT)

There is a rather long, and involved list of monsters that you can choose from, and the list expands as you get higher in level.

the monsters are probably not well balanced right now, you will undoubtedly find some that are too strong, or some that are too weak in comparison to the others in the room.

I would be very grateful if you tell me which ones are too strong and which ones are too weak.

Correct syntax and format for this is:

cast <runes> <creature_type>

where you replace <creature_type> with one of the creatures listed below.

To return to your character, type the command: RETURN

If you switch into a humanoid monster, you can cast spells if you are a magic-user or cleric, and you can steal if you are a thief.

Now, here is the list:

name level of caster wyvern 40 mindflayer 35 spider 30 lamia 24 drider 20 giant 16 shark 16 troll 14 crocodile 14 jackalwere 12 snake 10 bull 10 warg 10 spider 9 minotaur 9 ogre 8 parrot 8 wolf 8 gnoll 6 lizard 6 goblin 4 duck 4 frog 2

The ones with * indicate animals.

SHAPING-RUNES

Shaping runes are runes that can be optionally added to an existing combination of runes to "shape" how the spell gets activated.

be ... focus in beam. fiz ... focus via spray, affecting the entire room. ind ... focus on an individual. obj ... focus on an inanimate object. ras ... focus in touch. re ... focus on group. sel ... focus on self.

For example:

momelsot is "earth-acid-greater acid". "be" and "fiz" can be combined with this spell to indicate how the spell should be activated:

momelsotbe ... acid blast momelsotfiz ... acid rain

See also: BASE · CANONS · RUNES · RUNES

SHELL

(also ^ ! !!)

This mud implements a limited form of the common shell syntax found in UNIX command shells like csh and bash. For example:

!       Repeats the most recently entered command.
!!      Repeats the most recently entered command.
!<exp>  Repeats the most recently entered command beginning with <exp>.
!<num>  Repeats the command numbered <num> (see history).
^x1^x2  Replaces expression x1 with expression x2 in the
        history for the most recently entered command.

See also: ALIAS · HISTORY · PIPE

SHIELD

Creates a shield of magic around the target, some protection, and nullifies all magic missile attacks.

SHOCKING-GRASP

Your touch will conduct small voltage through you opponent's body.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

SHOCKSHIELD

This spell creates a shield of electricity around the body, and makes every attack against them do electric damage to the attacker.

See also: FIRESHIELD

SHOOT

Syntax:

shoot <direction> [at] <victim>

The shoot command is used to fire a missile weapon like a bow, crossbow, or blow gun.

See also: ARCHERY · AXE · DAGGER · DART · HAMMER · MARKSMANSHIP · SHOOT · SPEAR · STAR · THROW · THROWING · TOSS

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 · LIST · SELL · VALUE

SHOUT

Syntax:

shout <text>

This command should be used for emergencies only or when you really need to get the attention of everyone. Chances are, almost everyone on the mud will hear whatever you have to say so try not to be too obnoxious. If you misuse this command, some god will most likely gag you.

NOTE: Everyone on the mud will hear you.

See also: AUCTION · BGOSSIP · CHANNEL · COMMUNICATIONS · GOSSIP · YELL

SHRIEK

This spell enhances your vocal cords so much that when you yell, one opponent is severely damaged by the intensity of the scream.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

SHUTDOW

See QUI

SILENCE

This spell attempts to silence thy foe. Silenced foes will be unable to hear or speak anything and will thus make spell casting difficult. The victim gets a save versus spells to avoid the effect.

See also: REMOVE-SILENCE

SIP

See EAT

SIT

See SLEEPING

SKILLS

See PROFICIENCIES

SLEEP-SPELL

If failing saving throw versus spell, the person will fall asleep. A person who is affected by sleep can only be awakened if attacked.

SLEEPING

(also WAKE REST SIT STAND)

For changing your position. If you feel weary, It is probably a good idea to sit and rest for awhile; or maybe even take a nap.

See also: SLEEP-SPELL · YANK

SLICE

Syntax:

slice <corpse name>

This command will let you slice a chunk off of a corpse. The major purpose in doing this is twofold: you have prove of a kill and a tasty thing to eat!

See also: BEHEAD · EAT · FILLET

SLING

Syntax:

shoot <direction> [at] <victim>

The sling skill will permit you to use a slingshot against one of your foes. The range of a slingshot is four rooms. In order to properly use a slingshot, you must be wielding both the slingshot and some ammunition (like a slingshot stone).

See also: ARCHERY · CATCH · MARKSMANSHIP · SHOOT

SMILE

Whenever you feel like smiling...

SNEAK

Syntax:

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.

Successful sneaking requires one of the sneak skills. If you are outside, you must know the sneak, outside skill, and if inside, the sneak, inside skill.

Type sneak again to toggle sneaking off.

* NOTE: when you SNEAK you will also automatically try to hide.

See also: HIDE · SHADOW

SOCIALS

Syntax:

socials

Lists all of the availble social commands that you currently have access to.

See also: COMMANDS · IMMHELP

SOLAR-GATE

This spell will open up a temporary gate between the caster's position and the center of the nearest star. Everyone in the same room as the caster will be blasted for leveld20 points of damage. Even the caster's party members will be blasted for (level/2)d20 points of damage. Everyone in the adjacent rooms will be hit for (level/2)d20 points of damage. In addition, everyone else in the ZONE will be hit for (level/4)d20 points of damage. Use of this spell creates enough noise such that everyone in the world will be able to hear at least a distant rumbling.

This powerful spell should be used with MAJOR disgression. It is rumoured that wizards who misuse this spell and "accidentally" injure and or kill other players will be severely punished by the gods(See: BalZur). USE IT CAREFULLY!!!

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

SOUTH

See NORTH

SOUTHEAST

See NORTH

SOUTHWEST

See NORTH

SPARKS

Small, yet damages volts of electricity spark up and hit one opponent.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

SPEAK

Syntax:

speak <language name>

This command will cause you to switch the language that you are currently using to speak in. Only people who know the language that you specify will be able to hear you.

See also: COMMUNICATIONS · LANGUAGES

SPEAR-THROWING

Syntax:

throw <direction> [at] <victim>

The spear throwing skill will let you throw spears and javelins at a victim in a room up to three rooms away.

See also: AXE · CATCH · DAGGER · DART · HAMMER · STAR · THROW · THROWING · TOSS

SPELL-KNOCK

This spell can be used to unlock certain doors and containers that are locked. Not all locks can be opened with use of this spell.

See also: PASSWALL

SPELLS

A spell is a combination of runes that yields some sort of magical power.

Once you know all of the runes that are required for a spell, you will be able to cast the spell. It is not necessary to practice spells -- you need only practice runes.

A list of spells can be had with the spells command. See SPELLS-COMMAND for information on that command. The spells command will also list what runes are required for each spell. Enter help learning-first-spell for some basics on learning your first spell.

See also: LEARNING-FIRST-SPELL · MAGIC-SYSTEM · OFFENSIVE-SPELLS · RUNES · SPELLS-COMMAND

SPELLS-COMMAND

Syntax:

spells [<class name>|all] [<name>|<low level> [<high level>]] ...

... [<abbreviation>]|[<rune name>]

The spells command is used to discern information about spells. If you just enter "spells" with no parameters, it will list all of the spells that you currently can cast based upon the runes that you know.

If you specify a class name, all the spells that the specified class could potentially cast will be listed. If you specify all for a class name, spells for all classes will be shown.

If you use the level parameters, only spells learned between the specified levels will be listed. You may also enter an abbreviation of the spells you would like to see.

Finally, if you specify a rune name, only spells that contain that rune will be listed.

The listing shows the spell name followed by the runes required for the spell. Spell mana is computed by adding up the mana for each individual rune. The level column shows the earliest level that all the runes for that spell can be learned. The "max" column lists the maximum percentage of proficiency with that spell that can be obtained by you or the class specified.

Examples:

spells a       List spells you know that begin with the letter "a".
spells cleric  List spells that clerics can learn.
spells mage do List spells that mages can learn that begin with "do".
spells fiz     List spells you know that contain the rune "fiz".

See also: RUNES · SPELLS-COMMAND

SPHERE-LIGHTNING

A more defined, more powerful version of globe lightning, doing more damage.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

SPLIT

Syntax:

split [amount coinage]

This command will count the number of followers in a group, split the gold, and distribute among those players.

If the person doing the splitting is the group treasurer, he or she need only enter "split" (without a gold total) to fairly distribute all gold accumulated so far. The mud will keep track of how much gold has been looted.

See also: APPOINT · GROUP

SPOT

This skill will permit you to spot hiding or sneaky characters in the act. However, it will be difficult spotting really talented, high-level sneaky characters.

See also: HIDE · SHADOW · SNEAK

STABLE

Syntax:

stable <follower name>

Use this to cause a follower to "wait here". While the command is mainly used to "stable a mount", it can be applied to any follower.

See also: MOUNT · UNSTABLE

STAND

See SLEEPING

STAR-THROWING

Syntax:

throw <direction> [at] <victim>

The star throwing skill will let you throw throwing stars at a victim in a room up to two rooms away.

See also: AXE · CATCH · DAGGER · DART · HAMMER · SPEAR · THROW · THROWING · TOSS

STATUS

Syntax:

status [mud|alignment|ac|attrib|combat|hnd|position|spells|xp]
x [mud|alignment|ac|attrib|combat|hnd|position|spells|xp]

This command will detail the current status of your player. This can be also activated by entering x, and that is the way this command is most often displayed (because it is shorter to type and abbreviates to one letter).

Entering x will show your entire 'character sheet'. x mud will detail the status of the mud. x ac will display your armour class and stopping. x align will display your alignment. x attrib will display your attributes. x combat will show information relevant to combat. x hnd will show your "to-hit" and damage bonuses. x pos will display your position. x spells will display the spells you are affected by. x xp will display your experience.

All options can be abbreviated. For example, 'x sp' can be used instead of 'x spells'.

See also: UPTIME

STEAL

Syntax:

steal <item name>|gold [from] <victim name>

Use steal to steal gold or items from people. The chance of not getting caught depends on how well you have practiced steal, and if the person is asleep.

You CAN steal from players ... BUT ... anyone can legally kill you if you get caught. (Only once of course.) In additions, the guards will be on the lookout.

Example:

> steal gold drunk

STONE-SKIN

This spell will make your skin as hard as stone, improving your stopping by 6 points in all areas. The stoneskin spell will also make you resistant to piercing weapons.

See also: AC · BARKSKIN

STOPPING

Is the amount of damage that your armor will directly absorb. The remaining damage afterwards will be directly done towards your person.

Example:

29 points of damage is done to you.

Your plate armor has a stopping value of 10, and your ALL-STOPPING (stopping value of any item(s) affecting your total body) is 5.

29 - 15 = 14 points of damage are subtracted from your remaining hp.

Since all items will have different stopping values, the stopping value for a given item applies only towards that AREA on which the item is worn. ALL-STOPPING avoidance class benefits are applied to all areas.

See also: AC · AC-AREAS · ITEM-OBJECT · STOPPING-AREAS

STOPPING-AREAS

Armor is now divided into areas of your body. Specifically, HEAD, BODY, RIGHT-ARM, LEFT-ARM, RIGHT-LEG, and LEFT-LEG. These areas will contribute to the realism and the playing experience of the mud, making it much more real. This means that you can be hit in specific areas of your body, so damage taken is directly related to the properties of the item(s) worn on that area, if any.

This means that different areas of your body will have different amounts of protection, depending on the item(s) worn there. If an item has a STOPPING value, then that value affects only that item. If an item has an ALL-STOPPING value, then that value affects ALL areas of your body and modifies the STOPPING values accordingly. The actual STOPPING value for any given area of your body is the sum of the STOPPING of the item(s) worn on that area, and your ALL-STOPPING value.

For example, if you are attacked in the HEAD area: The AC that the hitroll must pass will be the sum of your ALL-AC and and the AC of the item(s) being worn on your head. Damage incurred will be lessened by the sum of your ALL-STOPPING and the STOPPING of the item(s) being worn on your head. Resists, immunities, and susceptibilities that affect the item(s) OR your whole body are also taken into account.

HINT: Shields give ALL-STOPPING, so their coverage is global.

See also: AC · AC-AREAS · ITEM-OBJECT · STOPPING

STRENGTH

Target will gain 1-6 strength points. Maximum strength is 18/100.

STUN

Syntax:

stun <victim name>

This skill will attempt to stun your foe for four rounds, preventing them from attacking or using any of their skills and/or spells. However, regardless of whether the stun was successful, your character will also be unable to enter any commands for the following four rounds. (Although you _will_ be able to attack.)

Because of the overbearing nature of this attack, it is quite taxing on your endurance and it therefore costs 10 movement points.

SUBDUE

Syntax:

subdue <victim>

This command will attempt to subdue the targetted victim into following you. Its main usage is to subdue a wild horse or other mount into letting you mount it.

The subdue skill will greatly enhance your ability to subdue creatures.

See also: MOUNT

SUMMON

Will summon a person of the name spoken. It is not possible to summon someone of three or more levels above yourself. If you attempt to summon a monster,it will get a saving throw. You might also be stunned after summoning someone as well, so be sure to use this spell in relatively safe surroundings.

See also: AID

SUN-RAY

This spell unleashes a flood of holy light from the caster's outstretched hands. Any undead which is hit by the light will take full damage from the spell. Demons and devils will take half damage while all other creatures will take no damage whatsoever.

See also: OFFENSIVE-SPELLS · PROFS · SPELLS

SWIMMING

The swimming skill is required to enter water unless you have a boat or are enabled by some spell. The swimming skill will not let you enter really deep or turbulent water.

SWORDRIGHT

This skill allows the Paladin who has it to petition their diety for their holy weapon, the Holy Avenger. If the sword gets damaged, the Paladin will have to atone to qualify for another one.

SYNTAX

See HELP


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